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Comparing deliantra/server/include/object.h (file contents):
Revision 1.59 by root, Tue Dec 19 05:41:21 2006 UTC vs.
Revision 1.107 by root, Mon Apr 16 13:02:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
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@schmorp.de 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
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
88/* 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
89 * 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,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied 95// these are being copied
97ACC_CLASS (object) 96struct object_copy : attachable
98struct object_keep : refcounted
99{ 97{
100 /* These variables are not changed by ->copy_to */ 98 typedef bitset<NUM_FLAGS> flags_t;
101 99
102 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 */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
104 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125};
126
127// these are being copied
128struct object_copy : attachable<object>
129{
130 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
136 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 */
137 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 */
138 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 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 */ 117 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 */ 118 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 */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149}; 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
150 125
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
156 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
157 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 */
158 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
161 129
162 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
164 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
165 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 */
166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 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 */
171 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
175 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 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 */
195 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 */
164 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
198 167
199 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
202 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
208 177
209 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
211 * only used in spells. 180 * only used in spells.
212 */ 181 */
215 uint16 ACC (RW, start_holding); 184 uint16 ACC (RW, start_holding);
216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
218 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
221
222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
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 */
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 */
235 189
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */ 191 MoveType ACC (RW, move_block);/* What movement types this blocks */
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 193 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 */ 194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
200 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
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 */
243}; 213};
244 214
245struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
246{ 216{
247 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 */
248 219
249 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 static vector active; // active objects, not yet used 221 int ACC (RO, count);
251 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
252 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
253 224
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_ptr 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 key_value *key_values; /* Fields not explictly known by the loader. */
243
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
247
254 static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
255 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
256 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
257 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
258 void remove (); 255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
259 object *insert (object *item); // insert into inventory 258 MTH object *insert (object *item); // insert into inventory
259 void do_remove ();
260 MTH void remove ()
261 {
262 if (!flag [FLAG_REMOVED])
263 do_remove ();
264 }
260 265
261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2); 266 static bool can_merge_slow (object *op1, object *op2);
263 267
264 // this is often used in time-critical code, so optimise 268 // this is often used in time-critical code, so optimise
265 static bool can_merge (object *op1, object *op2) 269 MTH static bool can_merge (object *op1, object *op2)
266 { 270 {
267 return op1->value == op2->value 271 return op1->value == op2->value
268 && op1->name == op2->name 272 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
270 } 274 }
271 275
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner); 276 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed);
277 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
278 void instantiate () 285 MTH void instantiate ();
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282 286
283 attachable<object>::instantiate (); 287 // recalculate all stats
284 } 288 MTH void update_stats ();
289 MTH void roll_stats ();
290 MTH void swap_stats (int a, int b);
291 MTH void add_statbonus ();
292 MTH void remove_statbonus ();
293 MTH void drain_stat ();
294 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value);
285 296
286 // info must hold 256 * 3 bytes currently 297 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 298 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const;
289 302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
324
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 329 MTH bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER] 330 || flag [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; } 332 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 333 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 334 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
336
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338
339 // temporary: wether the object can be saved in a map file
340 // contr => is a player
341 // head => only save head of a multitile object
342 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
301 344
302 /* This return true if object has still randomitems which 345 /* This return true if object has still randomitems which
303 * could be expanded. 346 * could be expanded.
304 */ 347 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
349
350 // returns the player that has this object in his inventory, or 0
351 MTH object *in_player () const
352 {
353 for (object *op = env; op; op = op->env)
354 if (op->type == PLAYER)
355 return op;
356
357 return 0;
358 }
359
360 // "temporary" helper function
361 MTH object *head_ ()
362 {
363 return head ? head : this;
364 }
365
366 // insert object at same map position as 'where'
367 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
369
370 MTH void activate ();
371 MTH void deactivate ();
372 MTH void activate_recursive ();
373 MTH void deactivate_recursive ();
374
375 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1);
377
378 void enter_exit (object *exit);//PERL
379 MTH void enter_map (maptile *newmap, int x, int y);
380
381 // returns the mapspace this object is in
382 mapspace &ms () const;
306 383
307 // fully recursive iterator 384 // fully recursive iterator
308 struct iterator_base 385 struct iterator_base
309 { 386 {
310 object *item; 387 object *item;
317 operator object *() const { return item; } 394 operator object *() const { return item; }
318 395
319 object *operator ->() const { return item; } 396 object *operator ->() const { return item; }
320 object &operator * () const { return *item; } 397 object &operator * () const { return *item; }
321 }; 398 };
399
400 MTH unsigned int random_seed () const
401 {
402 return (unsigned int)uuid.seq;
403 }
322 404
323 // depth-first recursive iterator 405 // depth-first recursive iterator
324 struct depth_iterator : iterator_base 406 struct depth_iterator : iterator_base
325 { 407 {
326 depth_iterator (object *container); 408 depth_iterator (object *container);
337 object *end () 419 object *end ()
338 { 420 {
339 return this; 421 return this;
340 } 422 }
341 423
424 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window
426 */
427 MTH bool client_visible () const
428 {
429 return !invisible && type != PLAYER;
430 }
431
432 MTH struct region *region () const;
433
342protected: 434protected:
343 friend struct archetype; 435 friend struct archetype;
344 436
345 void link (); 437 void link ();
346 void unlink (); 438 void unlink ();
347 439
348 object (); 440 object ();
349 ~object (); 441 ~object ();
350}; 442};
443
444typedef object_vector<object, &object::index > objectvec;
445typedef object_vector<object, &object::active> activevec;
446
447extern objectvec objects;
448extern activevec actives;
449
450#define for_all_objects(var) \
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
452 declvar (object *, var, objects [_i])
453
454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
351 457
352typedef struct oblnk 458typedef struct oblnk
353{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
354 object_ptr ob; 460 object_ptr ob;
355 struct oblnk *next; 461 struct oblnk *next;
369 * be much left in the archetype - all it really is is a holder for the 475 * be much left in the archetype - all it really is is a holder for the
370 * object and pointers. This structure should get removed, and just replaced 476 * object and pointers. This structure should get removed, and just replaced
371 * by the object structure 477 * by the object structure
372 */ 478 */
373 479
374ACC_CLASS (archetype) 480INTERFACE_CLASS (archetype)
375struct archetype : zero_initialised, refcounted 481struct archetype : zero_initialised, attachable
376{ 482{
377 archetype (); 483 archetype ();
378 ~archetype (); 484 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const;
379 486
487 static bool load (object_thawer &f);
488 static archetype *get (const char *name); // find or create
380 static archetype *find (const char *arch); 489 static archetype *find (const char *name);
381 490
382 void hash_add (); // add to hastable 491 void hash_add (); // add to hashtable
383 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
384 493
385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
387 struct archetype *ACC (RW, head); /* The main part of a linked object */ 496 struct archetype *ACC (RW, head); /* The main part of a linked object */
388 struct archetype *ACC (RW, more); /* Next part of a linked object */ 497 struct archetype *ACC (RW, more); /* Next part of a linked object */
389 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 bool ACC (RW, linked); // linked into list of heads
391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 501 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
392 * in comparison to the head. 502 * in comparison to the head.
393 */ 503 */
394}; 504};
395
396extern object *objects;
397extern object *active_objects;
398
399extern int nrofallocobjects;
400
401/* This returns TRUE if the object is something that
402 * should be displayed in the look window
403 */
404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
405 505
406/* Used by update_object to know if the object being passed is 506/* Used by update_object to know if the object being passed is
407 * being added or removed. 507 * being added or removed.
408 */ 508 */
409#define UP_OBJ_INSERT 1 509#define UP_OBJ_INSERT 1

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