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Comparing deliantra/server/include/object.h (file contents):
Revision 1.22 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 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?
66 */ 81 */
67#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72
73 87
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
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107};
108
109// these are being copied 94// these are being copied
110struct object_copy:attachable<object> 95struct object_copy
111{ 96{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 97 typedef bitset<NUM_FLAGS> flags_t;
113 * All fields beow this point are automatically copied by memcpy. If 98
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 104 /* If this is an exit, this is the filename */
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 107 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 108 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 109 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 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 */
131 120
132// these are being copied and also cleared 121 New_Face *ACC (RW, face); /* Face with colors */
133struct object_pod
134{
135 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 */
136 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
137 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 */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 128
143 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
146 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 */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 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 */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 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) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 144 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 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 */
150 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
167 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) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
180 165
181 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 168 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
202 175
203 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
205 * only used in spells. 178 * only used in spells.
206 */ 179 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 185 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 188
217 /* Following are values used by any object */ 189 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 190 /* this objects turns into or what this object creates */
221 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 flag; /* various flags */
194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 203
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 205 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236}; 211};
237 212
238struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
239{ 214{
215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *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 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
243
244 static vector mortals;
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 static object *create ();
250 void copy_to (object *dst);
251 object *clone (); // create + copy_to
252 void destroy (bool destroy_inventory = false);
253 void remove ();
254 object *insert (object *item); // insert into inventory
255
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2)
261 {
262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
288
289 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const;
291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
322
323 // fully recursive iterator
324 struct iterator_base
325 {
326 object *item;
327
328 iterator_base (object *container)
329 : item (container)
330 {
331 }
332
333 operator object *() const { return item; }
334
335 object *operator ->() const { return item; }
336 object &operator * () const { return *item; }
337 };
338
339 // depth-first recursive iterator
340 struct depth_iterator : iterator_base
341 {
342 depth_iterator (object *container);
343 void next ();
344 object *operator ++( ) { next (); return item; }
345 object *operator ++(int) { object *i = item; next (); return i; }
346 };
347
348 object *begin ()
349 {
350 return this;
351 }
352
353 object *end ()
354 {
355 return this;
356 }
357
358protected:
359 friend struct archetype;
360
361 void link ();
362 void unlink ();
363
240 object (); 364 object ();
241 ~object (); 365 ~object ();
242
243 static bool can_merge (object * op1, object * op2);
244
245 void clear ();
246 void clone (object * destination);
247}; 366};
248
249#define get_object() (new object) // compatibility, but please keep for a while
250
251#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
252 367
253typedef struct oblnk 368typedef struct oblnk
254{ /* Used to link together several objects */ 369{ /* Used to link together several objects */
255 object *ob; 370 object_ptr ob;
256 struct oblnk *next; 371 struct oblnk *next;
257 tag_t id;
258} objectlink; 372} objectlink;
259 373
260typedef struct oblinkpt 374typedef struct oblinkpt
261{ /* Used to link together several object links */ 375{ /* Used to link together several object links */
262 struct oblnk *link; 376 struct oblnk *link;
271 * be much left in the archetype - all it really is is a holder for the 385 * be much left in the archetype - all it really is is a holder for the
272 * object and pointers. This structure should get removed, and just replaced 386 * object and pointers. This structure should get removed, and just replaced
273 * by the object structure 387 * by the object structure
274 */ 388 */
275 389
276ACC_CLASS(archetype) 390ACC_CLASS (archetype)
277struct archetype : zero_initialised 391struct archetype : zero_initialised, refcounted
278{ 392{
279 archetype (); 393 archetype ();
280 ~archetype (); 394 ~archetype ();
281 395
396 static archetype *find (const char *arch);
397
398 void hash_add (); // add to hastable
399 void hash_del (); // remove from hashtable
400
282 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
283 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
284 struct archetype *ACC (RW, head); /* The main part of a linked object */ 403 struct archetype *ACC (RW, head); /* The main part of a linked object */
285 struct archetype *ACC (RW, more); /* Next part of a linked object */ 404 struct archetype *ACC (RW, more); /* Next part of a linked object */
286 object ACC (RO, clone); /* An object from which to do copy_object() */ 405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
287 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
288 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
289 * in comparison to the head. 408 * in comparison to the head.
290 */ 409 */
291}; 410};
292 411
293extern object *objects; 412extern object *objects;
294extern object *active_objects; 413extern object *active_objects;
295 414
296extern int nrofallocobjects; 415extern int nrofallocobjects;
297 416
298/* This returns TRUE if the object is something that 417/* This returns TRUE if the object is something that
299 * should be displayed in the look window 418 * should be displayed in the look window
300 */ 419 */
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
302 421
303/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
304 * being added or removed. 423 * being added or removed.
305 */ 424 */
306#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1
347#define ARCH_DETECT_MAGIC "detect_magic" 466#define ARCH_DETECT_MAGIC "detect_magic"
348#define ARCH_DEPLETION "depletion" 467#define ARCH_DEPLETION "depletion"
349#define ARCH_SYMPTOM "symptom" 468#define ARCH_SYMPTOM "symptom"
350 469
351#endif 470#endif
471

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