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 1.31 by root, Tue Sep 12 01:26:07 2006 UTC vs.
Revision 1.61 by root, Thu Dec 21 01:33:50 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
56{ 58{
57 key_value *next; 59 key_value *next;
58 shstr key, value; 60 shstr key, value;
59}; 61};
60 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
61 76
62/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 80 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72 87
73
74/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 90 * e.g. ->copy_to ()
77 */ 91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
78 95
79// these are not being copied 96// these are not being copied
80ACC_CLASS (object) 97ACC_CLASS (object)
81struct object_keep : refcounted 98struct object_keep : refcounted
82{ 99{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84
85 /* 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
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
91 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
92 /* need to be gone through. */ 111 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now. 117 * is only used by the player right now.
99 */ 118 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
102 */ 121 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
106}; 126};
107 127
108// these are being copied 128// these are being copied
109struct object_copy : attachable<object> 129struct object_copy : attachable<object>
110{ 130{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124}; 150};
125 151
126// these are being copied and also cleared 152// these are being copied and also cleared
127struct object_pod 153struct object_pod
128{ 154{
155 New_Face *ACC (RW, face); /* Face with colors */
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 162
137 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 165 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 172 uint16 ACC (RW, material); /* What materials this object consist of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious 176 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 177 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 178 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 182 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 184 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 185 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 186 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 189 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 191 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 192 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 193 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 197 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 198 /* See the doc/Developers/objects for more info about body locations */
175 199
176 /* Following mostly refers to fields only used for monsters */ 200 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 202 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */ 203 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 204 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 208 /* races/classes can need less/more exp to gain levels */
192 209
193 /* Spell related information, may be useful elsewhere 210 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 211 * Note that other fields are used - these files are basically
195 * only used in spells. 212 * only used in spells.
196 */ 213 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 214 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 215 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 char *ACC (RW, spellarg);
206 222
207 /* Following are values used by any object */ 223 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 /* this objects turns into or what this object creates */ 224 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
217 236
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 238 MoveType ACC (RW, move_block);/* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 242 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 244};
227 245
228struct object : zero_initialised, object_keep, object_copy, object_pod 246struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 247{
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
230 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
231 void free (bool free_inventory = false); 258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
232 261
233 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
234 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
235 272
236 void clear (); 273 void clear ();
237 void clone (object *destination); 274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
238 276
239 void set_owner (object *owner); 277 void set_owner (object *owner);
240 object *get_owner (); 278
279 void instantiate ()
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283
284 attachable<object>::instantiate ();
285 }
286
287 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const;
289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
317
318 // returns the mapspace this object is in
319 mapspace &ms () const;
241 320
242 // fully recursive iterator 321 // fully recursive iterator
243 struct iterator_base 322 struct iterator_base
244 { 323 {
245 object *item; 324 object *item;
282 361
283 object (); 362 object ();
284 ~object (); 363 ~object ();
285}; 364};
286 365
287#define get_object() object::create ()
288#define free_object(op) (op)->free (0)
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293
294static inline object *
295get_owner (object *op)
296{
297 return op->get_owner ();
298}
299
300static inline void
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
307
308typedef struct oblnk 366typedef struct oblnk
309{ /* Used to link together several objects */ 367{ /* Used to link together several objects */
310 object *ob; 368 object_ptr ob;
311 struct oblnk *next; 369 struct oblnk *next;
312 tag_t id;
313} objectlink; 370} objectlink;
314 371
315typedef struct oblinkpt 372typedef struct oblinkpt
316{ /* Used to link together several object links */ 373{ /* Used to link together several object links */
317 struct oblnk *link; 374 struct oblnk *link;
326 * be much left in the archetype - all it really is is a holder for the 383 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 384 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 385 * by the object structure
329 */ 386 */
330 387
331ACC_CLASS(archetype) 388ACC_CLASS (archetype)
332struct archetype : zero_initialised 389struct archetype : zero_initialised, refcounted
333{ 390{
334 archetype (); 391 archetype ();
335 ~archetype (); 392 ~archetype ();
336 393
394 static archetype *find (const char *arch);
395
396 void hash_add (); // add to hastable
397 void hash_del (); // remove from hashtable
398
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 399 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 400 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 401 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 402 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 403 object ACC (RO, clone); /* An object from which to do ->copy_to () */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 404 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 405 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344 * in comparison to the head. 406 * in comparison to the head.
345 */ 407 */
346}; 408};
347 409
348extern object *objects; 410extern object *objects;
349extern object *active_objects; 411extern object *active_objects;
350 412
351extern int nrofallocobjects; 413extern int nrofallocobjects;
352 414
353/* This returns TRUE if the object is something that 415/* This returns TRUE if the object is something that
354 * should be displayed in the look window 416 * should be displayed in the look window
355 */ 417 */
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 418#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
357 419
358/* Used by update_object to know if the object being passed is 420/* Used by update_object to know if the object being passed is
359 * being added or removed. 421 * being added or removed.
360 */ 422 */
361#define UP_OBJ_INSERT 1 423#define UP_OBJ_INSERT 1
402#define ARCH_DETECT_MAGIC "detect_magic" 464#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 465#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom" 466#define ARCH_SYMPTOM "symptom"
405 467
406#endif 468#endif
469

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines