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Comparing deliantra/server/include/object.h (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.50 by root, Wed Dec 13 00:42:04 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.8 2006/08/27 16:15:12 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 ();
68extern const uint64 UUID_SKIP;
74 69
75/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 71 * 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 72 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 73 * can_apply and will_apply?
79 */ 74 */
80#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
85 80
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 81/* 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, 82 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 83 * e.g. ->copy_to ()
95 * 84 */
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 85
104struct object_simple : extendable<object> { 86typedef refptr<object> object_ptr;
105 static data_type get_dt () { return DT_OBJECT; } 87typedef refptr<archetype> arch_ptr;
106 88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{
107 /* These variables are not changed by copy_object() */ 93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
108 struct pl *contr; /* Pointer to the player which control this object */ 98 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 */ 99 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*/ 100 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' */ 101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 102 object *ACC (RW, active_prev);/* List. This is used in process_events */
113 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
114 /* need to be gone through. */ 104 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 107 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 110 * is only used by the player right now.
121 */ 111 */
122 struct object *env; /* Pointer to the object which is the environment. 112 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
124 */ 114 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 115 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 */ 116 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 */ 117 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}; 118};
132 119
133struct object_special { 120// these are being copied
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 121struct object_copy : attachable<object>
135 * All fields beow this point are automatically copied by memcpy. If 122{
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... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 129 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 */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
149 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142};
150 143
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */
151 sint16 x,y; /* Position in the map for this object */ 148 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 */ 149 float ACC (RW, speed); /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */ 150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */ 151 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. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 154
160 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 164 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 */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 167 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 168 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 170 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
183 uint8 pick_up; /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 179 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 */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 perm_exp; /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
199 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
200 191
201 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
222 201
223 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
225 * only used in spells. 204 * only used in spells.
226 */ 205 */
227 sint16 duration; /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding; 208 uint16 ACC (RW, start_holding);
232 char *spellarg; 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
233 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
236 214
237 /* Following are values used by any object */ 215 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */ 219 key_value *key_values; /* Fields not explictly known by the loader. */
260}; 220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
261 228
262struct object : object_special, object_simple { 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
263 void instantiate_ (); 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236};
237
238struct object : zero_initialised, object_keep, object_copy, object_pod
239{
240 typedef unordered_vector<object *> vector;
241
242 static vector mortals;
243 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
250 void destroy (bool destroy_inventory = false);
251 void remove ();
252 object *insert (object *item); // insert into inventory
253
254 static void free_mortals ();
255 static bool can_merge (object *op1, object *op2);
256
257 void clear ();
258
259 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
260
264 void instantiate () 261 void instantiate ()
265 { 262 {
266 if (attach) 263 if (!uuid.seq) // HACK
267 { 264 uuid = gen_uuid ();
268 instantiate_ (); 265
269 free_string (attach); 266 attachable<object>::instantiate ();
270 attach = 0;
271 }
272 } 267 }
273 void clone (object *destination) 268
269 void set_owner (object *owner);
270
271 // info must hold 256 * 3 bytes currently
272 const char *debug_desc (char *info) const;
273 const char *debug_desc () const;
274
275 // fully recursive iterator
276 struct iterator_base
274 { 277 {
275 if (attach) 278 object *item;
276 destination->attach = add_refcount (attach);
277 279
278 if (self || cb) 280 iterator_base (object *container)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 281 : item (container)
282 {
283 }
284
285 operator object *() const { return item; }
286
287 object *operator ->() const { return item; }
288 object &operator * () const { return *item; }
289 };
290
291 // depth-first recursive iterator
292 struct depth_iterator : iterator_base
293 {
294 depth_iterator (object *container);
295 void next ();
296 object *operator ++( ) { next (); return item; }
297 object *operator ++(int) { object *i = item; next (); return i; }
298 };
299
300 object *begin ()
301 {
302 return this;
280 } 303 }
281};
282 304
283typedef struct oblnk { /* Used to link together several objects */ 305 object *end ()
306 {
307 return this;
308 }
309
310protected:
311 friend struct archetype;
312
313 void link ();
314 void unlink ();
315
284 object *ob; 316 object ();
317 ~object ();
318};
319
320// compatibility functions/macros
321#define clear_owner(op) (op)->owner = 0
322#define copy_owner(op,other) (op)->owner = (other)->owner
323#define get_owner(op) (op)->owner
324#define clear_object(op) (op)->clear ()
325
326static inline void
327set_owner (object *op, object *owner)
328{
329 op->set_owner (owner);
330}
331
332#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
333
334typedef struct oblnk
335{ /* Used to link together several objects */
336 object_ptr ob;
285 struct oblnk *next; 337 struct oblnk *next;
286 tag_t id;
287} objectlink; 338} objectlink;
288 339
289typedef struct oblinkpt { /* Used to link together several object links */ 340typedef struct oblinkpt
341{ /* Used to link together several object links */
290 struct oblnk *link; 342 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 343 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 344 struct oblinkpt *next;
293} oblinkpt; 345} oblinkpt;
294 346
295/* 347/*
296 * The archetype structure is a set of rules on how to generate and manipulate 348 * The archetype structure is a set of rules on how to generate and manipulate
299 * be much left in the archetype - all it really is is a holder for the 351 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 352 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 353 * by the object structure
302 */ 354 */
303 355
304typedef struct archt { 356ACC_CLASS (archetype)
357struct archetype : zero_initialised, refcounted
358{
359 archetype ();
360 ~archetype ();
361
362 static archetype *find (const char *arch);
363
364 void hash_add (); // add to hastable
365 void hash_del (); // remove from hashtable
366
305 const char *name; /* More definite name, like "generate_kobold" */ 367 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 368 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 369 struct archetype *ACC (RW, head); /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 370 struct archetype *ACC (RW, more); /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 371 object ACC (RO, clone); /* An object from which to do ->copy_to () */
310 uint32 editable; /* editable flags (mainly for editor) */ 372 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 373 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
312 * in comparison to the head. 374 * in comparison to the head.
313 */ 375 */
314} archetype; 376};
315 377
316extern object *objects; 378extern object *objects;
317extern object *active_objects; 379extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320 380
321extern int nrofallocobjects; 381extern int nrofallocobjects;
322extern int nroffreeobjects;
323 382
324/* This returns TRUE if the object is somethign that 383/* This returns TRUE if the object is something that
325 * should be displayed in the look window 384 * should be displayed in the look window
326 */ 385 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 386#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328 387
329/* Used by update_object to know if the object being passed is 388/* Used by update_object to know if the object being passed is
330 * being added or removed. 389 * being added or removed.
331 */ 390 */
332#define UP_OBJ_INSERT 1 391#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 392#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 393#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 394#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 395
337/* These are flags passed to insert_ob_in_map and 396/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 397 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 398 * for both functions.
340 * Most are fairly explanatory: 399 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 418 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 419 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 420 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 421 * in future revisions of the code.
363 */ 422 */
364#define INS_NO_MERGE 0x0001 423#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 424#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 425#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 426#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 427#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 428#define INS_MAP_LOAD 0x0020
370 429
371#define ARCH_SINGULARITY "singularity" 430#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11 431#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 432#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 433#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom" 434#define ARCH_SYMPTOM "symptom"
376 435
377#endif 436#endif
437

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