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Comparing deliantra/server/include/object.h (file contents):
Revision 1.98 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.130 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
36 59
37/* See common/item.c */ 60/* See common/item.c */
38 61
39typedef struct Body_Locations 62typedef struct Body_Locations
40{ 63{
41 const char *save_name; /* Name used to load/save it to disk */ 64 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 65 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 67} Body_Locations;
45 68
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
84#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
88 111
89/* However, if you're keeping a pointer of some sort, you probably 112struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 113{
91 * e.g. ->copy_to () 114 signed char info:4; /* body info as loaded from the file */
92 */ 115 signed char used:4; /* Calculated value based on items equipped */
116};
93 117
94INTERFACE_CLASS (object) 118INTERFACE_CLASS (object)
95// these are being copied 119// these are being copied
96struct object_copy : attachable 120struct object_copy : attachable
97{ 121{
98 typedef bitset<NUM_FLAGS> flags_t; 122 typedef bitset<NUM_FLAGS> flags_t;
99 123
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 128 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 129 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 149 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 150 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 153
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
130 157
131 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 190 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
167 193
168 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
180 * only used in spells. 206 * only used in spells.
181 */ 207 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
184 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
187 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 226
198 char *ACC (RW, spellarg); 227 char *ACC (RW, spellarg);
199 228
200 /* Following are values used by any object */ 229 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 230 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 231 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 */ 232 flags_t flag; /* various flags */
205#if FOR_PERL 233#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 234 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 235#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 236 uint16 ACC (RW, animation_id);/* An index into the animation array */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 258 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 259 object *inv; /* Pointer to the first object in the inventory */
232 260
233 //TODO: container must move into client 261 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 262 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now. 263 * is only used by the player right now.
236 */ 264 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment. 265 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in. 266 * This is typically the container that the object is in.
239 */ 267 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 268 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 269 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? 270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */
243 272
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
277
278 MTH int slottype () const;
244 MTH static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
247 void do_destroy (); 283 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 284 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
268 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
269 } 305 }
270 306
271 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
273 311
312 MTH void open_container (object *new_container);
313 MTH void close_container ()
314 {
315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
322 }
323
274 MTH void instantiate () 324 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 325
282 // recalculate all stats 326 // recalculate all stats
283 MTH void update_stats (); 327 MTH void update_stats ();
284 MTH void roll_stats (); 328 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 329 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 333 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 334 MTH void change_luck (int value);
291 335
292 // info must hold 256 * 3 bytes currently 336 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 337 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const; 339 const char *flag_desc (char *desc, int len) const;
297 340
298 int number_of () const 341 int number_of () const
299 { 342 {
300 return nrof ? nrof : 1; 343 return nrof ? nrof : 1;
326 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 369 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
327 && !flag [FLAG_IS_A_TEMPLATE]; } 370 && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH bool is_arrow () const { return type == ARROW 371 MTH bool is_arrow () const { return type == ARROW
329 || (type == SPELL_EFFECT 372 || (type == SPELL_EFFECT
330 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
331 375
332 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
333 377
334 // temporary: wether the object can be saved in a map file 378 // temporary: wether the object can be saved in a map file
335 // contr => is a player 379 // contr => is a player
356 MTH object *head_ () 400 MTH object *head_ ()
357 { 401 {
358 return head ? head : this; 402 return head ? head : this;
359 } 403 }
360 404
405 MTH bool is_head ()
406 {
407 return head_ () == this;
408 }
409
410 MTH std::string long_desc (object *who = 0);
411 MTH std::string describe_monster (object *who = 0);
412 MTH std::string describe_item (object *who = 0);
413 MTH std::string describe (object *who = 0);
414
415 // If this object has no extra parts but should have them,
416 // add them, effectively expanding heads into multipart
417 // objects. This method only works on objects not inserted
418 // anywhere.
419 MTH void expand_tail ();
420
421 MTH void create_treasure (treasurelist *tl, int flags = 0);
422
361 // insert object at same map position as 'where' 423 // insert object at same map position as 'where'
362 // handles both inventory and map "positions" 424 // handles both inventory and map "positions"
363 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 425 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
364 426
365 MTH void activate (); 427 MTH void activate ();
368 MTH void deactivate_recursive (); 430 MTH void deactivate_recursive ();
369 431
370 // set the givne flag on all objects in the inventory recursively 432 // set the givne flag on all objects in the inventory recursively
371 MTH void set_flag_inv (int flag, int value = 1); 433 MTH void set_flag_inv (int flag, int value = 1);
372 434
373 void enter_exit (object *exit);//PERL 435 void enter_exit (object *exit);//Perl
374 MTH void enter_map (maptile *newmap, int x, int y); 436 MTH void enter_map (maptile *newmap, int x, int y);
375 437
376 // returns the mapspace this object is in 438 // returns the mapspace this object is in
377 mapspace &ms () const; 439 mapspace &ms () const;
378 440
425 } 487 }
426 488
427 MTH struct region *region () const; 489 MTH struct region *region () const;
428 490
429protected: 491protected:
430 friend struct archetype;
431
432 void link (); 492 void link ();
433 void unlink (); 493 void unlink ();
434 494
435 object (); 495 object ();
436 ~object (); 496 ~object ();
437}; 497};
438 498
439typedef object_vector<object, &object::index > objectvec; 499// move this object to the top of its env's inventory to speed up
440typedef object_vector<object, &object::active> activevec; 500// searches for it.
501static object *
502splay (object *ob)
503{
504 if (ob->env && ob->env->inv != ob)
505 {
506 if (ob->above) ob->above->below = ob->below;
507 if (ob->below) ob->below->above = ob->above;
441 508
442extern objectvec objects; 509 ob->above = 0;
443extern activevec actives; 510 ob->below = ob->env->inv;
511 ob->below->above = ob;
512 ob->env->inv = ob;
513 }
444 514
445#define for_all_objects(var) \ 515 return ob;
446 for (int _i = 0; _i < objects.size (); ++_i) \ 516}
447 declvar (object *, var, objects [_i])
448
449#define for_all_actives(var) \
450 for (int _i = 0; _i < actives.size (); ++_i) \
451 declvar (object *, var, actives [_i])
452 517
453typedef struct oblnk 518typedef struct oblnk
454{ /* Used to link together several objects */ 519{ /* Used to link together several objects */
455 object_ptr ob; 520 object_ptr ob;
456 struct oblnk *next; 521 struct oblnk *next;
460{ /* Used to link together several object links */ 525{ /* Used to link together several object links */
461 struct oblnk *link; 526 struct oblnk *link;
462 long value; /* Used as connected value in buttons/gates */ 527 long value; /* Used as connected value in buttons/gates */
463 struct oblinkpt *next; 528 struct oblinkpt *next;
464} oblinkpt; 529} oblinkpt;
530
531object *find_skill_by_name (object *who, const char *name);
532object *find_skill_by_name (object *who, const shstr &sh);
533object *find_skill_by_number (object *who, int skillno);
465 534
466/* 535/*
467 * The archetype structure is a set of rules on how to generate and manipulate 536 * The archetype structure is a set of rules on how to generate and manipulate
468 * objects which point to archetypes. 537 * objects which point to archetypes.
469 * This probably belongs in arch.h, but there really doesn't appear to 538 * This probably belongs in arch.h, but there really doesn't appear to
471 * object and pointers. This structure should get removed, and just replaced 540 * object and pointers. This structure should get removed, and just replaced
472 * by the object structure 541 * by the object structure
473 */ 542 */
474 543
475INTERFACE_CLASS (archetype) 544INTERFACE_CLASS (archetype)
476struct archetype : zero_initialised, attachable 545struct archetype : object
477{ 546{
478 archetype (); 547 archetype (const char *name);
479 ~archetype (); 548 ~archetype ();
480 void gather_callbacks (AV *&callbacks, event_type event) const; 549 void gather_callbacks (AV *&callbacks, event_type event) const;
481 550
551 static archetype *read (object_thawer &f);
552 static archetype *get (const char *name); // find or create
482 static archetype *find (const char *name); 553 static archetype *find (const char *name);
483 554
484 void hash_add (); // add to hashtable 555 void link ();
485 void hash_del (); // remove from hashtable 556 void unlink ();
486 557
558 int ACC (RW, archid); // index in archvector
487 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 559 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
560 bool ACC (RW, stub); // if true, this is an invalid archetype
488 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 561 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
489 struct archetype *ACC (RW, head); /* The main part of a linked object */ 562 struct archetype *ACC (RW, head); /* The main part of a linked object */
490 struct archetype *ACC (RW, more); /* Next part of a linked object */ 563 struct archetype *ACC (RW, more); /* Next part of a linked object */
491 object ACC (RO, clone); /* An object from which to do ->copy_to () */
492 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 564 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
493 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 565
494 * in comparison to the head. 566 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
495 */ 567 sint8 ACC (RW, max_x), ACC (RW, max_y);
496}; 568};
569
570typedef object_vector<object, &object::index > objectvec;
571typedef object_vector<object, &object::active> activevec;
572typedef object_vector<archetype, &archetype::archid> archvec;
573
574extern objectvec objects;
575extern activevec actives;
576extern archvec archetypes;
577
578#define for_all_objects(var) \
579 for (unsigned _i = 0; _i < objects.size (); ++_i) \
580 statementvar (object *, var, objects [_i])
581
582#define for_all_actives(var) \
583 for (unsigned _i = 0; _i < actives.size (); ++_i) \
584 statementvar (object *, var, actives [_i])
585
586#define for_all_archetypes(var) \
587 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
588 statementvar (archetype *, var, archetypes [_i])
497 589
498/* Used by update_object to know if the object being passed is 590/* Used by update_object to know if the object being passed is
499 * being added or removed. 591 * being added or removed.
500 */ 592 */
501#define UP_OBJ_INSERT 1 593#define UP_OBJ_INSERT 1
536#define INS_ON_TOP 0x0008 628#define INS_ON_TOP 0x0008
537#define INS_BELOW_ORIGINATOR 0x0010 629#define INS_BELOW_ORIGINATOR 0x0010
538#define INS_MAP_LOAD 0x0020 630#define INS_MAP_LOAD 0x0020
539 631
540#define ARCH_SINGULARITY "singularity" 632#define ARCH_SINGULARITY "singularity"
541#define ARCH_SINGULARITY_LEN 11
542#define ARCH_DETECT_MAGIC "detect_magic" 633#define ARCH_DETECT_MAGIC "detect_magic"
543#define ARCH_DEPLETION "depletion" 634#define ARCH_DEPLETION "depletion"
544#define ARCH_SYMPTOM "symptom" 635#define ARCH_SYMPTOM "symptom"
545 636
546#endif 637#endif

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