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Comparing deliantra/server/include/object.h (file contents):
Revision 1.53 by root, Wed Dec 13 18:08:01 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
86/* 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
87 * 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,
88 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
89 */ 92 */
90 93
91typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
92typedef refptr<archetype> arch_ptr;
93
94// these are not being copied 95// these are being copied
95ACC_CLASS (object) 96struct object_copy : attachable
96struct object_keep : refcounted
97{ 97{
98 /* These variables are not changed by ->copy_to */ 98 typedef bitset<NUM_FLAGS> flags_t;
99 99
100 tag_t ACC (RW, count); /* Generation count for this object */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied
126struct object_copy : attachable<object>
127{
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
134 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 */
135 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 */
136 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 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 */
141 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 */
142 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 */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 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 */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 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 */
147}; 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 */
148 124
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
155 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 */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 129
160 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
163 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 */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 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 */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 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 */
193 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 */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
196 166
197 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
200 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 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. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
206 176
207 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
209 * only used in spells. 179 * only used in spells.
210 */ 180 */
213 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 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 */
216 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
217 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 */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233 188
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 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 */
238 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 */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 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 */
241}; 213};
242 214
243struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
244{ 216{
245 typedef unordered_vector<object *> vector; 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 */
246 219
247 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 static vector active; // active objects, not yet used 221 int ACC (RO, count);
249 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
250 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
251 224
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
252 static object *create (); 243 MTH static object *create ();
253 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
255 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
256 void remove (); 252 MTH void remove ();
257 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
258 254
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
261 256
262 // this is often used in time-critical code, so optimise 257 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 258 MTH static bool can_merge (object *op1, object *op2)
264 { 259 {
265 return op1->value == op2->value 260 return op1->value == op2->value
266 && op1->name == op2->name 261 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 262 && can_merge_slow (op1, op2);
268 } 263 }
269 264
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
275 267
276 void instantiate () 268 MTH void instantiate ()
277 { 269 {
278 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 271 uuid = gen_uuid ();
280 272
281 attachable<object>::instantiate (); 273 attachable::instantiate ();
282 } 274 }
275
276 // recalculate all stats
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);
283 285
284 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
286 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;
287 349
288 // fully recursive iterator 350 // fully recursive iterator
289 struct iterator_base 351 struct iterator_base
290 { 352 {
291 object *item; 353 object *item;
298 operator object *() const { return item; } 360 operator object *() const { return item; }
299 361
300 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
302 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
303 370
304 // depth-first recursive iterator 371 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
306 { 373 {
307 depth_iterator (object *container); 374 depth_iterator (object *container);
318 object *end () 385 object *end ()
319 { 386 {
320 return this; 387 return this;
321 } 388 }
322 389
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
323protected: 398protected:
324 friend struct archetype; 399 friend struct archetype;
325 400
326 void link (); 401 void link ();
327 void unlink (); 402 void unlink ();
328 403
329 object (); 404 object ();
330 ~object (); 405 ~object ();
331}; 406};
407
408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
332 421
333typedef struct oblnk 422typedef struct oblnk
334{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
335 object_ptr ob; 424 object_ptr ob;
336 struct oblnk *next; 425 struct oblnk *next;
350 * 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
351 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 441 * by the object structure
353 */ 442 */
354 443
355ACC_CLASS (archetype) 444INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 445struct archetype : zero_initialised, attachable
357{ 446{
358 archetype (); 447 archetype ();
359 ~archetype (); 448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
360 450
361 static archetype *find (const char *arch); 451 static archetype *find (const char *arch);
362 452
363 void hash_add (); // add to hastable 453 void hash_add (); // add to hashtable
364 void hash_del (); // remove from hashtable 454 void hash_del (); // remove from hashtable
365 455
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 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 */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
372 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
373 * in comparison to the head. 463 * in comparison to the head.
374 */ 464 */
375}; 465};
376
377extern object *objects;
378extern object *active_objects;
379
380extern int nrofallocobjects;
381
382/* This returns TRUE if the object is something that
383 * should be displayed in the look window
384 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
386 466
387/* 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
388 * being added or removed. 468 * being added or removed.
389 */ 469 */
390#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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