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/cvs/deliantra/server/include/object.h
Revision: 1.125
Committed: Sat May 19 00:08:11 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +12 -0 lines
Log Message:
- optimise invoke by using an inline check on a bitset (kind of a simplified
  bloom filter for all events).

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 1.51 static bool can_merge_slow (object *op1, object *op2);
303    
304     // this is often used in time-critical code, so optimise
305 root 1.69 MTH static bool can_merge (object *op1, object *op2)
306 root 1.51 {
307 root 1.52 return op1->value == op2->value
308     && op1->name == op2->name
309 root 1.51 && can_merge_slow (op1, op2);
310     }
311 root 1.19
312 root 1.69 MTH void set_owner (object *owner);
313 root 1.70 MTH void set_speed (float speed);
314 root 1.120 MTH bool change_weapon (object *ob);
315 root 1.123 MTH bool change_skill (object *ob);
316 root 1.51
317 root 1.99 MTH void open_container (object *new_container);
318     MTH void close_container ()
319     {
320     open_container (0);
321     }
322    
323 root 1.125 // overwrite the attachable invoke function with a version that also checks ev_want_type
324     bool invoke (event_type event, ...)
325     {
326     if (ev_want_event [event] || ev_want_type [type] || cb)
327     {
328     va_list ap;
329     va_start (ap, event);
330     vinvoke (event, ap);
331     va_end (ap);
332     }
333     }
334    
335 root 1.100 MTH void instantiate ();
336 root 1.34
337 root 1.62 // recalculate all stats
338 root 1.69 MTH void update_stats ();
339     MTH void roll_stats ();
340     MTH void swap_stats (int a, int b);
341     MTH void add_statbonus ();
342     MTH void remove_statbonus ();
343     MTH void drain_stat ();
344     MTH void drain_specific_stat (int deplete_stats);
345     MTH void change_luck (int value);
346 root 1.62
347 root 1.33 // info must hold 256 * 3 bytes currently
348 root 1.73 const char *debug_desc (char *info) const;
349 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
350 root 1.75 const char *flag_desc (char *desc, int len) const;
351 root 1.33
352 root 1.96 int number_of () const
353     {
354     return nrof ? nrof : 1;
355     }
356    
357     uint64 total_weight () const
358     {
359     return weight * number_of ();
360     }
361    
362     // return the dominant material of this item, always return something
363 root 1.97 const materialtype_t *dominant_material () const;
364 root 1.96
365 root 1.98 // return the volume of this object in cm³
366 root 1.96 uint64 volume () const
367     {
368 root 1.98 return total_weight ()
369     * 1000
370     * (type == CONTAINER ? 1000 : 1)
371     / dominant_material ()->density;
372 root 1.96 }
373    
374 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
375     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
376     || type == CLOAK || type == BOOTS || type == GLOVES
377     || type == BRACERS || type == GIRDLE; }
378     MTH bool is_alive () const { return (type == PLAYER
379     || flag [FLAG_MONSTER]
380     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
381     && !flag [FLAG_IS_A_TEMPLATE]; }
382     MTH bool is_arrow () const { return type == ARROW
383     || (type == SPELL_EFFECT
384     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
385 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
386 root 1.57
387 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
388    
389 root 1.76 // temporary: wether the object can be saved in a map file
390 root 1.72 // contr => is a player
391     // head => only save head of a multitile object
392     // owner => can not reference owner yet
393 root 1.90 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
394 root 1.72
395 root 1.57 /* This return true if object has still randomitems which
396     * could be expanded.
397     */
398 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
399 root 1.57
400 root 1.60 // returns the player that has this object in his inventory, or 0
401 root 1.69 MTH object *in_player () const
402 root 1.60 {
403     for (object *op = env; op; op = op->env)
404     if (op->type == PLAYER)
405     return op;
406    
407     return 0;
408     }
409    
410 root 1.71 // "temporary" helper function
411     MTH object *head_ ()
412     {
413     return head ? head : this;
414     }
415    
416 root 1.110 MTH std::string long_desc (object *who = 0);
417     MTH std::string describe_monster (object *who = 0);
418     MTH std::string describe_item (object *who = 0);
419     MTH std::string describe (object *who = 0);
420    
421 root 1.109 // If this object has no extra parts but should have them,
422     // add them, effectively expanding heads into multipart
423     // objects. This method only works on objects not inserted
424     // anywhere.
425 root 1.111 MTH void expand_tail ();
426    
427     MTH void create_treasure (treasurelist *tl, int flags = 0);
428 root 1.109
429 root 1.71 // insert object at same map position as 'where'
430     // handles both inventory and map "positions"
431     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
432    
433 root 1.78 MTH void activate ();
434     MTH void deactivate ();
435     MTH void activate_recursive ();
436     MTH void deactivate_recursive ();
437 root 1.73
438 root 1.79 // set the givne flag on all objects in the inventory recursively
439     MTH void set_flag_inv (int flag, int value = 1);
440    
441 root 1.112 void enter_exit (object *exit);//Perl
442 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
443    
444 root 1.61 // returns the mapspace this object is in
445     mapspace &ms () const;
446    
447 root 1.29 // fully recursive iterator
448     struct iterator_base
449     {
450     object *item;
451    
452 root 1.30 iterator_base (object *container)
453     : item (container)
454 root 1.29 {
455     }
456    
457     operator object *() const { return item; }
458    
459     object *operator ->() const { return item; }
460     object &operator * () const { return *item; }
461     };
462    
463 root 1.77 MTH unsigned int random_seed () const
464     {
465     return (unsigned int)uuid.seq;
466     }
467    
468 root 1.30 // depth-first recursive iterator
469     struct depth_iterator : iterator_base
470 root 1.29 {
471 root 1.30 depth_iterator (object *container);
472 root 1.29 void next ();
473     object *operator ++( ) { next (); return item; }
474     object *operator ++(int) { object *i = item; next (); return i; }
475     };
476    
477     object *begin ()
478     {
479 root 1.30 return this;
480 root 1.29 }
481    
482     object *end ()
483     {
484 root 1.30 return this;
485 root 1.29 }
486    
487 root 1.84 /* This returns TRUE if the object is something that
488     * should be displayed in the floorbox/inventory window
489     */
490     MTH bool client_visible () const
491     {
492     return !invisible && type != PLAYER;
493     }
494    
495 root 1.93 MTH struct region *region () const;
496    
497 root 1.23 protected:
498     friend struct archetype;
499    
500 root 1.24 void link ();
501     void unlink ();
502    
503 root 1.23 object ();
504     ~object ();
505 elmex 1.4 };
506 root 1.1
507 root 1.124 // move this object to the top of its env's inventory to speed up
508     // searches for it.
509     static object *
510     splay (object *ob)
511     {
512     if (ob->env && ob->env->inv != ob)
513     {
514     if (ob->above) ob->above->below = ob->below;
515     if (ob->below) ob->below->above = ob->above;
516    
517     ob->above = 0;
518     ob->below = ob->env->inv;
519     ob->below->above = ob;
520     ob->env->inv = ob;
521     }
522    
523     return ob;
524     }
525    
526 root 1.82 typedef object_vector<object, &object::index > objectvec;
527 root 1.81 typedef object_vector<object, &object::active> activevec;
528    
529     extern objectvec objects;
530     extern activevec actives;
531    
532     #define for_all_objects(var) \
533 pippijn 1.102 for (unsigned _i = 0; _i < objects.size (); ++_i) \
534 root 1.81 declvar (object *, var, objects [_i])
535    
536     #define for_all_actives(var) \
537 pippijn 1.102 for (unsigned _i = 0; _i < actives.size (); ++_i) \
538 root 1.81 declvar (object *, var, actives [_i])
539    
540 root 1.20 typedef struct oblnk
541     { /* Used to link together several objects */
542 root 1.43 object_ptr ob;
543 root 1.1 struct oblnk *next;
544     } objectlink;
545    
546 root 1.20 typedef struct oblinkpt
547     { /* Used to link together several object links */
548 root 1.1 struct oblnk *link;
549 root 1.20 long value; /* Used as connected value in buttons/gates */
550 root 1.1 struct oblinkpt *next;
551     } oblinkpt;
552    
553 root 1.122 object *find_skill_by_name (object *who, const char *name);
554     object *find_skill_by_name (object *who, const shstr &sh);
555     object *find_skill_by_number (object *who, int skillno);
556    
557 root 1.1 /*
558     * The archetype structure is a set of rules on how to generate and manipulate
559     * objects which point to archetypes.
560     * This probably belongs in arch.h, but there really doesn't appear to
561     * be much left in the archetype - all it really is is a holder for the
562     * object and pointers. This structure should get removed, and just replaced
563     * by the object structure
564     */
565    
566 root 1.68 INTERFACE_CLASS (archetype)
567     struct archetype : zero_initialised, attachable
568 root 1.15 {
569 root 1.22 archetype ();
570     ~archetype ();
571 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
572 root 1.22
573 root 1.108 static archetype *read (object_thawer &f);
574     static archetype *get (const char *name); // find or create
575 root 1.94 static archetype *find (const char *name);
576 root 1.38
577 root 1.68 void hash_add (); // add to hashtable
578 root 1.44 void hash_del (); // remove from hashtable
579    
580 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
581     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
582     struct archetype *ACC (RW, head); /* The main part of a linked object */
583     struct archetype *ACC (RW, more); /* Next part of a linked object */
584 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
585 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
586 root 1.107 bool ACC (RW, linked); // linked into list of heads
587 root 1.38 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
588     * in comparison to the head.
589     */
590 root 1.21 };
591 root 1.1
592     /* Used by update_object to know if the object being passed is
593     * being added or removed.
594     */
595     #define UP_OBJ_INSERT 1
596     #define UP_OBJ_REMOVE 2
597     #define UP_OBJ_CHANGE 3
598 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
599 root 1.1
600     /* These are flags passed to insert_ob_in_map and
601     * insert_ob_in_ob. Note that all flags may not be meaningful
602     * for both functions.
603     * Most are fairly explanatory:
604     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
605     * on space.
606     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
607     * INS_NO_WALK_ON: Don't call check_walk_on against the
608     * originator - saves cpu time if you know the inserted object
609     * is not meaningful in terms of having an effect.
610     * INS_ON_TOP: Always put object on top. Generally only needed when loading
611     * files from disk and ordering needs to be preserved.
612     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
613     * Use for treasure chests so the new object is the highest thing
614     * beneath the player, but not actually above it. Note - the
615     * map and x,y coordinates for the object to be inserted must
616     * match the originator.
617     * INS_MAP_LOAD: disable lots of checkings done at insertion to
618     * speed up map loading process, as we assume the ordering in
619     * loaded map is correct.
620     *
621     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
622     * are mutually exclusive. The behaviour for passing more than one
623     * should be considered undefined - while you may notice what happens
624     * right now if you pass more than one, that could very well change
625     * in future revisions of the code.
626     */
627 root 1.14 #define INS_NO_MERGE 0x0001
628     #define INS_ABOVE_FLOOR_ONLY 0x0002
629     #define INS_NO_WALK_ON 0x0004
630     #define INS_ON_TOP 0x0008
631     #define INS_BELOW_ORIGINATOR 0x0010
632     #define INS_MAP_LOAD 0x0020
633 root 1.1
634     #define ARCH_SINGULARITY "singularity"
635     #define ARCH_DETECT_MAGIC "detect_magic"
636     #define ARCH_DEPLETION "depletion"
637     #define ARCH_SYMPTOM "symptom"
638    
639     #endif
640 root 1.44