ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.97 by root, Wed Feb 7 02:13:06 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.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
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 */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 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 */ 117 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 */ 118 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 */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147}; 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
148 125
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */ 126 facetile *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 */ 127 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 */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 129 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. */
159 130
160 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */ 133 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 159 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 163 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 */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
196 167
197 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
200 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 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. */ 174 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 */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
206 177
207 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
209 * only used in spells. 180 * only used in spells.
210 */ 181 */
213 uint16 ACC (RW, start_holding); 184 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 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 */
233 189
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 191 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 193 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 */ 194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
200 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
241}; 214};
242 215
243struct object : zero_initialised, object_keep, object_copy, object_pod 216struct object : zero_initialised, object_copy
244{ 217{
245 typedef unordered_vector<object *> vector; 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246 220
247 static vector mortals; 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 static vector active; // active objects, not yet used 222 int ACC (RO, count);
249 static vector objects; // not used yet, use first->next->... 223 int ACC (RO, index); // index into objects
250 static object *first; // will be replaced by "objects" 224 int ACC (RO, active); // index into actives
251 225
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now.
236 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in.
239 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently?
243
252 static object *create (); 244 MTH static object *create ();
253 void copy_to (object *dst); 245 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 246 MTH object *clone (); // create + copy_to
247 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const;
255 void destroy (bool destroy_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
256 void remove (); 250
251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false);
257 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
254 void do_remove ();
255 MTH void remove ()
256 {
257 if (!flag [FLAG_REMOVED])
258 do_remove ();
259 }
258 260
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
261 262
262 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
264 { 265 {
265 return op1->value == op2->value 266 return op1->value == op2->value
266 && op1->name == op2->name 267 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
268 } 269 }
269 270
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
275 273
276 void instantiate () 274 MTH void instantiate ()
277 { 275 {
278 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 277 uuid = gen_uuid ();
280 278
281 attachable<object>::instantiate (); 279 attachable::instantiate ();
282 } 280 }
281
282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
283 291
284 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const;
297
298 int number_of () const
299 {
300 return nrof ? nrof : 1;
301 }
302
303 uint64 total_weight () const
304 {
305 return weight * number_of ();
306 }
307
308 // return the dominant material of this item, always return something
309 const materialtype_t *dominant_material () const;
310
311 uint64 volume () const
312 {
313 return total_weight () / dominant_material ()->density;
314 }
315
316 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
317 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
318 || type == CLOAK || type == BOOTS || type == GLOVES
319 || type == BRACERS || type == GIRDLE; }
320 MTH bool is_alive () const { return (type == PLAYER
321 || flag [FLAG_MONSTER]
322 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
323 && !flag [FLAG_IS_A_TEMPLATE]; }
324 MTH bool is_arrow () const { return type == ARROW
325 || (type == SPELL_EFFECT
326 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
327
328 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
329
330 // temporary: wether the object can be saved in a map file
331 // contr => is a player
332 // head => only save head of a multitile object
333 // owner => can not reference owner yet
334 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
335
336 /* This return true if object has still randomitems which
337 * could be expanded.
338 */
339 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
340
341 // returns the player that has this object in his inventory, or 0
342 MTH object *in_player () const
343 {
344 for (object *op = env; op; op = op->env)
345 if (op->type == PLAYER)
346 return op;
347
348 return 0;
349 }
350
351 // "temporary" helper function
352 MTH object *head_ ()
353 {
354 return head ? head : this;
355 }
356
357 // insert object at same map position as 'where'
358 // handles both inventory and map "positions"
359 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
360
361 MTH void activate ();
362 MTH void deactivate ();
363 MTH void activate_recursive ();
364 MTH void deactivate_recursive ();
365
366 // set the givne flag on all objects in the inventory recursively
367 MTH void set_flag_inv (int flag, int value = 1);
368
369 void enter_exit (object *exit);//PERL
370 MTH void enter_map (maptile *newmap, int x, int y);
371
372 // returns the mapspace this object is in
373 mapspace &ms () const;
287 374
288 // fully recursive iterator 375 // fully recursive iterator
289 struct iterator_base 376 struct iterator_base
290 { 377 {
291 object *item; 378 object *item;
298 operator object *() const { return item; } 385 operator object *() const { return item; }
299 386
300 object *operator ->() const { return item; } 387 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 388 object &operator * () const { return *item; }
302 }; 389 };
390
391 MTH unsigned int random_seed () const
392 {
393 return (unsigned int)uuid.seq;
394 }
303 395
304 // depth-first recursive iterator 396 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 397 struct depth_iterator : iterator_base
306 { 398 {
307 depth_iterator (object *container); 399 depth_iterator (object *container);
318 object *end () 410 object *end ()
319 { 411 {
320 return this; 412 return this;
321 } 413 }
322 414
415 /* This returns TRUE if the object is something that
416 * should be displayed in the floorbox/inventory window
417 */
418 MTH bool client_visible () const
419 {
420 return !invisible && type != PLAYER;
421 }
422
423 MTH struct region *region () const;
424
323protected: 425protected:
324 friend struct archetype; 426 friend struct archetype;
325 427
326 void link (); 428 void link ();
327 void unlink (); 429 void unlink ();
328 430
329 object (); 431 object ();
330 ~object (); 432 ~object ();
331}; 433};
434
435typedef object_vector<object, &object::index > objectvec;
436typedef object_vector<object, &object::active> activevec;
437
438extern objectvec objects;
439extern activevec actives;
440
441#define for_all_objects(var) \
442 for (int _i = 0; _i < objects.size (); ++_i) \
443 declvar (object *, var, objects [_i])
444
445#define for_all_actives(var) \
446 for (int _i = 0; _i < actives.size (); ++_i) \
447 declvar (object *, var, actives [_i])
332 448
333typedef struct oblnk 449typedef struct oblnk
334{ /* Used to link together several objects */ 450{ /* Used to link together several objects */
335 object_ptr ob; 451 object_ptr ob;
336 struct oblnk *next; 452 struct oblnk *next;
350 * be much left in the archetype - all it really is is a holder for the 466 * 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 467 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 468 * by the object structure
353 */ 469 */
354 470
355ACC_CLASS (archetype) 471INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 472struct archetype : zero_initialised, attachable
357{ 473{
358 archetype (); 474 archetype ();
359 ~archetype (); 475 ~archetype ();
476 void gather_callbacks (AV *&callbacks, event_type event) const;
360 477
361 static archetype *find (const char *arch); 478 static archetype *find (const char *name);
362 479
363 void hash_add (); // add to hastable 480 void hash_add (); // add to hashtable
364 void hash_del (); // remove from hashtable 481 void hash_del (); // remove from hashtable
365 482
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 483 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 484 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 485 struct archetype *ACC (RW, head); /* The main part of a linked object */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 488 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 489 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. 490 * in comparison to the head.
374 */ 491 */
375}; 492};
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)
386 493
387/* Used by update_object to know if the object being passed is 494/* Used by update_object to know if the object being passed is
388 * being added or removed. 495 * being added or removed.
389 */ 496 */
390#define UP_OBJ_INSERT 1 497#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines