ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.4 by elmex, Sun Aug 13 17:16:02 2006 UTC vs.
Revision 1.56 by root, Mon Dec 18 02:35:01 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.4 2006/08/13 17:16:02 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@schmorp.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 <bitset>
28
29#include "cfperl.h"
30#include "shstr.h"
31
32typedef uint32 tag_t; 32typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 34#define BODY_ARMS 1
35 35
36/* See common/item.c */ 36/* See common/item.c */
37 37
38typedef struct Body_Locations { 38typedef struct Body_Locations
39{
39 const char *save_name; /* Name used to load/save it to disk */ 40 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 */ 41 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 */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 43} Body_Locations;
43 44
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern 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 46
55/* 47/*
56 * Each object (this also means archetypes!) could have a few of these 48 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 50 *
60 * 52 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 54 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 55 * Exception is if you want to walk this list for some reason.
64 */ 56 */
65typedef struct _key_value { 57struct key_value
66 const char * key; 58{
67 const char * value;
68 struct _key_value * next; 59 key_value *next;
69} key_value; 60 shstr key, value;
61};
70 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;
71 76
72/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * 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
74 * 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
75 * can_apply and will_apply? 80 * can_apply and will_apply?
76 */ 81 */
77#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
82 87
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 88/* 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, 89 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 90 * e.g. ->copy_to ()
92 * 91 */
93 * I've tried to clean up this structure a bit (in terms of formatting)
94 * by making it more consistent. I've also tried to locate some of the fields
95 * more logically together (put the item related ones together, the monster
96 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05
99 */
100 92
101struct object_simple { 93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object)
98struct object_keep : refcounted
99{
102 /* 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
103 struct pl *contr; /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 struct object *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 */
105 struct object *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 */
106 struct object *active_next; /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 struct object *active_prev; /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
109 /* need to be gone through. */ 111 /* need to be gone through. */
110 struct object *below; /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 114 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now. 117 * is only used by the player right now.
116 */ 118 */
117 struct object *env; /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
119 */ 121 */
120 struct object *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 */
121 struct object *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
122 struct mapstruct *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 */
123
124 tag_t count; /* Unique object number for this object */
125 uint16 refcount; /* How many objects points to this object */
126}; 125};
127 126
128struct object_special { 127// these are being copied
129 /* These get an extra add_refcount(), after having been copied by memcpy(). 128struct object_copy : attachable<object>
130 * All fields beow this point are automatically copied by memcpy. If 129{
131 * adding something that needs a refcount updated, make sure you modify
132 * copy_object to do so. Everything below here also gets cleared
133 * by clear_object()
134 */
135 const char *name; /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
136 const char *name_pl; /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
137 const char *title; /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
144 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
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 */
149};
145 150
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 x,y; /* Position in the map for this object */ 155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 sint16 ox,oy; /* For debugging: Where it was last inserted */
148 float speed; /* The overall speed of this object */ 156 float ACC (RW, speed); /* The overall speed of this object */
149 float 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 */
150 uint32 nrof; /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
151 New_Face *face; /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 161
155 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 subtype; /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
165 const char *materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 177 */
173 sint32 last_heal; /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */ 179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */ 180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
177 sint16 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 */
178 uint8 pick_up; /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */ 185 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 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) */
181 sint32 weight; /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */
186 sint64 perm_exp; /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 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 */
193 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 */
194 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
195 198
196 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
197 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */
203 struct object *attacked_by; /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
207 struct object *chosen_skill; /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
214 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
217 208
218 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
220 * only used in spells. 211 * only used in spells.
221 */ 212 */
222 sint16 duration; /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */
226 uint16 start_holding; 215 uint16 ACC (RW, start_holding);
227 char *spellarg; 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
228 uint8 dam_modifier; /* How going up in level effects damage */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
231 221
232 /* Following are values used by any object */ 222 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */ 223 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 uint16 animation_id; /* An index into the animation array */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
238 uint8 anim_speed; /* ticks between animation-frames */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
239 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/
242
243 MoveType move_type; /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */
250
251 event *events;
252
253 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
255}; 228 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
256 235
257struct object : object_special, object_simple { 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258}; 243};
259 244
260typedef struct oblnk { /* Used to link together several objects */ 245struct object : zero_initialised, object_keep, object_copy, object_pod
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
254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
260
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
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 }
271
272 void clear ();
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 }
324
325protected:
326 friend struct archetype;
327
328 void link ();
329 void unlink ();
330
261 object *ob; 331 object ();
332 ~object ();
333};
334
335typedef struct oblnk
336{ /* Used to link together several objects */
337 object_ptr ob;
262 struct oblnk *next; 338 struct oblnk *next;
263 tag_t id;
264} objectlink; 339} objectlink;
265 340
266typedef struct oblinkpt { /* Used to link together several object links */ 341typedef struct oblinkpt
342{ /* Used to link together several object links */
267 struct oblnk *link; 343 struct oblnk *link;
268 long value; /* Used as connected value in buttons/gates */ 344 long value; /* Used as connected value in buttons/gates */
269 struct oblinkpt *next; 345 struct oblinkpt *next;
270} oblinkpt; 346} oblinkpt;
271 347
272/* 348/*
273 * The archetype structure is a set of rules on how to generate and manipulate 349 * The archetype structure is a set of rules on how to generate and manipulate
276 * 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
277 * object and pointers. This structure should get removed, and just replaced 353 * object and pointers. This structure should get removed, and just replaced
278 * by the object structure 354 * by the object structure
279 */ 355 */
280 356
281typedef struct archt { 357ACC_CLASS (archetype)
358struct archetype : zero_initialised, refcounted
359{
360 archetype ();
361 ~archetype ();
362
363 static archetype *find (const char *arch);
364
365 void hash_add (); // add to hastable
366 void hash_del (); // remove from hashtable
367
282 const char *name; /* More definite name, like "generate_kobold" */ 368 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
283 struct archt *next; /* Next archetype in a linked list */ 369 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
284 struct archt *head; /* The main part of a linked object */ 370 struct archetype *ACC (RW, head); /* The main part of a linked object */
285 struct archt *more; /* Next part of a linked object */ 371 struct archetype *ACC (RW, more); /* Next part of a linked object */
286 object clone; /* An object from which to do copy_object() */ 372 object ACC (RO, clone); /* An object from which to do ->copy_to () */
287 uint32 editable; /* editable flags (mainly for editor) */ 373 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
288 sint8 tail_x, 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
289 * in comparison to the head. 375 * in comparison to the head.
290 */ 376 */
291} archetype; 377};
292 378
293extern object *objects; 379extern object *objects;
294extern object *active_objects; 380extern object *active_objects;
295extern object *free_objects;
296extern object objarray[STARTMAX];
297 381
298extern int nrofallocobjects; 382extern int nrofallocobjects;
299extern int nroffreeobjects;
300 383
301/* This returns TRUE if the object is somethign that 384/* This returns TRUE if the object is something that
302 * should be displayed in the look window 385 * should be displayed in the look window
303 */ 386 */
304#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 387#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
305 388
306/* Used by update_object to know if the object being passed is 389/* Used by update_object to know if the object being passed is
307 * being added or removed. 390 * being added or removed.
308 */ 391 */
309#define UP_OBJ_INSERT 1 392#define UP_OBJ_INSERT 1
310#define UP_OBJ_REMOVE 2 393#define UP_OBJ_REMOVE 2
311#define UP_OBJ_CHANGE 3 394#define UP_OBJ_CHANGE 3
312#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 395#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
313 396
314/* These are flags passed to insert_ob_in_map and 397/* These are flags passed to insert_ob_in_map and
315 * insert_ob_in_ob. Note that all flags may not be meaningful 398 * insert_ob_in_ob. Note that all flags may not be meaningful
316 * for both functions. 399 * for both functions.
317 * Most are fairly explanatory: 400 * Most are fairly explanatory:
336 * are mutually exclusive. The behaviour for passing more than one 419 * are mutually exclusive. The behaviour for passing more than one
337 * should be considered undefined - while you may notice what happens 420 * should be considered undefined - while you may notice what happens
338 * right now if you pass more than one, that could very well change 421 * right now if you pass more than one, that could very well change
339 * in future revisions of the code. 422 * in future revisions of the code.
340 */ 423 */
341#define INS_NO_MERGE 0x0001 424#define INS_NO_MERGE 0x0001
342#define INS_ABOVE_FLOOR_ONLY 0x0002 425#define INS_ABOVE_FLOOR_ONLY 0x0002
343#define INS_NO_WALK_ON 0x0004 426#define INS_NO_WALK_ON 0x0004
344#define INS_ON_TOP 0x0008 427#define INS_ON_TOP 0x0008
345#define INS_BELOW_ORIGINATOR 0x0010 428#define INS_BELOW_ORIGINATOR 0x0010
346#define INS_MAP_LOAD 0x0020 429#define INS_MAP_LOAD 0x0020
347 430
348#define ARCH_SINGULARITY "singularity" 431#define ARCH_SINGULARITY "singularity"
349#define ARCH_SINGULARITY_LEN 11 432#define ARCH_SINGULARITY_LEN 11
350#define ARCH_DETECT_MAGIC "detect_magic" 433#define ARCH_DETECT_MAGIC "detect_magic"
351#define ARCH_DEPLETION "depletion" 434#define ARCH_DEPLETION "depletion"
352#define ARCH_SYMPTOM "symptom" 435#define ARCH_SYMPTOM "symptom"
353 436
354extern void (*object_free_callback)(object *ob); // called for every object_free
355
356#endif 437#endif
438

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines