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Comparing deliantra/server/include/object.h (file contents):
Revision 1.24 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.56 by root, Mon Dec 18 02:35:01 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;
56{ 58{
57 key_value *next; 59 key_value *next;
58 shstr key, value; 60 shstr key, value;
59}; 61};
60 62
63struct UUID
64{
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; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
61 76
62/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 80 * can_apply and will_apply?
66 */ 81 */
67#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72
73 87
74/* 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
75 * 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,
76 * e.g. copy_object. 90 * e.g. ->copy_to ()
77 */ 91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
78 95
79// these are not being copied 96// these are not being copied
80ACC_CLASS (object) 97ACC_CLASS (object)
81struct object_keep 98struct object_keep : refcounted
82{ 99{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */ 100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
93 /* need to be gone through. */ 111 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 117 * is only used by the player right now.
100 */ 118 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
103 */ 121 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */ 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 125};
108 126
109// these are being copied 127// these are being copied
110struct object_copy:attachable<object> 128struct object_copy : attachable<object>
111{ 129{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130}; 149};
131 150
132// these are being copied and also cleared 151// these are being copied and also cleared
133struct object_pod 152struct object_pod
134{ 153{
154 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 156 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 161
143 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 177 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 185 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
180 198
181 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
202 208
203 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
205 * only used in spells. 211 * only used in spells.
206 */ 212 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 218 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 220 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 221
217 /* Following are values used by any object */ 222 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 223 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 235
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 237 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236}; 243};
237
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241 244
242struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
243{ 246{
247 typedef unordered_vector<object *> vector;
248
249 static vector mortals;
250 static vector active; // active objects, not yet used
251 static vector objects; // not used yet, use first->next->...
252 static object *first; // will be replaced by "objects"
253
244 static object *create (); 254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
245 void free (bool free_inventory = false); 257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
246 260
247 static void free_mortals (); 261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
248 static bool can_merge (object *op1, object *op2); 265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
249 271
250 void clear (); 272 void clear ();
251 void clone (object *destination); 273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
277
278 void instantiate ()
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282
283 attachable<object>::instantiate ();
284 }
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 const char *debug_desc () const;
289
290 // fully recursive iterator
291 struct iterator_base
292 {
293 object *item;
294
295 iterator_base (object *container)
296 : item (container)
297 {
298 }
299
300 operator object *() const { return item; }
301
302 object *operator ->() const { return item; }
303 object &operator * () const { return *item; }
304 };
305
306 // depth-first recursive iterator
307 struct depth_iterator : iterator_base
308 {
309 depth_iterator (object *container);
310 void next ();
311 object *operator ++( ) { next (); return item; }
312 object *operator ++(int) { object *i = item; next (); return i; }
313 };
314
315 object *begin ()
316 {
317 return this;
318 }
319
320 object *end ()
321 {
322 return this;
323 }
252 324
253protected: 325protected:
254 friend struct archetype; 326 friend struct archetype;
255 327
256 void link (); 328 void link ();
258 330
259 object (); 331 object ();
260 ~object (); 332 ~object ();
261}; 333};
262 334
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265typedef struct oblnk 335typedef struct oblnk
266{ /* Used to link together several objects */ 336{ /* Used to link together several objects */
267 object *ob; 337 object_ptr ob;
268 struct oblnk *next; 338 struct oblnk *next;
269 tag_t id;
270} objectlink; 339} objectlink;
271 340
272typedef struct oblinkpt 341typedef struct oblinkpt
273{ /* Used to link together several object links */ 342{ /* Used to link together several object links */
274 struct oblnk *link; 343 struct oblnk *link;
283 * be much left in the archetype - all it really is is a holder for the 352 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced 353 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 354 * by the object structure
286 */ 355 */
287 356
288ACC_CLASS(archetype) 357ACC_CLASS (archetype)
289struct archetype : zero_initialised 358struct archetype : zero_initialised, refcounted
290{ 359{
291 archetype (); 360 archetype ();
292 ~archetype (); 361 ~archetype ();
293 362
363 static archetype *find (const char *arch);
364
365 void hash_add (); // add to hastable
366 void hash_del (); // remove from hashtable
367
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 368 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 369 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 370 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 371 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 372 object ACC (RO, clone); /* An object from which to do ->copy_to () */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 373 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 374 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
301 * in comparison to the head. 375 * in comparison to the head.
302 */ 376 */
303}; 377};
304 378
305extern object *objects; 379extern object *objects;
306extern object *active_objects; 380extern object *active_objects;
307 381
359#define ARCH_DETECT_MAGIC "detect_magic" 433#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 434#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 435#define ARCH_SYMPTOM "symptom"
362 436
363#endif 437#endif
438

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