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Comparing deliantra/server/include/object.h (file contents):
Revision 1.66 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.95 by root, Mon Feb 5 01:24:45 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
93ACC_CLASS (object) 94INTERFACE_CLASS (object)
94// these are being copied 95// these are being copied
95struct object_copy 96struct object_copy : attachable
96{ 97{
97 typedef bitset<NUM_FLAGS> flags_t; 98 typedef bitset<NUM_FLAGS> flags_t;
98 99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
105 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 */
106 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 */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 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 */
112 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 */
113 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 */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 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 */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 124
121 New_Face *ACC (RW, face); /* Face with colors */ 125 facetile *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
124 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 */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
132 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 */
133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 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 */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 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 */
162 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 */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
165 166
166 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
169 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 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. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
175 176
176 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
178 * only used in spells. 179 * only used in spells.
179 */ 180 */
182 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 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 */
185 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
186 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 */
187 char *ACC (RW, spellarg);
188
189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flag; /* various flags */
194 uint16 ACC (RW, animation_id);/* An index into the animation array */
195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
200 188
201 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
202 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 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 */
205 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 */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 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 */
208}; 213};
209 214
210struct object : zero_initialised, refcounted, attachable<object>, object_copy 215struct object : zero_initialised, object_copy
211{ 216{
212 typedef unordered_vector<object *> vector;
213
214 // These variables are not changed by ->copy_to 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 */
215 219
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 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
218 224
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
230 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 234 * is only used by the player right now.
232 */ 235 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
235 */ 238 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
240 242
241 static vector mortals;
242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects"
245
246 static object *create (); 243 MTH static object *create ();
247 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
248 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;
249 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
250 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);
251 object *insert (object *item); // insert into inventory 252 MTH object *insert (object *item); // insert into inventory
253 void do_remove ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 do_remove ();
258 }
252 259
253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
255 261
256 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
257 static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
258 { 264 {
259 return op1->value == op2->value 265 return op1->value == op2->value
260 && op1->name == op2->name 266 && op1->name == op2->name
261 && can_merge_slow (op1, op2); 267 && can_merge_slow (op1, op2);
262 } 268 }
263 269
264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner); 270 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed);
267 272
268 void instantiate () 273 MTH void instantiate ()
269 { 274 {
270 if (!uuid.seq) // HACK 275 if (!uuid.seq) // HACK
271 uuid = gen_uuid (); 276 uuid = gen_uuid ();
272 277
273 attachable<object>::instantiate (); 278 attachable::instantiate ();
274 } 279 }
275 280
276 // recalculate all stats 281 // recalculate all stats
277 void update_stats (); 282 MTH void update_stats ();
278 void roll_stats (); 283 MTH void roll_stats ();
279 void swap_stats (int a, int b); 284 MTH void swap_stats (int a, int b);
280 void add_statbonus (); 285 MTH void add_statbonus ();
281 void remove_statbonus (); 286 MTH void remove_statbonus ();
282 void drain_stat (); 287 MTH void drain_stat ();
283 void drain_specific_stat (int deplete_stats); 288 MTH void drain_specific_stat (int deplete_stats);
284 void change_luck (int value); 289 MTH void change_luck (int value);
285 290
286 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
288 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;
289 296
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 300 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 301 MTH bool is_alive () const { return (type == PLAYER
295 || flag [FLAG_MONSTER] 302 || flag [FLAG_MONSTER]
296 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flag [FLAG_IS_A_TEMPLATE]; } 304 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 305 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 306 || (type == SPELL_EFFECT
300 && (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]; }
301 316
302 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
303 * could be expanded. 318 * could be expanded.
304 */ 319 */
305 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
306 321
307 // 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
308 object *in_player () const 323 MTH object *in_player () const
309 { 324 {
310 for (object *op = env; op; op = op->env) 325 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER) 326 if (op->type == PLAYER)
312 return op; 327 return op;
313 328
314 return 0; 329 return 0;
315 } 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);
316 352
317 // returns the mapspace this object is in 353 // returns the mapspace this object is in
318 mapspace &ms () const; 354 mapspace &ms () const;
319 355
320 // fully recursive iterator 356 // fully recursive iterator
330 operator object *() const { return item; } 366 operator object *() const { return item; }
331 367
332 object *operator ->() const { return item; } 368 object *operator ->() const { return item; }
333 object &operator * () const { return *item; } 369 object &operator * () const { return *item; }
334 }; 370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
335 376
336 // depth-first recursive iterator 377 // depth-first recursive iterator
337 struct depth_iterator : iterator_base 378 struct depth_iterator : iterator_base
338 { 379 {
339 depth_iterator (object *container); 380 depth_iterator (object *container);
350 object *end () 391 object *end ()
351 { 392 {
352 return this; 393 return this;
353 } 394 }
354 395
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
404 MTH struct region *region () const;
405
355protected: 406protected:
356 friend struct archetype; 407 friend struct archetype;
357 408
358 void link (); 409 void link ();
359 void unlink (); 410 void unlink ();
360 411
361 object (); 412 object ();
362 ~object (); 413 ~object ();
363}; 414};
415
416typedef object_vector<object, &object::index > objectvec;
417typedef object_vector<object, &object::active> activevec;
418
419extern objectvec objects;
420extern activevec actives;
421
422#define for_all_objects(var) \
423 for (int _i = 0; _i < objects.size (); ++_i) \
424 declvar (object *, var, objects [_i])
425
426#define for_all_actives(var) \
427 for (int _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i])
364 429
365typedef struct oblnk 430typedef struct oblnk
366{ /* Used to link together several objects */ 431{ /* Used to link together several objects */
367 object_ptr ob; 432 object_ptr ob;
368 struct oblnk *next; 433 struct oblnk *next;
382 * be much left in the archetype - all it really is is a holder for the 447 * be much left in the archetype - all it really is is a holder for the
383 * object and pointers. This structure should get removed, and just replaced 448 * object and pointers. This structure should get removed, and just replaced
384 * by the object structure 449 * by the object structure
385 */ 450 */
386 451
387ACC_CLASS (archetype) 452INTERFACE_CLASS (archetype)
388struct archetype : zero_initialised, refcounted 453struct archetype : zero_initialised, attachable
389{ 454{
390 archetype (); 455 archetype ();
391 ~archetype (); 456 ~archetype ();
457 void gather_callbacks (AV *&callbacks, event_type event) const;
392 458
393 static archetype *find (const char *arch); 459 static archetype *find (const char *name);
394 460
395 void hash_add (); // add to hastable 461 void hash_add (); // add to hashtable
396 void hash_del (); // remove from hashtable 462 void hash_del (); // remove from hashtable
397 463
398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 464 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 465 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
400 struct archetype *ACC (RW, head); /* The main part of a linked object */ 466 struct archetype *ACC (RW, head); /* The main part of a linked object */
403 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 469 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
404 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 470 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
405 * in comparison to the head. 471 * in comparison to the head.
406 */ 472 */
407}; 473};
408
409extern object *objects;
410extern object *active_objects;
411
412extern int nrofallocobjects;
413
414/* This returns TRUE if the object is something that
415 * should be displayed in the look window
416 */
417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
418 474
419/* Used by update_object to know if the object being passed is 475/* Used by update_object to know if the object being passed is
420 * being added or removed. 476 * being added or removed.
421 */ 477 */
422#define UP_OBJ_INSERT 1 478#define UP_OBJ_INSERT 1

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