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Comparing deliantra/server/include/object.h (file contents):
Revision 1.50 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.85 by root, Thu Jan 11 01:10:01 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
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
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 ();
68extern const uint64 UUID_SKIP; 76extern const uint64 UUID_SKIP;
81/* 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
82 * 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,
83 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
84 */ 92 */
85 93
86typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied 95// these are being copied
90ACC_CLASS (object) 96struct object_copy : attachable
91struct object_keep : refcounted
92{ 97{
93 /* These variables are not changed by ->copy_to */ 98 typedef bitset<NUM_FLAGS> flags_t;
94 99
95 tag_t ACC (RW, count); /* Generation count for this object */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
97 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118};
119
120// these are being copied
121struct object_copy : attachable<object>
122{
123 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
129 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 */
130 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 */
131 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr 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 */
136 object_ptr 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 */
137 object_ptr 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 */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142}; 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 */
143 124
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
149 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
150 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 */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 129
155 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
158 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 */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 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 */
164 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 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 */
188 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 */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
191 166
192 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
195 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 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. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
201 176
202 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
204 * only used in spells. 179 * only used in spells.
205 */ 180 */
208 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 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 */
211 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
212 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 */
213 char *ACC (RW, spellarg);
214
215 /* Following are values used by any object */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
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 */
228 188
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 192 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 */ 193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236}; 213};
237 214
238struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
239{ 216{
240 typedef unordered_vector<object *> vector; 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
241 219
242 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
243 static vector active; // active objects, not yet used 221 int ACC (RO, count);
244 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
245 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
246 224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
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 client_container *seen_by; // seen by which player/container currently?
242
247 static object *create (); 243 MTH static object *create ();
248 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
249 object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
250 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
251 void remove (); 252 MTH void remove ();
252 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
253 254
254 static void free_mortals ();
255 static bool can_merge (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
256 256
257 void clear (); 257 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
258 264
259 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
260 267
261 void instantiate () 268 MTH void instantiate ()
262 { 269 {
263 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
264 uuid = gen_uuid (); 271 uuid = gen_uuid ();
265 272
266 attachable<object>::instantiate (); 273 attachable::instantiate ();
267 } 274 }
268 275
269 void set_owner (object *owner); 276 // recalculate all stats
277 MTH void update_stats ();
278 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b);
280 MTH void add_statbonus ();
281 MTH void remove_statbonus ();
282 MTH void drain_stat ();
283 MTH void drain_specific_stat (int deplete_stats);
284 MTH void change_luck (int value);
270 285
271 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
272 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
273 const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
290
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 MTH bool is_alive () const { return (type == PLAYER
296 || flag [FLAG_MONSTER]
297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flag [FLAG_IS_A_TEMPLATE]; }
299 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 MTH object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
346
347 // returns the mapspace this object is in
348 mapspace &ms () const;
274 349
275 // fully recursive iterator 350 // fully recursive iterator
276 struct iterator_base 351 struct iterator_base
277 { 352 {
278 object *item; 353 object *item;
285 operator object *() const { return item; } 360 operator object *() const { return item; }
286 361
287 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
288 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
289 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
290 370
291 // depth-first recursive iterator 371 // depth-first recursive iterator
292 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
293 { 373 {
294 depth_iterator (object *container); 374 depth_iterator (object *container);
305 object *end () 385 object *end ()
306 { 386 {
307 return this; 387 return this;
308 } 388 }
309 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
310protected: 398protected:
311 friend struct archetype; 399 friend struct archetype;
312 400
313 void link (); 401 void link ();
314 void unlink (); 402 void unlink ();
315 403
316 object (); 404 object ();
317 ~object (); 405 ~object ();
318}; 406};
319 407
320// compatibility functions/macros 408typedef object_vector<object, &object::index > objectvec;
321#define clear_owner(op) (op)->owner = 0 409typedef object_vector<object, &object::active> activevec;
322#define copy_owner(op,other) (op)->owner = (other)->owner
323#define get_owner(op) (op)->owner
324#define clear_object(op) (op)->clear ()
325 410
326static inline void 411extern objectvec objects;
327set_owner (object *op, object *owner) 412extern activevec actives;
328{
329 op->set_owner (owner);
330}
331 413
332#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
333 421
334typedef struct oblnk 422typedef struct oblnk
335{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
336 object_ptr ob; 424 object_ptr ob;
337 struct oblnk *next; 425 struct oblnk *next;
351 * be much left in the archetype - all it really is is a holder for the 439 * be much left in the archetype - all it really is is a holder for the
352 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
353 * by the object structure 441 * by the object structure
354 */ 442 */
355 443
356ACC_CLASS (archetype) 444INTERFACE_CLASS (archetype)
357struct archetype : zero_initialised, refcounted 445struct archetype : zero_initialised, attachable
358{ 446{
359 archetype (); 447 archetype ();
360 ~archetype (); 448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
361 450
362 static archetype *find (const char *arch); 451 static archetype *find (const char *arch);
363 452
364 void hash_add (); // add to hastable 453 void hash_add (); // add to hashtable
365 void hash_del (); // remove from hashtable 454 void hash_del (); // remove from hashtable
366 455
367 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
368 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
369 struct archetype *ACC (RW, head); /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
372 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
373 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 462 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
374 * in comparison to the head. 463 * in comparison to the head.
375 */ 464 */
376}; 465};
377
378extern object *objects;
379extern object *active_objects;
380
381extern int nrofallocobjects;
382
383/* This returns TRUE if the object is something that
384 * should be displayed in the look window
385 */
386#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
387 466
388/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
389 * being added or removed. 468 * being added or removed.
390 */ 469 */
391#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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