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Comparing deliantra/server/include/object.h (file contents):
Revision 1.35 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.84 by root, Tue Jan 9 21:32:42 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
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
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 ();
76extern const uint64 UUID_SKIP;
68 77
69/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 81 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
79 88
80/* 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
81 * 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,
82 * e.g. copy_object. 91 * e.g. ->copy_to ()
83 */ 92 */
84 93
94INTERFACE_CLASS (object)
85// these are not being copied 95// these are being copied
86ACC_CLASS (object) 96struct object_copy : attachable
87struct object_keep : refcounted
88{ 97{
89 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
90 UUID uuid; // Unique Identifier, survives saves etc.
91 99
92 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
94 struct 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. */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied
116struct object_copy : attachable<object>
117{
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> 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 */
131 refptr<object> 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 */
132 refptr<object> 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 */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 124
139// these are being copied and also cleared 125 New_Face *ACC (RW, face); /* Face with colors */
140struct object_pod
141{
142 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
143 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
144 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 */
145 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 129
150 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
153 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 */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
163 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 145 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
181 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
182 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
183 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 */
184 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 */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
186 166
187 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
192 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 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. */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
198 176
199 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
201 * only used in spells. 179 * only used in spells.
202 */ 180 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
206 char *ACC (RW, spellarg);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 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 */
209 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
210 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 */
211 188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
212 /* Following are values used by any object */ 199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
213 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */ 202 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */ 203 flags_t flag; /* various flags */
218 uint32 flags[4]; /* various flags */ 204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
219 uint16 ACC (RW, animation_id); /* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225
226 MoveType ACC (RW, move_type); /* Type of movement this object uses */
227 MoveType ACC (RW, move_block); /* What movement types this blocks */
228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 213};
234 214
235struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
236{ 216{
217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
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 client_container *seen_by; // seen by which player/container currently?
242
237 static object *create (); 243 MTH static object *create ();
244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
238 void free (bool free_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
239 249
240 static void free_mortals (); 250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory
254
241 static bool can_merge (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
242 256
243 void clear (); 257 // this is often used in time-critical code, so optimise
244 void clone (object *destination); 258 MTH static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
245 264
265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
267
246 void instantiate () 268 MTH void instantiate ()
247 { 269 {
248 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 271 uuid = gen_uuid ();
250 272
251 attachable<object>::instantiate (); 273 attachable::instantiate ();
252 } 274 }
253 275
254 void set_owner (object *owner); 276 // recalculate all stats
255 object *get_owner (); 277 MTH void update_stats ();
278 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b);
280 MTH void add_statbonus ();
281 MTH void remove_statbonus ();
282 MTH void drain_stat ();
283 MTH void drain_specific_stat (int deplete_stats);
284 MTH void change_luck (int value);
256 285
257 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
290
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 MTH bool is_alive () const { return (type == PLAYER
296 || flag [FLAG_MONSTER]
297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flag [FLAG_IS_A_TEMPLATE]; }
299 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner; }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 MTH object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
346
347 // returns the mapspace this object is in
348 mapspace &ms () const;
260 349
261 // fully recursive iterator 350 // fully recursive iterator
262 struct iterator_base 351 struct iterator_base
263 { 352 {
264 object *item; 353 object *item;
271 operator object *() const { return item; } 360 operator object *() const { return item; }
272 361
273 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
274 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
275 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
276 370
277 // depth-first recursive iterator 371 // depth-first recursive iterator
278 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
279 { 373 {
280 depth_iterator (object *container); 374 depth_iterator (object *container);
291 object *end () 385 object *end ()
292 { 386 {
293 return this; 387 return this;
294 } 388 }
295 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
296protected: 398protected:
297 friend struct archetype; 399 friend struct archetype;
298 400
299 void link (); 401 void link ();
300 void unlink (); 402 void unlink ();
301 403
302 object (); 404 object ();
303 ~object (); 405 ~object ();
304}; 406};
305 407
306#define get_object() object::create () 408typedef object_vector<object, &object::index > objectvec;
307#define free_object(op) (op)->free (0) 409typedef object_vector<object, &object::active> activevec;
308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner
311#define clear_object(op) (op)->clear ()
312 410
313static inline object * 411extern objectvec objects;
314get_owner (object *op) 412extern activevec actives;
315{
316 return op->get_owner ();
317}
318 413
319static inline void 414#define for_all_objects(var) \
320set_owner (object *op, object *owner) 415 for (int _i = 0; _i < objects.size (); ++_i) \
321{ 416 declvar (object *, var, objects [_i])
322 op->set_owner (owner);
323}
324 417
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
326 421
327typedef struct oblnk 422typedef struct oblnk
328{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
329 object *ob; 424 object_ptr ob;
330 struct oblnk *next; 425 struct oblnk *next;
331 tag_t id;
332} objectlink; 426} objectlink;
333 427
334typedef struct oblinkpt 428typedef struct oblinkpt
335{ /* Used to link together several object links */ 429{ /* Used to link together several object links */
336 struct oblnk *link; 430 struct oblnk *link;
345 * be much left in the archetype - all it really is is a holder for the 439 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 441 * by the object structure
348 */ 442 */
349 443
350ACC_CLASS(archetype) 444INTERFACE_CLASS (archetype)
351struct archetype : zero_initialised 445struct archetype : zero_initialised, attachable
352{ 446{
353 archetype (); 447 archetype ();
354 ~archetype (); 448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
355 450
451 static archetype *find (const char *arch);
452
453 void hash_add (); // add to hashtable
454 void hash_del (); // remove from hashtable
455
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 459 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 460 object ACC (RO, clone); /* An object from which to do ->copy_to () */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 462 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 463 * in comparison to the head.
364 */ 464 */
365}; 465};
366
367extern object *objects;
368extern object *active_objects;
369
370extern int nrofallocobjects;
371
372/* This returns TRUE if the object is something that
373 * should be displayed in the look window
374 */
375#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
376 466
377/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
378 * being added or removed. 468 * being added or removed.
379 */ 469 */
380#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1
421#define ARCH_DETECT_MAGIC "detect_magic" 511#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 512#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom" 513#define ARCH_SYMPTOM "symptom"
424 514
425#endif 515#endif
516

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