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Comparing deliantra/server/include/object.h (file contents):
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC vs.
Revision 1.76 by root, Sat Dec 30 21:18:29 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;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 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; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
68 76
69/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 80 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
79 87
80/* 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
81 * 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,
82 * e.g. copy_object. 90 * e.g. ->copy_to ()
83 */ 91 */
84 92
85typedef refptr<object> object_ptr; 93INTERFACE_CLASS (object)
86typedef refptr<archetype> arch_ptr;
87
88// these are not being copied 94// these are being copied
89ACC_CLASS (object) 95struct object_copy : attachable
90struct object_keep : refcounted
91{ 96{
92 tag_t ACC (RW, count); /* Generation count for this object */ 97 typedef bitset<NUM_FLAGS> flags_t;
93 UUID uuid; // Unique Identifier, survives saves etc.
94 98
95 /* These variables are not changed by copy_object() */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
96 player *ACC (RW, contr); /* Pointer to the player which control this object */ 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
97 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
100 object *ACC (RW, active_prev); /* List. This is used in process_events */
101 /* so that the entire object list does not */
102 /* need to be gone through. */
103 object *ACC (RW, below); /* Pointer to the object stacked below this one */
104 object *ACC (RW, above); /* Pointer to the object stacked above this one */
105 /* Note: stacked in the *same* environment */
106 object *inv; /* Pointer to the first object in the inventory */
107 object *ACC (RW, container); /* Current container being used. I think this
108 * is only used by the player right now.
109 */
110 object *ACC (RW, env); /* Pointer to the object which is the environment.
111 * This is typically the container that the object is in.
112 */
113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
116};
117
118// these are being copied
119struct object_copy : attachable<object>
120{
121 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
122 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
123 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
124 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
125 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
127 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
129 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
130 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
133 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
134 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
135 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
136 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
137 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
138 object_ptr ACC (RW, spell); /* Spell that was being cast */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
139 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
140}; 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
141 123
142// these are being copied and also cleared
143struct object_pod
144{
145 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
148 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
149 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
150 sint8 ACC (RW, direction); /* Means the object is moving that way. */
151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
152 128
153 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
155 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
156 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 */
157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
161 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 */
162 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 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) */
166 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
167 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
168 */ 144 */
169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
173 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 */
174 sint16 ACC (RW, level); /* Level of creature or object */ 150 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 ACC (RW, item_power); /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
177 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) */
178 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 */
179 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
182 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
183 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
184 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
185 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 */
186 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 */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
188 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
189 165
190 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
192 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
193 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
194 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
196 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. */
197 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
199 175
200 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
202 * only used in spells. 178 * only used in spells.
203 */ 179 */
204 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
206 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 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 */
209 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
210 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
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
211 char *ACC (RW, spellarg); 196 char *ACC (RW, spellarg);
212 197
213 /* Following are values used by any object */ 198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 key_value *key_values; /* Fields not explictly known by the loader. */ 201 key_value *key_values; /* Fields not explictly known by the loader. */
218 /* this objects turns into or what this object creates */ 202 flags_t flag; /* various flags */
219 uint32 flags[4]; /* various flags */ 203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
220 uint16 ACC (RW, animation_id); /* An index into the animation array */ 206 uint16 ACC (RW, animation_id);/* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
226
227 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234}; 212};
235 213
236struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
237{ 215{
238 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
239 217
240 static vector mortals; 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
241 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
244 248
245 static object *create (); 249 MTH static object *create ();
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
246 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
247 255
248 static void free_mortals (); 256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory
260
249 static bool can_merge (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
250 262
251 void clear (); 263 // this is often used in time-critical code, so optimise
252 void clone (object *destination); 264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
253 270
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
255 273
256 void instantiate () 274 MTH void instantiate ()
257 { 275 {
258 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
259 uuid = gen_uuid (); 277 uuid = gen_uuid ();
260 278
261 attachable<object>::instantiate (); 279 attachable::instantiate ();
262 } 280 }
263 281
264 void set_owner (object *owner); 282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
265 291
266 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
268 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
296
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
319 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321
322 // returns the player that has this object in his inventory, or 0
323 MTH object *in_player () const
324 {
325 for (object *op = env; op; op = op->env)
326 if (op->type == PLAYER)
327 return op;
328
329 return 0;
330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH void activate (bool recursive = true);
343 MTH void deactivate (bool recursive = true);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
347
348 // returns the mapspace this object is in
349 mapspace &ms () const;
269 350
270 // fully recursive iterator 351 // fully recursive iterator
271 struct iterator_base 352 struct iterator_base
272 { 353 {
273 object *item; 354 object *item;
309 void unlink (); 390 void unlink ();
310 391
311 object (); 392 object ();
312 ~object (); 393 ~object ();
313}; 394};
314
315#define get_object() object::create ()
316#define free_object(op) (op)->destroy (0)
317#define free_object2(op, free_inv) (op)->destroy (free_inv)
318#define clear_owner(op) (op)->owner = 0
319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
321#define clear_object(op) (op)->clear ()
322
323static inline void
324set_owner (object *op, object *owner)
325{
326 op->set_owner (owner);
327}
328
329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
330 395
331typedef struct oblnk 396typedef struct oblnk
332{ /* Used to link together several objects */ 397{ /* Used to link together several objects */
333 object_ptr ob; 398 object_ptr ob;
334 struct oblnk *next; 399 struct oblnk *next;
348 * be much left in the archetype - all it really is is a holder for the 413 * be much left in the archetype - all it really is is a holder for the
349 * object and pointers. This structure should get removed, and just replaced 414 * object and pointers. This structure should get removed, and just replaced
350 * by the object structure 415 * by the object structure
351 */ 416 */
352 417
353ACC_CLASS (archetype) 418INTERFACE_CLASS (archetype)
354struct archetype : zero_initialised, refcounted 419struct archetype : zero_initialised, attachable
355{ 420{
356 archetype (); 421 archetype ();
357 ~archetype (); 422 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const;
358 424
359 static archetype *find (const char *arch); 425 static archetype *find (const char *arch);
360 426
361 void hash_add (); // add to hastable 427 void hash_add (); // add to hashtable
362 void hash_del (); // remove from hashtable 428 void hash_del (); // remove from hashtable
363 429
364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
366 struct archetype *ACC (RW, head); /* The main part of a linked object */ 432 struct archetype *ACC (RW, head); /* The main part of a linked object */
367 struct archetype *ACC (RW, more); /* Next part of a linked object */ 433 struct archetype *ACC (RW, more); /* Next part of a linked object */
368 object ACC (RO, clone); /* An object from which to do copy_object() */ 434 object ACC (RO, clone); /* An object from which to do ->copy_to () */
369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
371 * in comparison to the head. 437 * in comparison to the head.
372 */ 438 */
373}; 439};
378extern int nrofallocobjects; 444extern int nrofallocobjects;
379 445
380/* This returns TRUE if the object is something that 446/* This returns TRUE if the object is something that
381 * should be displayed in the look window 447 * should be displayed in the look window
382 */ 448 */
383#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
384 450
385/* Used by update_object to know if the object being passed is 451/* Used by update_object to know if the object being passed is
386 * being added or removed. 452 * being added or removed.
387 */ 453 */
388#define UP_OBJ_INSERT 1 454#define UP_OBJ_INSERT 1

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