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/cvs/deliantra/server/include/object.h
Revision: 1.122
Committed: Mon May 14 21:32:26 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +10 -3 lines
Log Message:
breath life into completely broken skill tools

File Contents

# User Rev Content
1 root 1.92 /*
2 root 1.86 * CrossFire, A Multiplayer Online RPG
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     #ifndef OBJECT_H
26     #define OBJECT_H
27    
28 root 1.56 #include <bitset>
29    
30 root 1.6 #include "cfperl.h"
31 root 1.7 #include "shstr.h"
32 root 1.6
33 root 1.81 typedef int tag_t;
34 root 1.109
35 root 1.118 enum {
36 root 1.122 body_skill,
37     body_combat,
38 root 1.118 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 root 1.1
53 root 1.121 enum slottype_t
54     {
55     slot_none,
56     slot_combat,
57     slot_ranged,
58     };
59    
60 root 1.1 /* See common/item.c */
61    
62 root 1.20 typedef struct Body_Locations
63     {
64     const char *save_name; /* Name used to load/save it to disk */
65     const char *use_name; /* Name used when describing an item we can use */
66     const char *nonuse_name; /* Name to describe objects we can't use */
67 root 1.1 } Body_Locations;
68    
69     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70    
71     /*
72     * Each object (this also means archetypes!) could have a few of these
73     * "dangling" from it; this could also end up containing 'parse errors'.
74     *
75     * key and value are shared-strings.
76     *
77     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
78     * accessing the list directly.
79     * Exception is if you want to walk this list for some reason.
80     */
81 root 1.20 struct key_value
82     {
83     key_value *next;
84     shstr key, value;
85 root 1.15 };
86 root 1.1
87 root 1.34 struct UUID
88     {
89     uint64 seq;
90 root 1.53
91     UUID () { }
92     UUID (uint64 seq) : seq(seq) { }
93     operator uint64() { return seq; }
94     void operator =(uint64 seq) { this->seq = seq; }
95 root 1.34 };
96    
97     extern void init_uuid ();
98     extern UUID gen_uuid ();
99 elmex 1.45 extern const uint64 UUID_SKIP;
100 root 1.1
101     /* Definition for WILL_APPLY values. Replaces having harcoded values
102     * sprinkled in the code. Note that some of these also replace fields
103     * that were in the can_apply area. What is the point of having both
104     * can_apply and will_apply?
105     */
106 root 1.27 #define WILL_APPLY_HANDLE 0x01
107     #define WILL_APPLY_TREASURE 0x02
108     #define WILL_APPLY_EARTHWALL 0x04
109     #define WILL_APPLY_DOOR 0x08
110 root 1.14 #define WILL_APPLY_FOOD 0x10
111 root 1.1
112 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
113     * don't just want it copied, so you'll need to add to common/object.C,
114 root 1.49 * e.g. ->copy_to ()
115 root 1.1 */
116 elmex 1.4
117 root 1.116 struct body_slot
118     {
119 root 1.117 signed char info:4; /* body info as loaded from the file */
120     signed char used:4; /* Calculated value based on items equipped */
121 root 1.116 };
122    
123 root 1.68 INTERFACE_CLASS (object)
124 root 1.65 // these are being copied
125 root 1.68 struct object_copy : attachable
126 root 1.18 {
127 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
128 root 1.1
129 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 root 1.117
131     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132     uint8 ACC (RW, subtype); /* subtype of object */
133 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135 root 1.117
136 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
137     shstr ACC (RW, name_pl); /* The plural name of the object */
138 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
139 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140     shstr ACC (RW, slaying); /* Which race to do double damage to */
141 root 1.68 /* If this is an exit, this is the filename */
142 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144     shstr ACC (RW, lore); /* Obscure information about this object, */
145 root 1.68 /* To get put into books and the like. */
146 root 1.20 shstr ACC (RW, materialname); /* specific material name */
147     shstr ACC (RW, custom_name); /* Custom name assigned by player */
148 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
149 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
150     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
151     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
152     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
154     object_ptr ACC (RW, spell); /* Spell that was being cast */
155     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
156 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158 elmex 1.63
159 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
160 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
161 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
162 root 1.18
163     /* This next big block are basically used for monsters and equipment */
164 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165 root 1.117
166 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
171 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
172 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
175 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
176     * meanings by some objects, eg, sp penalty, permanent exp.
177     */
178 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181     sint16 ACC (RW, last_eat); /* How long since we last ate */
182     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
184 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185     sint8 ACC (RW, item_power); /* power rating of the object */
186 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
189 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
191     sint64 ACC (RW, perm_exp); /* Permanent exp */
192     uint32 ACC (RW, weapontype); /* type of weapon */
193     uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
195 root 1.104 faceidx ACC (RW, face); /* Face with colors */
196 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 root 1.68 /* See the pod/objects.pod for more info about body locations */
198 root 1.18
199     /* Following mostly refers to fields only used for monsters */
200 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201 root 1.68
202 root 1.18 /* allows different movement patterns for attackers */
203 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
204     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 root 1.68 /* races/classes can need less/more exp to gain levels */
208 root 1.18
209     /* Spell related information, may be useful elsewhere
210     * Note that other fields are used - these files are basically
211     * only used in spells.
212     */
213 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
214 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215 root 1.117
216 root 1.26 uint16 ACC (RW, start_holding);
217     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219 root 1.117
220 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
221 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223     MoveType ACC (RW, move_block);/* What movement types this blocks */
224 root 1.117
225 root 1.68 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228     MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 root 1.117
230 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231    
232 root 1.36 char *ACC (RW, spellarg);
233 root 1.18
234     /* Following are values used by any object */
235 root 1.56 /* this objects turns into or what this object creates */
236 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 root 1.66 flags_t flag; /* various flags */
238 root 1.67 #if FOR_PERL
239     bool ACC (RW, flag[NUM_FLAGS]);
240     #endif
241 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
242     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247 elmex 1.4 };
248    
249 root 1.68 struct object : zero_initialised, object_copy
250 root 1.18 {
251 root 1.65 // These variables are not changed by ->copy_to
252 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253 root 1.65
254     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 root 1.82 int ACC (RO, count);
256     int ACC (RO, index); // index into objects
257 root 1.81 int ACC (RO, active); // index into actives
258 root 1.65
259     player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
260 root 1.81
261 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262     object *ACC (RW, above); /* Pointer to the object stacked above this one */
263     /* Note: stacked in the *same* environment */
264     object *inv; /* Pointer to the first object in the inventory */
265 root 1.83
266     //TODO: container must move into client
267 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
268 root 1.65 * is only used by the player right now.
269     */
270     object *ACC (RW, env); /* Pointer to the object which is the environment.
271     * This is typically the container that the object is in.
272     */
273     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275     client_container *seen_by; // seen by which player/container currently?
276 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
277 root 1.65
278 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 root 1.118 void post_load_check (); // do some adjustments after parsing
280 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 root 1.100 bool write (object_freezer &f);
282    
283 root 1.121 MTH int slottype () const;
284 root 1.69 MTH static object *create ();
285 root 1.105 object &operator =(const object &src);
286 root 1.69 MTH void copy_to (object *dst);
287     MTH object *clone (); // create + copy_to
288 root 1.68 void do_destroy ();
289     void gather_callbacks (AV *&callbacks, event_type event) const;
290 root 1.69 MTH void destroy (bool destroy_inventory = false);
291 root 1.68
292     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
294     MTH object *insert (object *item); // insert into inventory
295 root 1.95 void do_remove ();
296 root 1.88 MTH void remove ()
297     {
298     if (!flag [FLAG_REMOVED])
299 root 1.95 do_remove ();
300 root 1.88 }
301 root 1.22
302 root 1.119 // move this object to the top of its env's inventory to speed up
303     // searches for it.
304 root 1.122 MTH object *inv_splay ()
305 root 1.119 {
306     if (env && env->inv != this)
307     {
308     if (above) above->below = below;
309     if (below) below->above = above;
310    
311     above = 0;
312     below = env->inv;
313     below->above = this;
314     env->inv = this;
315     }
316 root 1.122
317     return this;
318 root 1.119 }
319    
320 root 1.51 static bool can_merge_slow (object *op1, object *op2);
321    
322     // this is often used in time-critical code, so optimise
323 root 1.69 MTH static bool can_merge (object *op1, object *op2)
324 root 1.51 {
325 root 1.52 return op1->value == op2->value
326     && op1->name == op2->name
327 root 1.51 && can_merge_slow (op1, op2);
328     }
329 root 1.19
330 root 1.69 MTH void set_owner (object *owner);
331 root 1.70 MTH void set_speed (float speed);
332 root 1.120 MTH bool change_weapon (object *ob);
333 root 1.51
334 root 1.99 MTH void open_container (object *new_container);
335     MTH void close_container ()
336     {
337     open_container (0);
338     }
339    
340 root 1.100 MTH void instantiate ();
341 root 1.34
342 root 1.62 // recalculate all stats
343 root 1.69 MTH void update_stats ();
344     MTH void roll_stats ();
345     MTH void swap_stats (int a, int b);
346     MTH void add_statbonus ();
347     MTH void remove_statbonus ();
348     MTH void drain_stat ();
349     MTH void drain_specific_stat (int deplete_stats);
350     MTH void change_luck (int value);
351 root 1.62
352 root 1.33 // info must hold 256 * 3 bytes currently
353 root 1.73 const char *debug_desc (char *info) const;
354 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
355 root 1.75 const char *flag_desc (char *desc, int len) const;
356 root 1.33
357 root 1.96 int number_of () const
358     {
359     return nrof ? nrof : 1;
360     }
361    
362     uint64 total_weight () const
363     {
364     return weight * number_of ();
365     }
366    
367     // return the dominant material of this item, always return something
368 root 1.97 const materialtype_t *dominant_material () const;
369 root 1.96
370 root 1.98 // return the volume of this object in cm³
371 root 1.96 uint64 volume () const
372     {
373 root 1.98 return total_weight ()
374     * 1000
375     * (type == CONTAINER ? 1000 : 1)
376     / dominant_material ()->density;
377 root 1.96 }
378    
379 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
380     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
381     || type == CLOAK || type == BOOTS || type == GLOVES
382     || type == BRACERS || type == GIRDLE; }
383     MTH bool is_alive () const { return (type == PLAYER
384     || flag [FLAG_MONSTER]
385     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
386     && !flag [FLAG_IS_A_TEMPLATE]; }
387     MTH bool is_arrow () const { return type == ARROW
388     || (type == SPELL_EFFECT
389     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
390 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
391 root 1.57
392 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
393    
394 root 1.76 // temporary: wether the object can be saved in a map file
395 root 1.72 // contr => is a player
396     // head => only save head of a multitile object
397     // owner => can not reference owner yet
398 root 1.90 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
399 root 1.72
400 root 1.57 /* This return true if object has still randomitems which
401     * could be expanded.
402     */
403 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
404 root 1.57
405 root 1.60 // returns the player that has this object in his inventory, or 0
406 root 1.69 MTH object *in_player () const
407 root 1.60 {
408     for (object *op = env; op; op = op->env)
409     if (op->type == PLAYER)
410     return op;
411    
412     return 0;
413     }
414    
415 root 1.71 // "temporary" helper function
416     MTH object *head_ ()
417     {
418     return head ? head : this;
419     }
420    
421 root 1.110 MTH std::string long_desc (object *who = 0);
422     MTH std::string describe_monster (object *who = 0);
423     MTH std::string describe_item (object *who = 0);
424     MTH std::string describe (object *who = 0);
425    
426 root 1.109 // If this object has no extra parts but should have them,
427     // add them, effectively expanding heads into multipart
428     // objects. This method only works on objects not inserted
429     // anywhere.
430 root 1.111 MTH void expand_tail ();
431    
432     MTH void create_treasure (treasurelist *tl, int flags = 0);
433 root 1.109
434 root 1.71 // insert object at same map position as 'where'
435     // handles both inventory and map "positions"
436     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
437    
438 root 1.78 MTH void activate ();
439     MTH void deactivate ();
440     MTH void activate_recursive ();
441     MTH void deactivate_recursive ();
442 root 1.73
443 root 1.79 // set the givne flag on all objects in the inventory recursively
444     MTH void set_flag_inv (int flag, int value = 1);
445    
446 root 1.112 void enter_exit (object *exit);//Perl
447 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
448    
449 root 1.61 // returns the mapspace this object is in
450     mapspace &ms () const;
451    
452 root 1.29 // fully recursive iterator
453     struct iterator_base
454     {
455     object *item;
456    
457 root 1.30 iterator_base (object *container)
458     : item (container)
459 root 1.29 {
460     }
461    
462     operator object *() const { return item; }
463    
464     object *operator ->() const { return item; }
465     object &operator * () const { return *item; }
466     };
467    
468 root 1.77 MTH unsigned int random_seed () const
469     {
470     return (unsigned int)uuid.seq;
471     }
472    
473 root 1.30 // depth-first recursive iterator
474     struct depth_iterator : iterator_base
475 root 1.29 {
476 root 1.30 depth_iterator (object *container);
477 root 1.29 void next ();
478     object *operator ++( ) { next (); return item; }
479     object *operator ++(int) { object *i = item; next (); return i; }
480     };
481    
482     object *begin ()
483     {
484 root 1.30 return this;
485 root 1.29 }
486    
487     object *end ()
488     {
489 root 1.30 return this;
490 root 1.29 }
491    
492 root 1.84 /* This returns TRUE if the object is something that
493     * should be displayed in the floorbox/inventory window
494     */
495     MTH bool client_visible () const
496     {
497     return !invisible && type != PLAYER;
498     }
499    
500 root 1.93 MTH struct region *region () const;
501    
502 root 1.23 protected:
503     friend struct archetype;
504    
505 root 1.24 void link ();
506     void unlink ();
507    
508 root 1.23 object ();
509     ~object ();
510 elmex 1.4 };
511 root 1.1
512 root 1.82 typedef object_vector<object, &object::index > objectvec;
513 root 1.81 typedef object_vector<object, &object::active> activevec;
514    
515     extern objectvec objects;
516     extern activevec actives;
517    
518     #define for_all_objects(var) \
519 pippijn 1.102 for (unsigned _i = 0; _i < objects.size (); ++_i) \
520 root 1.81 declvar (object *, var, objects [_i])
521    
522     #define for_all_actives(var) \
523 pippijn 1.102 for (unsigned _i = 0; _i < actives.size (); ++_i) \
524 root 1.81 declvar (object *, var, actives [_i])
525    
526 root 1.20 typedef struct oblnk
527     { /* Used to link together several objects */
528 root 1.43 object_ptr ob;
529 root 1.1 struct oblnk *next;
530     } objectlink;
531    
532 root 1.20 typedef struct oblinkpt
533     { /* Used to link together several object links */
534 root 1.1 struct oblnk *link;
535 root 1.20 long value; /* Used as connected value in buttons/gates */
536 root 1.1 struct oblinkpt *next;
537     } oblinkpt;
538    
539 root 1.122 object *find_skill_by_name (object *who, const char *name);
540     object *find_skill_by_name (object *who, const shstr &sh);
541     object *find_skill_by_number (object *who, int skillno);
542     int change_skill (object *who, object *new_skill, int flag);
543    
544 root 1.1 /*
545     * The archetype structure is a set of rules on how to generate and manipulate
546     * objects which point to archetypes.
547     * This probably belongs in arch.h, but there really doesn't appear to
548     * be much left in the archetype - all it really is is a holder for the
549     * object and pointers. This structure should get removed, and just replaced
550     * by the object structure
551     */
552    
553 root 1.68 INTERFACE_CLASS (archetype)
554     struct archetype : zero_initialised, attachable
555 root 1.15 {
556 root 1.22 archetype ();
557     ~archetype ();
558 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
559 root 1.22
560 root 1.108 static archetype *read (object_thawer &f);
561     static archetype *get (const char *name); // find or create
562 root 1.94 static archetype *find (const char *name);
563 root 1.38
564 root 1.68 void hash_add (); // add to hashtable
565 root 1.44 void hash_del (); // remove from hashtable
566    
567 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
568     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
569     struct archetype *ACC (RW, head); /* The main part of a linked object */
570     struct archetype *ACC (RW, more); /* Next part of a linked object */
571 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
572 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 root 1.107 bool ACC (RW, linked); // linked into list of heads
574 root 1.38 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
575     * in comparison to the head.
576     */
577 root 1.21 };
578 root 1.1
579     /* Used by update_object to know if the object being passed is
580     * being added or removed.
581     */
582     #define UP_OBJ_INSERT 1
583     #define UP_OBJ_REMOVE 2
584     #define UP_OBJ_CHANGE 3
585 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
586 root 1.1
587     /* These are flags passed to insert_ob_in_map and
588     * insert_ob_in_ob. Note that all flags may not be meaningful
589     * for both functions.
590     * Most are fairly explanatory:
591     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
592     * on space.
593     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
594     * INS_NO_WALK_ON: Don't call check_walk_on against the
595     * originator - saves cpu time if you know the inserted object
596     * is not meaningful in terms of having an effect.
597     * INS_ON_TOP: Always put object on top. Generally only needed when loading
598     * files from disk and ordering needs to be preserved.
599     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
600     * Use for treasure chests so the new object is the highest thing
601     * beneath the player, but not actually above it. Note - the
602     * map and x,y coordinates for the object to be inserted must
603     * match the originator.
604     * INS_MAP_LOAD: disable lots of checkings done at insertion to
605     * speed up map loading process, as we assume the ordering in
606     * loaded map is correct.
607     *
608     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
609     * are mutually exclusive. The behaviour for passing more than one
610     * should be considered undefined - while you may notice what happens
611     * right now if you pass more than one, that could very well change
612     * in future revisions of the code.
613     */
614 root 1.14 #define INS_NO_MERGE 0x0001
615     #define INS_ABOVE_FLOOR_ONLY 0x0002
616     #define INS_NO_WALK_ON 0x0004
617     #define INS_ON_TOP 0x0008
618     #define INS_BELOW_ORIGINATOR 0x0010
619     #define INS_MAP_LOAD 0x0020
620 root 1.1
621     #define ARCH_SINGULARITY "singularity"
622     #define ARCH_DETECT_MAGIC "detect_magic"
623     #define ARCH_DEPLETION "depletion"
624     #define ARCH_SYMPTOM "symptom"
625    
626     #endif
627 root 1.44