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Comparing deliantra/server/include/object.h (file contents):
Revision 1.46 by root, Sun Dec 3 01:06:37 2006 UTC vs.
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23*/
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
27
28#include <bitset>
26 29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef uint32 tag_t;
59}; 62};
60 63
61struct UUID 64struct UUID
62{ 65{
63 uint64 seq; 66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
64}; 72};
65 73
66extern void init_uuid (); 74extern void init_uuid ();
67extern UUID gen_uuid (); 75extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 76extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
80 88
81/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 91 * e.g. ->copy_to ()
84 */ 92 */
85 93
86typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied 95// these are being copied
90ACC_CLASS (object) 96struct object_copy : attachable
91struct object_keep : refcounted
92{ 97{
93 tag_t ACC (RW, count); /* Generation count for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 99
96 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */
103 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now.
110 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in.
113 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117};
118
119// these are being copied
120struct object_copy : attachable<object>
121{
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141}; 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
142 124
143// these are being copied and also cleared
144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 129
154 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
190 166
191 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
194 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
199 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
200 176
201 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
203 * only used in spells. 179 * only used in spells.
204 */ 180 */
207 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg);
213
214 /* Following are values used by any object */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 188
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 192 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 */ 193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
235}; 213};
236 214
237struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
238{ 216{
239 typedef unordered_vector<object *> vector; 217 typedef unordered_vector<object *> vector;
240 218
241 static vector mortals; 219 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */
236 object *ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now.
238 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in.
241 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently?
245
242 static vector active; // active objects, not yet used 246 //static vector active_list; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 247 //static vector object_list; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 248 static object *first; // will be replaced by "objects"
245 249
246 static object *create (); 250 MTH static object *create ();
251 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
247 void destroy (bool destroy_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
248 256
249 static void free_mortals (); 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory
261
250 static bool can_merge (object *op1, object *op2); 262 static bool can_merge_slow (object *op1, object *op2);
251 263
252 void clear (); 264 // this is often used in time-critical code, so optimise
253 void clone (object *destination); 265 MTH static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
254 271
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 272 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed);
256 274
257 void instantiate () 275 MTH void instantiate ()
258 { 276 {
259 if (!uuid.seq) // HACK 277 if (!uuid.seq) // HACK
260 uuid = gen_uuid (); 278 uuid = gen_uuid ();
261 279
262 attachable<object>::instantiate (); 280 attachable::instantiate ();
263 } 281 }
264 282
265 void set_owner (object *owner); 283 // recalculate all stats
284 MTH void update_stats ();
285 MTH void roll_stats ();
286 MTH void swap_stats (int a, int b);
287 MTH void add_statbonus ();
288 MTH void remove_statbonus ();
289 MTH void drain_stat ();
290 MTH void drain_specific_stat (int deplete_stats);
291 MTH void change_luck (int value);
266 292
267 // info must hold 256 * 3 bytes currently 293 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const; 294 const char *debug_desc (char *info) const;
269 const char *debug_desc () const; 295 MTH const char *debug_desc () const;
296 const char *flag_desc (char *desc, int len) const;
297
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES
301 || type == BRACERS || type == GIRDLE; }
302 MTH bool is_alive () const { return (type == PLAYER
303 || flag [FLAG_MONSTER]
304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
305 && !flag [FLAG_IS_A_TEMPLATE]; }
306 MTH bool is_arrow () const { return type == ARROW
307 || (type == SPELL_EFFECT
308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
309
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311
312 // temporary: wether the object can be saved in a map file
313 // contr => is a player
314 // head => only save head of a multitile object
315 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; }
317
318 /* This return true if object has still randomitems which
319 * could be expanded.
320 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
322
323 // returns the player that has this object in his inventory, or 0
324 MTH object *in_player () const
325 {
326 for (object *op = env; op; op = op->env)
327 if (op->type == PLAYER)
328 return op;
329
330 return 0;
331 }
332
333 // "temporary" helper function
334 MTH object *head_ ()
335 {
336 return head ? head : this;
337 }
338
339 // insert object at same map position as 'where'
340 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342
343 MTH bool active () const;
344 MTH void activate ();
345 MTH void deactivate ();
346 MTH void activate_recursive ();
347 MTH void deactivate_recursive ();
348
349 // set the givne flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1);
351
352 void enter_exit (object *exit);//PERL
353 MTH void enter_map (maptile *newmap, int x, int y);
354
355 // returns the mapspace this object is in
356 mapspace &ms () const;
270 357
271 // fully recursive iterator 358 // fully recursive iterator
272 struct iterator_base 359 struct iterator_base
273 { 360 {
274 object *item; 361 object *item;
281 operator object *() const { return item; } 368 operator object *() const { return item; }
282 369
283 object *operator ->() const { return item; } 370 object *operator ->() const { return item; }
284 object &operator * () const { return *item; } 371 object &operator * () const { return *item; }
285 }; 372 };
373
374 MTH unsigned int random_seed () const
375 {
376 return (unsigned int)uuid.seq;
377 }
286 378
287 // depth-first recursive iterator 379 // depth-first recursive iterator
288 struct depth_iterator : iterator_base 380 struct depth_iterator : iterator_base
289 { 381 {
290 depth_iterator (object *container); 382 depth_iterator (object *container);
310 void unlink (); 402 void unlink ();
311 403
312 object (); 404 object ();
313 ~object (); 405 ~object ();
314}; 406};
315
316#define get_object() object::create ()
317#define free_object(op) (op)->destroy (0)
318#define free_object2(op, free_inv) (op)->destroy (free_inv)
319#define clear_owner(op) (op)->owner = 0
320#define copy_owner(op,other) (op)->owner = (other)->owner
321#define get_owner(op) (op)->owner
322#define clear_object(op) (op)->clear ()
323
324static inline void
325set_owner (object *op, object *owner)
326{
327 op->set_owner (owner);
328}
329
330#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
331 407
332typedef struct oblnk 408typedef struct oblnk
333{ /* Used to link together several objects */ 409{ /* Used to link together several objects */
334 object_ptr ob; 410 object_ptr ob;
335 struct oblnk *next; 411 struct oblnk *next;
349 * be much left in the archetype - all it really is is a holder for the 425 * be much left in the archetype - all it really is is a holder for the
350 * object and pointers. This structure should get removed, and just replaced 426 * object and pointers. This structure should get removed, and just replaced
351 * by the object structure 427 * by the object structure
352 */ 428 */
353 429
354ACC_CLASS (archetype) 430INTERFACE_CLASS (archetype)
355struct archetype : zero_initialised, refcounted 431struct archetype : zero_initialised, attachable
356{ 432{
357 archetype (); 433 archetype ();
358 ~archetype (); 434 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const;
359 436
360 static archetype *find (const char *arch); 437 static archetype *find (const char *arch);
361 438
362 void hash_add (); // add to hastable 439 void hash_add (); // add to hashtable
363 void hash_del (); // remove from hashtable 440 void hash_del (); // remove from hashtable
364 441
365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367 struct archetype *ACC (RW, head); /* The main part of a linked object */ 444 struct archetype *ACC (RW, head); /* The main part of a linked object */
368 struct archetype *ACC (RW, more); /* Next part of a linked object */ 445 struct archetype *ACC (RW, more); /* Next part of a linked object */
369 object ACC (RO, clone); /* An object from which to do copy_object() */ 446 object ACC (RO, clone); /* An object from which to do ->copy_to () */
370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
371 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
372 * in comparison to the head. 449 * in comparison to the head.
373 */ 450 */
374}; 451};
379extern int nrofallocobjects; 456extern int nrofallocobjects;
380 457
381/* This returns TRUE if the object is something that 458/* This returns TRUE if the object is something that
382 * should be displayed in the look window 459 * should be displayed in the look window
383 */ 460 */
384#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
385 462
386/* Used by update_object to know if the object being passed is 463/* Used by update_object to know if the object being passed is
387 * being added or removed. 464 * being added or removed.
388 */ 465 */
389#define UP_OBJ_INSERT 1 466#define UP_OBJ_INSERT 1

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