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Comparing deliantra/server/include/object.h (file contents):
Revision 1.43 by root, Sun Oct 15 02:16:35 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
68 76
69/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 78 * 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 79 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 80 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
79 87
80/* However, if you're keeping a pointer of some sort, you probably 88/* 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, 89 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 90 * e.g. ->copy_to ()
83 */ 91 */
84 92
85typedef refptr<object> object_ptr;
86
87// these are not being copied
88ACC_CLASS (object) 93ACC_CLASS (object)
89struct object_keep : refcounted
90{
91 tag_t ACC (RW, count); /* Generation count for this object */
92 UUID uuid; // Unique Identifier, survives saves etc.
93
94 /* These variables are not changed by copy_object() */
95 player *ACC (RW, contr); /* Pointer to the player which control this object */
96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
99 object *ACC (RW, active_prev); /* List. This is used in process_events */
100 /* so that the entire object list does not */
101 /* need to be gone through. */
102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
104 /* Note: stacked in the *same* environment */
105 object *inv; /* Pointer to the first object in the inventory */
106 object *ACC (RW, container); /* Current container being used. I think this
107 * is only used by the player right now.
108 */
109 object *ACC (RW, env); /* Pointer to the object which is the environment.
110 * This is typically the container that the object is in.
111 */
112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
115};
116
117// these are being copied 94// these are being copied
118struct object_copy : attachable<object> 95struct object_copy
119{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
120 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
121 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
122 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
123 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
124 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
125 /* If this is an exit, this is the filename */ 104 /* If this is an exit, this is the filename */
126 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
127 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
128 shstr ACC (RW, lore); /* Obscure information about this object, */ 107 shstr ACC (RW, lore); /* Obscure information about this object, */
129 /* To get put into books and the like. */ 108 /* To get put into books and the like. */
130 shstr ACC (RW, materialname); /* specific material name */ 109 shstr ACC (RW, materialname); /* specific material name */
131 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
137 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
139}; 118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
140 120
141// these are being copied and also cleared
142struct object_pod
143{
144 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
147 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
148 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 128
152 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
155 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
157 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
161 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
162 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
163 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
164 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
165 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
166 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
167 */ 144 */
168 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
172 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
173 sint16 ACC (RW, level); /* Level of creature or object */ 150 sint16 ACC (RW, level); /* Level of creature or object */
174 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
175 sint8 ACC (RW, item_power); /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
178 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
180 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
181 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
182 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
183 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
184 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
185 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
187 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
188 165
189 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 168 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
201 * only used in spells. 178 * only used in spells.
202 */ 179 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
206 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
210 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
211 188
212 /* Following are values used by any object */ 189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
213 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 archetype *ACC (RW, arch); /* Pointer to archetype */
215 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */ 193 flags_t flag; /* various flags */
218 uint32 flags[4]; /* various flags */ 194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
219 uint16 ACC (RW, animation_id); /* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 202 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225 203
226 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
227 MoveType ACC (RW, move_block); /* What movement types this blocks */ 205 MoveType ACC (RW, move_block);/* What movement types this blocks */
228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
231 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 211};
234 212
235struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
236{ 214{
237 typedef unordered_vector<object *> vector; 215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
238 243
239 static vector mortals; 244 static vector mortals;
240 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
243 248
244 static object *create (); 249 static object *create ();
250 void copy_to (object *dst);
251 object *clone (); // create + copy_to
245 void destroy (bool destroy_inventory = false); 252 void destroy (bool destroy_inventory = false);
253 void remove ();
254 object *insert (object *item); // insert into inventory
246 255
247 static void free_mortals (); 256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
248 static bool can_merge (object *op1, object *op2); 260 static bool can_merge (object *op1, object *op2)
249 261 {
250 void clear (); 262 return op1->value == op2->value
251 void clone (object *destination); 263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
252 266
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
254 270
255 void instantiate () 271 void instantiate ()
256 { 272 {
257 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
258 uuid = gen_uuid (); 274 uuid = gen_uuid ();
259 275
260 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
261 } 277 }
262 278
263 void set_owner (object *owner); 279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
264 288
265 // info must hold 256 * 3 bytes currently 289 // info must hold 256 * 3 bytes currently
266 const char *debug_desc (char *info) const; 290 const char *debug_desc (char *info) const;
267 const char *debug_desc () const; 291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
268 322
269 // fully recursive iterator 323 // fully recursive iterator
270 struct iterator_base 324 struct iterator_base
271 { 325 {
272 object *item; 326 object *item;
308 void unlink (); 362 void unlink ();
309 363
310 object (); 364 object ();
311 ~object (); 365 ~object ();
312}; 366};
313
314#define get_object() object::create ()
315#define free_object(op) (op)->destroy (0)
316#define free_object2(op, free_inv) (op)->destroy (free_inv)
317#define clear_owner(op) (op)->owner = 0
318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
320#define clear_object(op) (op)->clear ()
321
322static inline void
323set_owner (object *op, object *owner)
324{
325 op->set_owner (owner);
326}
327
328#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
329 367
330typedef struct oblnk 368typedef struct oblnk
331{ /* Used to link together several objects */ 369{ /* Used to link together several objects */
332 object_ptr ob; 370 object_ptr ob;
333 struct oblnk *next; 371 struct oblnk *next;
347 * be much left in the archetype - all it really is is a holder for the 385 * be much left in the archetype - all it really is is a holder for the
348 * object and pointers. This structure should get removed, and just replaced 386 * object and pointers. This structure should get removed, and just replaced
349 * by the object structure 387 * by the object structure
350 */ 388 */
351 389
352ACC_CLASS(archetype) 390ACC_CLASS (archetype)
353struct archetype : zero_initialised 391struct archetype : zero_initialised, refcounted
354{ 392{
355 archetype (); 393 archetype ();
356 ~archetype (); 394 ~archetype ();
357 395
358 static archetype *find (const char *arch); 396 static archetype *find (const char *arch);
397
398 void hash_add (); // add to hastable
399 void hash_del (); // remove from hashtable
359 400
360 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
361 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
362 struct archetype *ACC (RW, head); /* The main part of a linked object */ 403 struct archetype *ACC (RW, head); /* The main part of a linked object */
363 struct archetype *ACC (RW, more); /* Next part of a linked object */ 404 struct archetype *ACC (RW, more); /* Next part of a linked object */
364 object ACC (RO, clone); /* An object from which to do copy_object() */ 405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
365 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
366 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
367 * in comparison to the head. 408 * in comparison to the head.
368 */ 409 */
369}; 410};
374extern int nrofallocobjects; 415extern int nrofallocobjects;
375 416
376/* This returns TRUE if the object is something that 417/* This returns TRUE if the object is something that
377 * should be displayed in the look window 418 * should be displayed in the look window
378 */ 419 */
379#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
380 421
381/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
382 * being added or removed. 423 * being added or removed.
383 */ 424 */
384#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1
425#define ARCH_DETECT_MAGIC "detect_magic" 466#define ARCH_DETECT_MAGIC "detect_magic"
426#define ARCH_DEPLETION "depletion" 467#define ARCH_DEPLETION "depletion"
427#define ARCH_SYMPTOM "symptom" 468#define ARCH_SYMPTOM "symptom"
428 469
429#endif 470#endif
471

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