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 1.28 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.65 by root, Sat Dec 23 06:30:49 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 */
78 92
79// these are not being copied
80ACC_CLASS (object) 93ACC_CLASS (object)
81struct object_keep : refcounted
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84
85 /* These variables are not changed by copy_object() */
86 struct pl *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 */
88 struct 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' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct 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 */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *ACC (RW, head); /* Points to the main object of a large body */
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106};
107
108// these are being copied 94// these are being copied
109struct object_copy : attachable<object> 95struct object_copy
110{ 96{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 97 typedef bitset<NUM_FLAGS> flags_t;
98
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 104 /* If this is an exit, this is the filename */
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 105 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 */ 106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 107 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 108 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 109 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 120
126// these are being copied and also cleared 121 New_Face *ACC (RW, face); /* Face with colors */
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 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 */ 123 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 */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 125 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. */ 126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 128
137 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 144 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 150 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 152 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) */ 153 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 */ 154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 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 */ 158 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 */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 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 */ 162 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
175 165
176 /* Following mostly refers to fields only used for monsters */ 166 /* 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 */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 168 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 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. */ 172 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 */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
192 175
193 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
195 * only used in spells. 178 * only used in spells.
196 */ 179 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 182 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 */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 char *ACC (RW, spellarg);
206 188
207 /* Following are values used by any object */ 189 /* 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 */ 190 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flags; /* various flags */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
217 200
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 201 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 202 MoveType ACC (RW, move_block);/* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 204 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 */ 205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 207 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}; 208};
227 209
228struct object : zero_initialised, object_keep, object_copy, object_pod 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
229{ 211{
212 typedef unordered_vector<object *> vector;
213
214 // These variables are not changed by ->copy_to
215
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */
230 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now.
232 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in.
235 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently?
240
241 static vector mortals;
242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects"
245
230 static object *create (); 246 static object *create ();
247 void copy_to (object *dst);
248 object *clone (); // create + copy_to
231 void free (bool free_inventory = false); 249 void destroy (bool destroy_inventory = false);
250 void remove ();
251 object *insert (object *item); // insert into inventory
232 252
233 static void free_mortals (); 253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2);
255
256 // this is often used in time-critical code, so optimise
234 static bool can_merge (object *op1, object *op2); 257 static bool can_merge (object *op1, object *op2)
258 {
259 return op1->value == op2->value
260 && op1->name == op2->name
261 && can_merge_slow (op1, op2);
262 }
235 263
236 void clear (); 264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
237 void clone (object *destination);
238 265
239 void set_owner (object *owner); 266 void set_owner (object *owner);
267
268 void instantiate ()
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable<object>::instantiate ();
274 }
275
276 // recalculate all stats
277 void update_stats ();
278 void roll_stats ();
279 void swap_stats (int a, int b);
280 void add_statbonus ();
281 void remove_statbonus ();
282 void drain_stat ();
283 void drain_specific_stat (int deplete_stats);
284 void change_luck (int value);
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 // returns the player that has this object in his inventory, or 0
308 object *in_player () const
309 {
310 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER)
312 return op;
313
314 return 0;
315 }
316
317 // returns the mapspace this object is in
318 mapspace &ms () const;
319
320 // fully recursive iterator
321 struct iterator_base
322 {
323 object *item;
324
325 iterator_base (object *container)
326 : item (container)
327 {
328 }
329
330 operator object *() const { return item; }
331
332 object *operator ->() const { return item; }
333 object &operator * () const { return *item; }
334 };
335
336 // depth-first recursive iterator
337 struct depth_iterator : iterator_base
338 {
339 depth_iterator (object *container);
340 void next ();
341 object *operator ++( ) { next (); return item; }
342 object *operator ++(int) { object *i = item; next (); return i; }
343 };
344
345 object *begin ()
346 {
347 return this;
348 }
349
240 object *get_owner (); 350 object *end ()
351 {
352 return this;
353 }
241 354
242protected: 355protected:
243 friend struct archetype; 356 friend struct archetype;
244 357
245 void link (); 358 void link ();
247 360
248 object (); 361 object ();
249 ~object (); 362 ~object ();
250}; 363};
251 364
252#define get_object() object::create ()
253#define free_object(op) (op)->free (0)
254#define free_object2(op, free_inv) (op)->free (free_inv)
255#define clear_owner(op) (op)->owner = 0
256#define copy_owner(op,other) (op)->owner = (other)->owner
257#define clear_object(op) (op)->clear ()
258
259static inline object *
260get_owner (object *op)
261{
262 return op->get_owner ();
263}
264
265static inline void
266set_owner (object *op, object *owner)
267{
268 op->set_owner (owner);
269}
270
271#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
272
273typedef struct oblnk 365typedef struct oblnk
274{ /* Used to link together several objects */ 366{ /* Used to link together several objects */
275 object *ob; 367 object_ptr ob;
276 struct oblnk *next; 368 struct oblnk *next;
277 tag_t id;
278} objectlink; 369} objectlink;
279 370
280typedef struct oblinkpt 371typedef struct oblinkpt
281{ /* Used to link together several object links */ 372{ /* Used to link together several object links */
282 struct oblnk *link; 373 struct oblnk *link;
291 * be much left in the archetype - all it really is is a holder for the 382 * be much left in the archetype - all it really is is a holder for the
292 * object and pointers. This structure should get removed, and just replaced 383 * object and pointers. This structure should get removed, and just replaced
293 * by the object structure 384 * by the object structure
294 */ 385 */
295 386
296ACC_CLASS(archetype) 387ACC_CLASS (archetype)
297struct archetype : zero_initialised 388struct archetype : zero_initialised, refcounted
298{ 389{
299 archetype (); 390 archetype ();
300 ~archetype (); 391 ~archetype ();
301 392
393 static archetype *find (const char *arch);
394
395 void hash_add (); // add to hastable
396 void hash_del (); // remove from hashtable
397
302 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
303 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
304 struct archetype *ACC (RW, head); /* The main part of a linked object */ 400 struct archetype *ACC (RW, head); /* The main part of a linked object */
305 struct archetype *ACC (RW, more); /* Next part of a linked object */ 401 struct archetype *ACC (RW, more); /* Next part of a linked object */
306 object ACC (RO, clone); /* An object from which to do copy_object() */ 402 object ACC (RO, clone); /* An object from which to do ->copy_to () */
307 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 403 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
308 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 404 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
309 * in comparison to the head. 405 * in comparison to the head.
310 */ 406 */
311}; 407};
312 408
313extern object *objects; 409extern object *objects;
314extern object *active_objects; 410extern object *active_objects;
315 411
316extern int nrofallocobjects; 412extern int nrofallocobjects;
317 413
318/* This returns TRUE if the object is something that 414/* This returns TRUE if the object is something that
319 * should be displayed in the look window 415 * should be displayed in the look window
320 */ 416 */
321#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
322 418
323/* Used by update_object to know if the object being passed is 419/* Used by update_object to know if the object being passed is
324 * being added or removed. 420 * being added or removed.
325 */ 421 */
326#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1
367#define ARCH_DETECT_MAGIC "detect_magic" 463#define ARCH_DETECT_MAGIC "detect_magic"
368#define ARCH_DEPLETION "depletion" 464#define ARCH_DEPLETION "depletion"
369#define ARCH_SYMPTOM "symptom" 465#define ARCH_SYMPTOM "symptom"
370 466
371#endif 467#endif
468

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines