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Comparing deliantra/server/include/object.h (file contents):
Revision 1.61 by root, Thu Dec 21 01:33:50 2006 UTC vs.
Revision 1.92 by root, Tue Jan 23 03:17:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
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@schmorp.de 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
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
88/* 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
89 * 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,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied 95// these are being copied
97ACC_CLASS (object) 96struct object_copy : attachable
98struct object_keep : refcounted
99{ 97{
100 /* These variables are not changed by ->copy_to */ 98 typedef bitset<NUM_FLAGS> flags_t;
101 99
102 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 */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
104 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
126};
127
128// these are being copied
129struct object_copy : attachable<object>
130{
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
137 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 */
138 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 */
139 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 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 */
144 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 */
145 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 */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 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 */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 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 */
150}; 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 */
151 124
152// these are being copied and also cleared
153struct object_pod
154{
155 New_Face *ACC (RW, face); /* Face with colors */ 125 facetile *ACC (RW, face); /* Face with colors */
156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
158 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 */
159 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
162 129
163 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
166 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 */
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 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 */
172 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 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 */
196 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 */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
199 166
200 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
203 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
206 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. */
207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
209 176
210 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
212 * only used in spells. 179 * only used in spells.
213 */ 180 */
216 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 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 */
219 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
220 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 */
221 char *ACC (RW, spellarg);
222
223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236 188
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 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 */
241 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 */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 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 */
244}; 213};
245 214
246struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
247{ 216{
248 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 */
249 219
250 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 static vector active; // active objects, not yet used 221 int ACC (RO, count);
252 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
253 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
254 224
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
255 static object *create (); 243 MTH static object *create ();
256 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
257 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;
258 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
259 void remove (); 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);
260 object *insert (object *item); // insert into inventory 252 MTH object *insert (object *item); // insert into inventory
253 void remove_slow ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 remove_slow ();
258 }
261 259
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
264 261
265 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
267 { 264 {
268 return op1->value == op2->value 265 return op1->value == op2->value
269 && op1->name == op2->name 266 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 267 && can_merge_slow (op1, op2);
271 } 268 }
272 269
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner); 270 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed);
278 272
279 void instantiate () 273 MTH void instantiate ()
280 { 274 {
281 if (!uuid.seq) // HACK 275 if (!uuid.seq) // HACK
282 uuid = gen_uuid (); 276 uuid = gen_uuid ();
283 277
284 attachable<object>::instantiate (); 278 attachable::instantiate ();
285 } 279 }
280
281 // recalculate all stats
282 MTH void update_stats ();
283 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b);
285 MTH void add_statbonus ();
286 MTH void remove_statbonus ();
287 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value);
286 290
287 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const;
290 296
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 300 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 301 MTH bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 302 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 304 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 305 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 306 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 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 && !flag [FLAG_NO_MAP_SAVE]; }
302 316
303 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
304 * could be expanded. 318 * could be expanded.
305 */ 319 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
307 321
308 // returns the player that has this object in his inventory, or 0 322 // returns the player that has this object in his inventory, or 0
309 object *in_player () const 323 MTH object *in_player () const
310 { 324 {
311 for (object *op = env; op; op = op->env) 325 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER) 326 if (op->type == PLAYER)
313 return op; 327 return op;
314 328
315 return 0; 329 return 0;
316 } 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 ();
343 MTH void deactivate ();
344 MTH void activate_recursive ();
345 MTH void deactivate_recursive ();
346
347 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1);
349
350 void enter_exit (object *exit);//PERL
351 MTH void enter_map (maptile *newmap, int x, int y);
317 352
318 // returns the mapspace this object is in 353 // returns the mapspace this object is in
319 mapspace &ms () const; 354 mapspace &ms () const;
320 355
321 // fully recursive iterator 356 // fully recursive iterator
331 operator object *() const { return item; } 366 operator object *() const { return item; }
332 367
333 object *operator ->() const { return item; } 368 object *operator ->() const { return item; }
334 object &operator * () const { return *item; } 369 object &operator * () const { return *item; }
335 }; 370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
336 376
337 // depth-first recursive iterator 377 // depth-first recursive iterator
338 struct depth_iterator : iterator_base 378 struct depth_iterator : iterator_base
339 { 379 {
340 depth_iterator (object *container); 380 depth_iterator (object *container);
351 object *end () 391 object *end ()
352 { 392 {
353 return this; 393 return this;
354 } 394 }
355 395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
356protected: 404protected:
357 friend struct archetype; 405 friend struct archetype;
358 406
359 void link (); 407 void link ();
360 void unlink (); 408 void unlink ();
361 409
362 object (); 410 object ();
363 ~object (); 411 ~object ();
364}; 412};
413
414typedef object_vector<object, &object::index > objectvec;
415typedef object_vector<object, &object::active> activevec;
416
417extern objectvec objects;
418extern activevec actives;
419
420#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i])
423
424#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i])
365 427
366typedef struct oblnk 428typedef struct oblnk
367{ /* Used to link together several objects */ 429{ /* Used to link together several objects */
368 object_ptr ob; 430 object_ptr ob;
369 struct oblnk *next; 431 struct oblnk *next;
383 * be much left in the archetype - all it really is is a holder for the 445 * be much left in the archetype - all it really is is a holder for the
384 * object and pointers. This structure should get removed, and just replaced 446 * object and pointers. This structure should get removed, and just replaced
385 * by the object structure 447 * by the object structure
386 */ 448 */
387 449
388ACC_CLASS (archetype) 450INTERFACE_CLASS (archetype)
389struct archetype : zero_initialised, refcounted 451struct archetype : zero_initialised, attachable
390{ 452{
391 archetype (); 453 archetype ();
392 ~archetype (); 454 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const;
393 456
394 static archetype *find (const char *arch); 457 static archetype *find (const char *arch);
395 458
396 void hash_add (); // add to hastable 459 void hash_add (); // add to hashtable
397 void hash_del (); // remove from hashtable 460 void hash_del (); // remove from hashtable
398 461
399 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
400 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
401 struct archetype *ACC (RW, head); /* The main part of a linked object */ 464 struct archetype *ACC (RW, head); /* The main part of a linked object */
404 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
405 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
406 * in comparison to the head. 469 * in comparison to the head.
407 */ 470 */
408}; 471};
409
410extern object *objects;
411extern object *active_objects;
412
413extern int nrofallocobjects;
414
415/* This returns TRUE if the object is something that
416 * should be displayed in the look window
417 */
418#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
419 472
420/* Used by update_object to know if the object being passed is 473/* Used by update_object to know if the object being passed is
421 * being added or removed. 474 * being added or removed.
422 */ 475 */
423#define UP_OBJ_INSERT 1 476#define UP_OBJ_INSERT 1

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