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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.59 by root, Tue Dec 19 05:41:21 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root 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
32#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h"
33 31
34typedef uint32 tag_t; 32typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 34#define BODY_ARMS 1
37 35
38/* See common/item.c */ 36/* See common/item.c */
39 37
40typedef struct Body_Locations { 38typedef struct Body_Locations
39{
41 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 */
42 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 */
43 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 */
44} Body_Locations; 43} Body_Locations;
45 44
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48typedef struct _event
49{
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 46
57/* 47/*
58 * 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
59 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 50 *
62 * 52 *
63 * 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
64 * accessing the list directly. 54 * accessing the list directly.
65 * 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.
66 */ 56 */
67typedef struct _key_value { 57struct key_value
68 const char * key; 58{
69 const char * value;
70 struct _key_value * next; 59 key_value *next;
71} key_value; 60 shstr key, value;
61};
72 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;
73 76
74/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * 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
76 * 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
77 * can_apply and will_apply? 80 * can_apply and will_apply?
78 */ 81 */
79#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
84 87
85
86/* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * 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
92 * 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,
93 * e.g. copy-object 90 * e.g. ->copy_to ()
94 * 91 */
95 * I've tried to clean up this structure a bit (in terms of formatting)
96 * by making it more consistent. I've also tried to locate some of the fields
97 * more logically together (put the item related ones together, the monster
98 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05
101 */
102 92
103struct 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{
104 /* 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
105 struct pl *contr; /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 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 */
107 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 */
108 struct object *active_next; /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
111 /* need to be gone through. */ 111 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 114 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now. 117 * is only used by the player right now.
118 */ 118 */
119 struct object *env; /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
121 */ 121 */
122 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 */
123 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
124 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 */
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128}; 125};
129 126
130struct object_special : extendable<object> { 127// these are being copied
131 data_type get_dt () const { return DT_OBJECT; } 128struct object_copy : attachable<object>
132 129{
133 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object()
138 */
139 const char *name; /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
141 const char *title; /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
146 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 */
147 const char *lore; /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
148 /* 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};
149 150
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
150 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 */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */ 156 float ACC (RW, speed); /* The overall speed of this object */
153 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 */
154 uint32 nrof; /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
158 161
159 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
176 */ 177 */
177 sint32 last_heal; /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */ 179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */ 180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
181 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 */
182 uint8 pick_up; /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */ 185 sint8 ACC (RW, item_power); /* power rating of the object */
184 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) */
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
189 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 */
190 sint64 perm_exp; /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
196 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 */
197 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 */
198 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
199 198
200 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
221 208
222 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
224 * only used in spells. 211 * only used in spells.
225 */ 212 */
226 sint16 duration; /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding; 215 uint16 ACC (RW, start_holding);
231 char *spellarg; 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
232 uint8 dam_modifier; /* How going up in level effects damage */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
234 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);
235 221
236 /* Following are values used by any object */ 222 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */ 223 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
241 uint16 animation_id; /* An index into the animation array */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
242 uint8 anim_speed; /* ticks between animation-frames */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 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 */
260 235
261struct 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 */
262}; 243};
263 244
264typedef 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 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
306
307 // fully recursive iterator
308 struct iterator_base
309 {
310 object *item;
311
312 iterator_base (object *container)
313 : item (container)
314 {
315 }
316
317 operator object *() const { return item; }
318
319 object *operator ->() const { return item; }
320 object &operator * () const { return *item; }
321 };
322
323 // depth-first recursive iterator
324 struct depth_iterator : iterator_base
325 {
326 depth_iterator (object *container);
327 void next ();
328 object *operator ++( ) { next (); return item; }
329 object *operator ++(int) { object *i = item; next (); return i; }
330 };
331
332 object *begin ()
333 {
334 return this;
335 }
336
337 object *end ()
338 {
339 return this;
340 }
341
342protected:
343 friend struct archetype;
344
345 void link ();
346 void unlink ();
347
265 object *ob; 348 object ();
349 ~object ();
350};
351
352typedef struct oblnk
353{ /* Used to link together several objects */
354 object_ptr ob;
266 struct oblnk *next; 355 struct oblnk *next;
267 tag_t id;
268} objectlink; 356} objectlink;
269 357
270typedef struct oblinkpt { /* Used to link together several object links */ 358typedef struct oblinkpt
359{ /* Used to link together several object links */
271 struct oblnk *link; 360 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 361 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 362 struct oblinkpt *next;
274} oblinkpt; 363} oblinkpt;
275 364
276/* 365/*
277 * The archetype structure is a set of rules on how to generate and manipulate 366 * The archetype structure is a set of rules on how to generate and manipulate
280 * be much left in the archetype - all it really is is a holder for the 369 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 370 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 371 * by the object structure
283 */ 372 */
284 373
285typedef struct archt { 374ACC_CLASS (archetype)
375struct archetype : zero_initialised, refcounted
376{
377 archetype ();
378 ~archetype ();
379
380 static archetype *find (const char *arch);
381
382 void hash_add (); // add to hastable
383 void hash_del (); // remove from hashtable
384
286 const char *name; /* More definite name, like "generate_kobold" */ 385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */ 387 struct archetype *ACC (RW, head); /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 388 struct archetype *ACC (RW, more); /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
291 uint32 editable; /* editable flags (mainly for editor) */ 390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
293 * in comparison to the head. 392 * in comparison to the head.
294 */ 393 */
295} archetype; 394};
296 395
297extern object *objects; 396extern object *objects;
298extern object *active_objects; 397extern object *active_objects;
299extern object *free_objects;
300extern object objarray[STARTMAX];
301 398
302extern int nrofallocobjects; 399extern int nrofallocobjects;
303extern int nroffreeobjects;
304 400
305/* This returns TRUE if the object is somethign that 401/* This returns TRUE if the object is something that
306 * should be displayed in the look window 402 * should be displayed in the look window
307 */ 403 */
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
309 405
310/* Used by update_object to know if the object being passed is 406/* Used by update_object to know if the object being passed is
311 * being added or removed. 407 * being added or removed.
312 */ 408 */
313#define UP_OBJ_INSERT 1 409#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 410#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 411#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 412#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 413
318/* These are flags passed to insert_ob_in_map and 414/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 415 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 416 * for both functions.
321 * Most are fairly explanatory: 417 * Most are fairly explanatory:
340 * are mutually exclusive. The behaviour for passing more than one 436 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 437 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 438 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 439 * in future revisions of the code.
344 */ 440 */
345#define INS_NO_MERGE 0x0001 441#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 442#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 443#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 444#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 445#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020 446#define INS_MAP_LOAD 0x0020
351 447
352#define ARCH_SINGULARITY "singularity" 448#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11 449#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic" 450#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 451#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom" 452#define ARCH_SYMPTOM "symptom"
357 453
358#endif 454#endif
455

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