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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.1.1.2 2006/02/22 18:01:58 elmex 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
21 16
22 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
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 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.de
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include "cfperl.h"
28#include "shstr.h"
29
32typedef uint32 tag_t; 30typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 32#define BODY_ARMS 1
35 33
36/* See common/item.c */ 34/* See common/item.c */
37 35
38typedef struct Body_Locations { 36typedef struct Body_Locations
37{
39 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 */
40 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 */
41 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 */
42} Body_Locations; 41} Body_Locations;
43 42
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 44
55/* 45/*
56 * 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
57 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 48 *
60 * 50 *
61 * 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
62 * accessing the list directly. 52 * accessing the list directly.
63 * 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.
64 */ 54 */
65typedef struct _key_value { 55struct key_value
66 const char * key; 56{
67 const char * value;
68 struct _key_value * next; 57 key_value *next;
69} key_value; 58 shstr key, value;
59};
70 60
61struct UUID
62{
63 uint64 seq;
64
65 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
69};
70
71extern void init_uuid ();
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
71 74
72/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 76 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 77 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 78 * can_apply and will_apply?
76 */ 79 */
77#define WILL_APPLY_HANDLE 0x1 80#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 81#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 82#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 83#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
82 85
83
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 86/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c, 87 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 88 * e.g. ->copy_to ()
92 * 89 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 90
94 * by making it more consistent. I've also tried to locate some of the fields 91typedef refptr<object> object_ptr;
95 * more logically together (put the item related ones together, the monster 92typedef refptr<archetype> arch_ptr;
96 * related ones, etc. 93
97 * This structure is best viewed with about a 100 width screen. 94// these are not being copied
98 * MSW 2002-07-05 95ACC_CLASS (object)
99 */ 96struct object_keep : refcounted
100typedef struct obj { 97{
101 /* These variables are not changed by copy_object() */ 98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
102 struct pl *contr; /* Pointer to the player which control this object */ 103 player *ACC (RW, contr); /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
105 struct obj *active_next; /* Next & previous object in the 'active' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */ 107 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
108 /* need to be gone through. */ 109 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 112 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 115 * is only used by the player right now.
115 */ 116 */
116 struct obj *env; /* Pointer to the object which is the environment. 117 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
118 */ 119 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */ 121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 struct mapdef *map; /* Pointer to the map in which this object is present */ 122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
122 124
123 tag_t count; /* Unique object number for this object */ 125// these are being copied
124 uint16 refcount; /* How many objects points to this object */ 126struct object_copy : attachable<object>
125 127{
126 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object()
131 */
132 const char *name; /* The name of the object, obviously... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
134 const char *title; /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
141 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147};
142 148
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 x,y; /* Position in the map for this object */ 153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
148 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */ 157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */ 158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 159
152 /* This next big block are basically used for monsters and equipment */ 160 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */ 163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */ 169 uint16 ACC (RW, material); /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */ 172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 175 */
170 sint32 last_heal; /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */ 177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */ 178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */ 180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 pick_up; /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */ 183 sint8 ACC (RW, item_power); /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
178 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */ 185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 perm_exp; /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
192 196
193 /* Following mostly refers to fields only used for monsters */ 197 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */ 198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 199 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */ 200 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */ 201 sint32 ACC (RW, move_status); /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */ 202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */ 203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */ 205 /* races/classes can need less/more exp to gain levels */
214 206
215 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
217 * only used in spells. 209 * only used in spells.
218 */ 210 */
219 sint16 duration; /* How long the spell lasts */ 211 sint16 ACC (RW, duration); /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */ 212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding; 213 uint16 ACC (RW, start_holding);
224 char *spellarg; 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
225 uint8 dam_modifier; /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */ 216 sint8 ACC (RW, range); /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */ 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
228 219
229 /* Following are values used by any object */ 220 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */ 221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/
239
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
242 MoveType move_allow; /* What movement types explicitly allowd */
243 MoveType move_on; /* Move types affected moving on to this space */
244 MoveType move_off; /* Move types affected moving off this space */
245 MoveType move_slow; /* Movement types this slows down */
246 float move_slow_penalty; /* How much this slows down the object */
247
248 event *events;
249
250 const char *custom_name; /* Custom name assigned by player */
251 key_value *key_values; /* Fields not explictly known by the loader. */ 224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
252 233
253} object; 234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241};
254 242
255typedef struct oblnk { /* Used to link together several objects */ 243struct object : zero_initialised, object_keep, object_copy, object_pod
244{
245 typedef unordered_vector<object *> vector;
246
247 static vector mortals;
248 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects"
251
252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
258
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
269
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
275
276 void instantiate ()
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280
281 attachable<object>::instantiate ();
282 }
283
284 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const;
286 const char *debug_desc () const;
287
288 // fully recursive iterator
289 struct iterator_base
290 {
291 object *item;
292
293 iterator_base (object *container)
294 : item (container)
295 {
296 }
297
298 operator object *() const { return item; }
299
300 object *operator ->() const { return item; }
301 object &operator * () const { return *item; }
302 };
303
304 // depth-first recursive iterator
305 struct depth_iterator : iterator_base
306 {
307 depth_iterator (object *container);
308 void next ();
309 object *operator ++( ) { next (); return item; }
310 object *operator ++(int) { object *i = item; next (); return i; }
311 };
312
313 object *begin ()
314 {
315 return this;
316 }
317
318 object *end ()
319 {
320 return this;
321 }
322
323protected:
324 friend struct archetype;
325
326 void link ();
327 void unlink ();
328
256 object *ob; 329 object ();
330 ~object ();
331};
332
333typedef struct oblnk
334{ /* Used to link together several objects */
335 object_ptr ob;
257 struct oblnk *next; 336 struct oblnk *next;
258 tag_t id;
259} objectlink; 337} objectlink;
260 338
261typedef struct oblinkpt { /* Used to link together several object links */ 339typedef struct oblinkpt
340{ /* Used to link together several object links */
262 struct oblnk *link; 341 struct oblnk *link;
263 long value; /* Used as connected value in buttons/gates */ 342 long value; /* Used as connected value in buttons/gates */
264 struct oblinkpt *next; 343 struct oblinkpt *next;
265} oblinkpt; 344} oblinkpt;
266 345
267/* 346/*
268 * The archetype structure is a set of rules on how to generate and manipulate 347 * The archetype structure is a set of rules on how to generate and manipulate
271 * be much left in the archetype - all it really is is a holder for the 350 * be much left in the archetype - all it really is is a holder for the
272 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
273 * by the object structure 352 * by the object structure
274 */ 353 */
275 354
276typedef struct archt { 355ACC_CLASS (archetype)
356struct archetype : zero_initialised, refcounted
357{
358 archetype ();
359 ~archetype ();
360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
277 const char *name; /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
278 struct archt *next; /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
279 struct archt *head; /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
280 struct archt *more; /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
281 object clone; /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
282 uint32 editable; /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
283 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
284 * in comparison to the head. 373 * in comparison to the head.
285 */ 374 */
286} archetype; 375};
287 376
288extern object *objects; 377extern object *objects;
289extern object *active_objects; 378extern object *active_objects;
290extern object *free_objects;
291extern object objarray[STARTMAX];
292 379
293extern int nrofallocobjects; 380extern int nrofallocobjects;
294extern int nroffreeobjects;
295 381
296/* This returns TRUE if the object is somethign that 382/* This returns TRUE if the object is something that
297 * should be displayed in the look window 383 * should be displayed in the look window
298 */ 384 */
299#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
300 386
301/* Used by update_object to know if the object being passed is 387/* Used by update_object to know if the object being passed is
302 * being added or removed. 388 * being added or removed.
303 */ 389 */
304#define UP_OBJ_INSERT 1 390#define UP_OBJ_INSERT 1
305#define UP_OBJ_REMOVE 2 391#define UP_OBJ_REMOVE 2
306#define UP_OBJ_CHANGE 3 392#define UP_OBJ_CHANGE 3
307#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 393#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
308 394
309/* These are flags passed to insert_ob_in_map and 395/* These are flags passed to insert_ob_in_map and
310 * insert_ob_in_ob. Note that all flags may not be meaningful 396 * insert_ob_in_ob. Note that all flags may not be meaningful
311 * for both functions. 397 * for both functions.
312 * Most are fairly explanatory: 398 * Most are fairly explanatory:
331 * are mutually exclusive. The behaviour for passing more than one 417 * are mutually exclusive. The behaviour for passing more than one
332 * should be considered undefined - while you may notice what happens 418 * should be considered undefined - while you may notice what happens
333 * right now if you pass more than one, that could very well change 419 * right now if you pass more than one, that could very well change
334 * in future revisions of the code. 420 * in future revisions of the code.
335 */ 421 */
336#define INS_NO_MERGE 0x0001 422#define INS_NO_MERGE 0x0001
337#define INS_ABOVE_FLOOR_ONLY 0x0002 423#define INS_ABOVE_FLOOR_ONLY 0x0002
338#define INS_NO_WALK_ON 0x0004 424#define INS_NO_WALK_ON 0x0004
339#define INS_ON_TOP 0x0008 425#define INS_ON_TOP 0x0008
340#define INS_BELOW_ORIGINATOR 0x0010 426#define INS_BELOW_ORIGINATOR 0x0010
341#define INS_MAP_LOAD 0x0020 427#define INS_MAP_LOAD 0x0020
342 428
343#define ARCH_SINGULARITY "singularity" 429#define ARCH_SINGULARITY "singularity"
344#define ARCH_SINGULARITY_LEN 11 430#define ARCH_SINGULARITY_LEN 11
345#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
346#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
347#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
348 434
349#endif 435#endif
436

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