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Comparing deliantra/server/include/object.h (file contents):
Revision 1.11 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.40 by root, Sat Sep 16 22:24:12 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.11 2006/08/29 05:03:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
31 26
32#include "cfperl.h" 27#include "cfperl.h"
33#include "shstr.h" 28#include "shstr.h"
34 29
35typedef uint32 tag_t; 30typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations
37{
42 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 41} Body_Locations;
46 42
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 44
58/* 45/*
59 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 48 *
63 * 50 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 52 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
67 */ 54 */
68typedef struct _key_value { 55struct key_value
69 const char * key; 56{
70 const char * value;
71 struct _key_value * next; 57 key_value *next;
72} key_value; 58 shstr key, value;
59};
73 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
74 68
75/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 70 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 71 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 72 * can_apply and will_apply?
79 */ 73 */
80#define WILL_APPLY_HANDLE 0x1 74#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 75#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 76#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 77#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
85 79
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 81 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 82 * e.g. copy_object.
95 * 83 */
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103 84
104struct object_simple : attachable<object> { 85// these are not being copied
105 static data_type get_dt () { return DT_OBJECT; } 86ACC_CLASS (object)
87struct object_keep : refcounted
88{
89 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
106 91
107 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
108 struct pl *contr; /* Pointer to the player which control this object */ 93 player *ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 94 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 95 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
111 struct object *active_next; /* Next & previous object in the 'active' */ 96 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 97 object *ACC (RW, active_prev); /* List. This is used in process_events */
113 /* so that the entire object list does not */ 98 /* so that the entire object list does not */
114 /* need to be gone through. */ 99 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 100 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 101 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 102 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 103 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 104 object *ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 105 * is only used by the player right now.
121 */ 106 */
122 struct object *env; /* Pointer to the object which is the environment. 107 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 108 * This is typically the container that the object is in.
124 */ 109 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 110 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 111 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 112 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131}; 113};
132 114
133struct object_special { 115// these are being copied
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 116struct object_copy : attachable<object>
135 * All fields beow this point are automatically copied by memcpy. If 117{
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
149 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137};
150 138
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
151 sint16 x,y; /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */ 144 float ACC (RW, speed); /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */ 145 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */ 146 uint32 ACC (RW, nrof); /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 149
160 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 152 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 159 uint16 ACC (RW, material); /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */ 160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious 163 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 164 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 165 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 167 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 168 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 169 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */
183 uint8 pick_up; /* See crossfire.doc */ 172 uint8 ACC (RW, pick_up); /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 173 sint8 ACC (RW, item_power); /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */ 175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 176 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 perm_exp; /* Permanent exp */ 179 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 struct object *current_weapon; /* Pointer to the weapon currently used */
193 uint32 weapontype; /* type of weapon */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 tooltype; /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
198 186
199 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
200 struct object *owner; /* Pointer to the object which controls this one */
201 /* Owner should not be referred to directly - */
202 /* get_owner should be used instead. */
203 tag_t ownercount; /* What count the owner had (in case owner */
204 /* has been freed) */
205 struct object *enemy; /* Monster/player to follow even if not closest */
206 struct object *attacked_by; /* This object start to attack us! only player & monster */
207 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
208 struct treasureliststruct *randomitems; /* Items to be generated */
209 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
210 struct object *chosen_skill; /* the skill chosen to use */
211 uint32 hide; /* The object is hidden, not invisible */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
212 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
213 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
214 sint32 move_status; /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
215 uint16 attack_movement;/* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
216 uint8 will_apply; /* See crossfire.doc */ 193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
217 struct object *spellitem; /* Spell ability monster is choosing to use */
218 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
219 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
220 196
221 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
222 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
223 * only used in spells. 199 * only used in spells.
224 */ 200 */
225 sint16 duration; /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
226 uint8 duration_modifier; /* how level modifies duration */
227 sint16 casting_time; /* time left before spell goes off */ 202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
228 struct object *spell; /* Spell that was being cast */
229 uint16 start_holding; 203 uint16 ACC (RW, start_holding);
230 char *spellarg; 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
231 uint8 dam_modifier; /* How going up in level effects damage */ 205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
232 sint8 range; /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
233 uint8 range_modifier; /* How going up in level effects range */ 207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg);
234 209
235 /* Following are values used by any object */ 210 /* Following are values used by any object */
236 struct archt *arch; /* Pointer to archetype */ 211 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 archetype *ACC (RW, arch); /* Pointer to archetype */
237 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 213 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
238 /* this objects turns into or what this object creates */
239 uint32 flags[4]; /* various flags */
240 uint16 animation_id; /* An index into the animation array */
241 uint8 anim_speed; /* ticks between animation-frames */
242 uint8 last_anim; /* last sequence used to draw face */
243 sint32 elevation; /* elevation of this terrain - not currently used */
244 uint8 smoothlevel; /* how to smooth this square around*/
245
246 MoveType move_type; /* Type of movement this object uses */
247 MoveType move_block; /* What movement types this blocks */
248 MoveType move_allow; /* What movement types explicitly allowd */
249 MoveType move_on; /* Move types affected moving on to this space */
250 MoveType move_off; /* Move types affected moving off this space */
251 MoveType move_slow; /* Movement types this slows down */
252 float move_slow_penalty; /* How much this slows down the object */
253
254 event *events;
255
256 const char *custom_name; /* Custom name assigned by player */
257 key_value *key_values; /* Fields not explictly known by the loader. */ 214 key_value *key_values; /* Fields not explictly known by the loader. */
258}; 215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
259 223
260struct object : object_special, object_simple { 224 MoveType ACC (RW, move_type); /* Type of movement this object uses */
225 MoveType ACC (RW, move_block); /* What movement types this blocks */
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232
233struct object : zero_initialised, object_keep, object_copy, object_pod
234{
235 typedef unordered_vector<object *> vector;
236
237 static vector mortals;
238 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects"
241
242 static object *create ();
243 void free (bool free_inventory = false);
244
245 static void free_mortals ();
246 static bool can_merge (object *op1, object *op2);
247
248 void clear ();
261 void clone (object *destination) 249 void clone (object *destination);
250
251 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
252
253 void instantiate ()
262 { 254 {
263 if (attach) 255 if (!uuid.seq) // HACK
264 destination->attach = add_refcount (attach); 256 uuid = gen_uuid ();
265 257
266 if (self || cb) 258 attachable<object>::instantiate ();
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
268 } 259 }
269};
270 260
261 void set_owner (object *owner);
262
263 // info must hold 256 * 3 bytes currently
264 const char *debug_desc (char *info) const;
265 const char *debug_desc () const;
266
267 // fully recursive iterator
268 struct iterator_base
269 {
270 object *item;
271
272 iterator_base (object *container)
273 : item (container)
274 {
275 }
276
277 operator object *() const { return item; }
278
279 object *operator ->() const { return item; }
280 object &operator * () const { return *item; }
281 };
282
283 // depth-first recursive iterator
284 struct depth_iterator : iterator_base
285 {
286 depth_iterator (object *container);
287 void next ();
288 object *operator ++( ) { next (); return item; }
289 object *operator ++(int) { object *i = item; next (); return i; }
290 };
291
292 object *begin ()
293 {
294 return this;
295 }
296
297 object *end ()
298 {
299 return this;
300 }
301
302protected:
303 friend struct archetype;
304
305 void link ();
306 void unlink ();
307
308 object ();
309 ~object ();
310};
311
312#define get_object() object::create ()
313#define free_object(op) (op)->free (0)
314#define free_object2(op, free_inv) (op)->free (free_inv)
315#define clear_owner(op) (op)->owner = 0
316#define copy_owner(op,other) (op)->owner = (other)->owner
317#define get_owner(op) (op)->owner
318#define clear_object(op) (op)->clear ()
319
320static inline void
321set_owner (object *op, object *owner)
322{
323 op->set_owner (owner);
324}
325
326#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
327
328typedef struct oblnk
271typedef struct oblnk { /* Used to link together several objects */ 329{ /* Used to link together several objects */
272 object *ob; 330 object *ob;
273 struct oblnk *next; 331 struct oblnk *next;
274 tag_t id; 332 tag_t id;
275} objectlink; 333} objectlink;
276 334
277typedef struct oblinkpt { /* Used to link together several object links */ 335typedef struct oblinkpt
336{ /* Used to link together several object links */
278 struct oblnk *link; 337 struct oblnk *link;
279 long value; /* Used as connected value in buttons/gates */ 338 long value; /* Used as connected value in buttons/gates */
280 struct oblinkpt *next; 339 struct oblinkpt *next;
281} oblinkpt; 340} oblinkpt;
282 341
283/* 342/*
284 * The archetype structure is a set of rules on how to generate and manipulate 343 * The archetype structure is a set of rules on how to generate and manipulate
287 * be much left in the archetype - all it really is is a holder for the 346 * be much left in the archetype - all it really is is a holder for the
288 * object and pointers. This structure should get removed, and just replaced 347 * object and pointers. This structure should get removed, and just replaced
289 * by the object structure 348 * by the object structure
290 */ 349 */
291 350
292typedef struct archt { 351ACC_CLASS(archetype)
352struct archetype : zero_initialised
353{
354 archetype ();
355 ~archetype ();
356
357 static archetype *find (const char *arch);
358
293 const char *name; /* More definite name, like "generate_kobold" */ 359 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
294 struct archt *next; /* Next archetype in a linked list */ 360 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
295 struct archt *head; /* The main part of a linked object */ 361 struct archetype *ACC (RW, head); /* The main part of a linked object */
296 struct archt *more; /* Next part of a linked object */ 362 struct archetype *ACC (RW, more); /* Next part of a linked object */
297 object clone; /* An object from which to do copy_object() */ 363 object ACC (RO, clone); /* An object from which to do copy_object() */
298 uint32 editable; /* editable flags (mainly for editor) */ 364 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
299 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 365 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
300 * in comparison to the head. 366 * in comparison to the head.
301 */ 367 */
302} archetype; 368};
303 369
304extern object *objects; 370extern object *objects;
305extern object *active_objects; 371extern object *active_objects;
306extern object *free_objects;
307extern object objarray[STARTMAX];
308 372
309extern int nrofallocobjects; 373extern int nrofallocobjects;
310extern int nroffreeobjects;
311 374
312/* This returns TRUE if the object is somethign that 375/* This returns TRUE if the object is something that
313 * should be displayed in the look window 376 * should be displayed in the look window
314 */ 377 */
315#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 378#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
316 379
317/* Used by update_object to know if the object being passed is 380/* Used by update_object to know if the object being passed is
318 * being added or removed. 381 * being added or removed.
319 */ 382 */
320#define UP_OBJ_INSERT 1 383#define UP_OBJ_INSERT 1
321#define UP_OBJ_REMOVE 2 384#define UP_OBJ_REMOVE 2
322#define UP_OBJ_CHANGE 3 385#define UP_OBJ_CHANGE 3
323#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 386#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
324 387
325/* These are flags passed to insert_ob_in_map and 388/* These are flags passed to insert_ob_in_map and
326 * insert_ob_in_ob. Note that all flags may not be meaningful 389 * insert_ob_in_ob. Note that all flags may not be meaningful
327 * for both functions. 390 * for both functions.
328 * Most are fairly explanatory: 391 * Most are fairly explanatory:
347 * are mutually exclusive. The behaviour for passing more than one 410 * are mutually exclusive. The behaviour for passing more than one
348 * should be considered undefined - while you may notice what happens 411 * should be considered undefined - while you may notice what happens
349 * right now if you pass more than one, that could very well change 412 * right now if you pass more than one, that could very well change
350 * in future revisions of the code. 413 * in future revisions of the code.
351 */ 414 */
352#define INS_NO_MERGE 0x0001 415#define INS_NO_MERGE 0x0001
353#define INS_ABOVE_FLOOR_ONLY 0x0002 416#define INS_ABOVE_FLOOR_ONLY 0x0002
354#define INS_NO_WALK_ON 0x0004 417#define INS_NO_WALK_ON 0x0004
355#define INS_ON_TOP 0x0008 418#define INS_ON_TOP 0x0008
356#define INS_BELOW_ORIGINATOR 0x0010 419#define INS_BELOW_ORIGINATOR 0x0010
357#define INS_MAP_LOAD 0x0020 420#define INS_MAP_LOAD 0x0020
358 421
359#define ARCH_SINGULARITY "singularity" 422#define ARCH_SINGULARITY "singularity"
360#define ARCH_SINGULARITY_LEN 11 423#define ARCH_SINGULARITY_LEN 11
361#define ARCH_DETECT_MAGIC "detect_magic" 424#define ARCH_DETECT_MAGIC "detect_magic"
362#define ARCH_DEPLETION "depletion" 425#define ARCH_DEPLETION "depletion"

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