ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.40 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23*/
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
27
28#include <bitset>
26 29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef uint32 tag_t;
59}; 62};
60 63
61struct UUID 64struct UUID
62{ 65{
63 uint64 seq; 66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
64}; 72};
65 73
66extern void init_uuid (); 74extern void init_uuid ();
67extern UUID gen_uuid (); 75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
68 77
69/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 79 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 80 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 81 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
79 88
80/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 91 * e.g. ->copy_to ()
83 */ 92 */
84 93
94INTERFACE_CLASS (object)
85// these are not being copied 95// these are being copied
86ACC_CLASS (object) 96struct object_copy : attachable
87struct object_keep : refcounted
88{ 97{
89 tag_t ACC (RW, count); /* Generation count for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
90 UUID uuid; // Unique Identifier, survives saves etc.
91 99
92 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
93 player *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
94 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
95 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 object *inv; /* Pointer to the first object in the inventory */
104 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied
116struct object_copy : attachable<object>
117{
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr 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 */ 116 object_ptr 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 */ 117 object_ptr 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 */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
138 124
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
145 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 129
150 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
163 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 145 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
186 166
187 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
190 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
196 176
197 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
199 * only used in spells. 179 * only used in spells.
200 */ 180 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
203 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
206 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
208 char *ACC (RW, spellarg); 197 char *ACC (RW, spellarg);
209 198
210 /* Following are values used by any object */ 199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
211 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 archetype *ACC (RW, arch); /* Pointer to archetype */
213 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 key_value *key_values; /* Fields not explictly known by the loader. */ 202 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 203 flags_t flag; /* various flags */
216 uint32 flags[4]; /* various flags */ 204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223
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}; 213};
232 214
233struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
234{ 216{
235 typedef unordered_vector<object *> vector; 217 typedef unordered_vector<object *> vector;
236 218
237 static vector mortals; 219 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */
236 object *ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now.
238 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in.
241 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently?
245
238 static vector active; // active objects, not yet used 246 //static vector active_list; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->... 247 //static vector object_list; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects" 248 static object *first; // will be replaced by "objects"
241 249
242 static object *create (); 250 MTH static object *create ();
251 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
243 void free (bool free_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
244 256
245 static void free_mortals (); 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory
261
246 static bool can_merge (object *op1, object *op2); 262 static bool can_merge_slow (object *op1, object *op2);
247 263
248 void clear (); 264 // this is often used in time-critical code, so optimise
249 void clone (object *destination); 265 MTH static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
250 271
251 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 272 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed);
252 274
253 void instantiate () 275 MTH void instantiate ()
254 { 276 {
255 if (!uuid.seq) // HACK 277 if (!uuid.seq) // HACK
256 uuid = gen_uuid (); 278 uuid = gen_uuid ();
257 279
258 attachable<object>::instantiate (); 280 attachable::instantiate ();
259 } 281 }
260 282
261 void set_owner (object *owner); 283 // recalculate all stats
284 MTH void update_stats ();
285 MTH void roll_stats ();
286 MTH void swap_stats (int a, int b);
287 MTH void add_statbonus ();
288 MTH void remove_statbonus ();
289 MTH void drain_stat ();
290 MTH void drain_specific_stat (int deplete_stats);
291 MTH void change_luck (int value);
262 292
263 // info must hold 256 * 3 bytes currently 293 // info must hold 256 * 3 bytes currently
264 const char *debug_desc (char *info) const; 294 const char *debug_desc (char *info) const;
265 const char *debug_desc () const; 295 MTH const char *debug_desc () const;
296 const char *flag_desc (char *desc, int len) const;
297
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES
301 || type == BRACERS || type == GIRDLE; }
302 MTH bool is_alive () const { return (type == PLAYER
303 || flag [FLAG_MONSTER]
304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
305 && !flag [FLAG_IS_A_TEMPLATE]; }
306 MTH bool is_arrow () const { return type == ARROW
307 || (type == SPELL_EFFECT
308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
309
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311
312 // temporary: wether the object can be saved in a map file
313 // contr => is a player
314 // head => only save head of a multitile object
315 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; }
317
318 /* This return true if object has still randomitems which
319 * could be expanded.
320 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
322
323 // returns the player that has this object in his inventory, or 0
324 MTH object *in_player () const
325 {
326 for (object *op = env; op; op = op->env)
327 if (op->type == PLAYER)
328 return op;
329
330 return 0;
331 }
332
333 // "temporary" helper function
334 MTH object *head_ ()
335 {
336 return head ? head : this;
337 }
338
339 // insert object at same map position as 'where'
340 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342
343 MTH bool active () const;
344 MTH void activate ();
345 MTH void deactivate ();
346 MTH void activate_recursive ();
347 MTH void deactivate_recursive ();
348
349 // set the givne flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1);
351
352 void enter_exit (object *exit);//PERL
353 MTH void enter_map (maptile *newmap, int x, int y);
354
355 // returns the mapspace this object is in
356 mapspace &ms () const;
266 357
267 // fully recursive iterator 358 // fully recursive iterator
268 struct iterator_base 359 struct iterator_base
269 { 360 {
270 object *item; 361 object *item;
277 operator object *() const { return item; } 368 operator object *() const { return item; }
278 369
279 object *operator ->() const { return item; } 370 object *operator ->() const { return item; }
280 object &operator * () const { return *item; } 371 object &operator * () const { return *item; }
281 }; 372 };
373
374 MTH unsigned int random_seed () const
375 {
376 return (unsigned int)uuid.seq;
377 }
282 378
283 // depth-first recursive iterator 379 // depth-first recursive iterator
284 struct depth_iterator : iterator_base 380 struct depth_iterator : iterator_base
285 { 381 {
286 depth_iterator (object *container); 382 depth_iterator (object *container);
307 403
308 object (); 404 object ();
309 ~object (); 405 ~object ();
310}; 406};
311 407
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 408typedef struct oblnk
329{ /* Used to link together several objects */ 409{ /* Used to link together several objects */
330 object *ob; 410 object_ptr ob;
331 struct oblnk *next; 411 struct oblnk *next;
332 tag_t id;
333} objectlink; 412} objectlink;
334 413
335typedef struct oblinkpt 414typedef struct oblinkpt
336{ /* Used to link together several object links */ 415{ /* Used to link together several object links */
337 struct oblnk *link; 416 struct oblnk *link;
346 * be much left in the archetype - all it really is is a holder for the 425 * be much left in the archetype - all it really is is a holder for the
347 * object and pointers. This structure should get removed, and just replaced 426 * object and pointers. This structure should get removed, and just replaced
348 * by the object structure 427 * by the object structure
349 */ 428 */
350 429
351ACC_CLASS(archetype) 430INTERFACE_CLASS (archetype)
352struct archetype : zero_initialised 431struct archetype : zero_initialised, attachable
353{ 432{
354 archetype (); 433 archetype ();
355 ~archetype (); 434 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const;
356 436
357 static archetype *find (const char *arch); 437 static archetype *find (const char *arch);
438
439 void hash_add (); // add to hashtable
440 void hash_del (); // remove from hashtable
358 441
359 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
360 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
361 struct archetype *ACC (RW, head); /* The main part of a linked object */ 444 struct archetype *ACC (RW, head); /* The main part of a linked object */
362 struct archetype *ACC (RW, more); /* Next part of a linked object */ 445 struct archetype *ACC (RW, more); /* Next part of a linked object */
363 object ACC (RO, clone); /* An object from which to do copy_object() */ 446 object ACC (RO, clone); /* An object from which to do ->copy_to () */
364 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
365 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
366 * in comparison to the head. 449 * in comparison to the head.
367 */ 450 */
368}; 451};
373extern int nrofallocobjects; 456extern int nrofallocobjects;
374 457
375/* This returns TRUE if the object is something that 458/* This returns TRUE if the object is something that
376 * should be displayed in the look window 459 * should be displayed in the look window
377 */ 460 */
378#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
379 462
380/* Used by update_object to know if the object being passed is 463/* Used by update_object to know if the object being passed is
381 * being added or removed. 464 * being added or removed.
382 */ 465 */
383#define UP_OBJ_INSERT 1 466#define UP_OBJ_INSERT 1
424#define ARCH_DETECT_MAGIC "detect_magic" 507#define ARCH_DETECT_MAGIC "detect_magic"
425#define ARCH_DEPLETION "depletion" 508#define ARCH_DEPLETION "depletion"
426#define ARCH_SYMPTOM "symptom" 509#define ARCH_SYMPTOM "symptom"
427 510
428#endif 511#endif
512

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines