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/cvs/deliantra/server/include/object.h
Revision: 1.127
Committed: Sun May 27 23:56:21 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.126: +1 -1 lines
Log Message:
more cleanups

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 root 1.127 keyword save_name; /* Name used to load/save it to disk */
65 root 1.20 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 1.116 struct body_slot
113     {
114 root 1.117 signed char info:4; /* body info as loaded from the file */
115     signed char used:4; /* Calculated value based on items equipped */
116 root 1.116 };
117    
118 root 1.68 INTERFACE_CLASS (object)
119 root 1.65 // these are being copied
120 root 1.68 struct object_copy : attachable
121 root 1.18 {
122 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
123 root 1.1
124 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125 root 1.117
126     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127     uint8 ACC (RW, subtype); /* subtype of object */
128 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
129     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130 root 1.117
131 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
132     shstr ACC (RW, name_pl); /* The plural name of the object */
133 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
134 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135     shstr ACC (RW, slaying); /* Which race to do double damage to */
136 root 1.68 /* If this is an exit, this is the filename */
137 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139     shstr ACC (RW, lore); /* Obscure information about this object, */
140 root 1.68 /* To get put into books and the like. */
141 root 1.20 shstr ACC (RW, materialname); /* specific material name */
142     shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
144 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
145     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
146     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
147     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
148     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
149     object_ptr ACC (RW, spell); /* Spell that was being cast */
150     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
151 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153 elmex 1.63
154 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
155 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
157 root 1.18
158     /* This next big block are basically used for monsters and equipment */
159 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160 root 1.117
161 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
162 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
166 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
167 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
170 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
171     * meanings by some objects, eg, sp penalty, permanent exp.
172     */
173 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
175     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176     sint16 ACC (RW, last_eat); /* How long since we last ate */
177     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
179 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180     sint8 ACC (RW, item_power); /* power rating of the object */
181 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
182 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
183 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
184 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
185 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
186     sint64 ACC (RW, perm_exp); /* Permanent exp */
187     uint32 ACC (RW, weapontype); /* type of weapon */
188     uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
190 root 1.104 faceidx ACC (RW, face); /* Face with colors */
191 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 root 1.68 /* See the pod/objects.pod for more info about body locations */
193 root 1.18
194     /* Following mostly refers to fields only used for monsters */
195 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196 root 1.68
197 root 1.18 /* allows different movement patterns for attackers */
198 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
199     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 root 1.68 /* races/classes can need less/more exp to gain levels */
203 root 1.18
204     /* Spell related information, may be useful elsewhere
205     * Note that other fields are used - these files are basically
206     * only used in spells.
207     */
208 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
209 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210 root 1.117
211 root 1.26 uint16 ACC (RW, start_holding);
212     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 root 1.117
215 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
216 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
217 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218     MoveType ACC (RW, move_block);/* What movement types this blocks */
219 root 1.117
220 root 1.68 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223     MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 root 1.117
225 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226    
227 root 1.36 char *ACC (RW, spellarg);
228 root 1.18
229     /* Following are values used by any object */
230 root 1.56 /* this objects turns into or what this object creates */
231 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 root 1.66 flags_t flag; /* various flags */
233 root 1.67 #if FOR_PERL
234     bool ACC (RW, flag[NUM_FLAGS]);
235     #endif
236 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
237     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242 elmex 1.4 };
243    
244 root 1.68 struct object : zero_initialised, object_copy
245 root 1.18 {
246 root 1.65 // These variables are not changed by ->copy_to
247 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
248 root 1.65
249     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 root 1.82 int ACC (RO, count);
251     int ACC (RO, index); // index into objects
252 root 1.81 int ACC (RO, active); // index into actives
253 root 1.65
254     player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
255 root 1.81
256 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257     object *ACC (RW, above); /* Pointer to the object stacked above this one */
258     /* Note: stacked in the *same* environment */
259     object *inv; /* Pointer to the first object in the inventory */
260 root 1.83
261     //TODO: container must move into client
262 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
263 root 1.65 * is only used by the player right now.
264     */
265     object *ACC (RW, env); /* Pointer to the object which is the environment.
266     * This is typically the container that the object is in.
267     */
268     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270     client_container *seen_by; // seen by which player/container currently?
271 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
272 root 1.65
273 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 root 1.118 void post_load_check (); // do some adjustments after parsing
275 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 root 1.100 bool write (object_freezer &f);
277    
278 root 1.121 MTH int slottype () const;
279 root 1.69 MTH static object *create ();
280 root 1.105 object &operator =(const object &src);
281 root 1.69 MTH void copy_to (object *dst);
282     MTH object *clone (); // create + copy_to
283 root 1.68 void do_destroy ();
284     void gather_callbacks (AV *&callbacks, event_type event) const;
285 root 1.69 MTH void destroy (bool destroy_inventory = false);
286 root 1.68
287     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
289     MTH object *insert (object *item); // insert into inventory
290 root 1.95 void do_remove ();
291 root 1.88 MTH void remove ()
292     {
293     if (!flag [FLAG_REMOVED])
294 root 1.95 do_remove ();
295 root 1.88 }
296 root 1.22
297 root 1.51 static bool can_merge_slow (object *op1, object *op2);
298    
299     // this is often used in time-critical code, so optimise
300 root 1.69 MTH static bool can_merge (object *op1, object *op2)
301 root 1.51 {
302 root 1.52 return op1->value == op2->value
303     && op1->name == op2->name
304 root 1.51 && can_merge_slow (op1, op2);
305     }
306 root 1.19
307 root 1.69 MTH void set_owner (object *owner);
308 root 1.70 MTH void set_speed (float speed);
309 root 1.120 MTH bool change_weapon (object *ob);
310 root 1.123 MTH bool change_skill (object *ob);
311 root 1.51
312 root 1.99 MTH void open_container (object *new_container);
313     MTH void close_container ()
314     {
315     open_container (0);
316     }
317    
318 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319     bool should_invoke (event_type event)
320 root 1.125 {
321 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
322 root 1.125 }
323    
324 root 1.100 MTH void instantiate ();
325 root 1.34
326 root 1.62 // recalculate all stats
327 root 1.69 MTH void update_stats ();
328     MTH void roll_stats ();
329     MTH void swap_stats (int a, int b);
330     MTH void add_statbonus ();
331     MTH void remove_statbonus ();
332     MTH void drain_stat ();
333     MTH void drain_specific_stat (int deplete_stats);
334     MTH void change_luck (int value);
335 root 1.62
336 root 1.33 // info must hold 256 * 3 bytes currently
337 root 1.73 const char *debug_desc (char *info) const;
338 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
339 root 1.75 const char *flag_desc (char *desc, int len) const;
340 root 1.33
341 root 1.96 int number_of () const
342     {
343     return nrof ? nrof : 1;
344     }
345    
346     uint64 total_weight () const
347     {
348     return weight * number_of ();
349     }
350    
351     // return the dominant material of this item, always return something
352 root 1.97 const materialtype_t *dominant_material () const;
353 root 1.96
354 root 1.98 // return the volume of this object in cm³
355 root 1.96 uint64 volume () const
356     {
357 root 1.98 return total_weight ()
358     * 1000
359     * (type == CONTAINER ? 1000 : 1)
360     / dominant_material ()->density;
361 root 1.96 }
362    
363 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
364     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365     || type == CLOAK || type == BOOTS || type == GLOVES
366     || type == BRACERS || type == GIRDLE; }
367     MTH bool is_alive () const { return (type == PLAYER
368     || flag [FLAG_MONSTER]
369     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
370     && !flag [FLAG_IS_A_TEMPLATE]; }
371     MTH bool is_arrow () const { return type == ARROW
372     || (type == SPELL_EFFECT
373     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375 root 1.57
376 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
377    
378 root 1.76 // temporary: wether the object can be saved in a map file
379 root 1.72 // contr => is a player
380     // head => only save head of a multitile object
381     // owner => can not reference owner yet
382 root 1.90 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
383 root 1.72
384 root 1.57 /* This return true if object has still randomitems which
385     * could be expanded.
386     */
387 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388 root 1.57
389 root 1.60 // returns the player that has this object in his inventory, or 0
390 root 1.69 MTH object *in_player () const
391 root 1.60 {
392     for (object *op = env; op; op = op->env)
393     if (op->type == PLAYER)
394     return op;
395    
396     return 0;
397     }
398    
399 root 1.71 // "temporary" helper function
400     MTH object *head_ ()
401     {
402     return head ? head : this;
403     }
404    
405 root 1.110 MTH std::string long_desc (object *who = 0);
406     MTH std::string describe_monster (object *who = 0);
407     MTH std::string describe_item (object *who = 0);
408     MTH std::string describe (object *who = 0);
409    
410 root 1.109 // If this object has no extra parts but should have them,
411     // add them, effectively expanding heads into multipart
412     // objects. This method only works on objects not inserted
413     // anywhere.
414 root 1.111 MTH void expand_tail ();
415    
416     MTH void create_treasure (treasurelist *tl, int flags = 0);
417 root 1.109
418 root 1.71 // insert object at same map position as 'where'
419     // handles both inventory and map "positions"
420     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
421    
422 root 1.78 MTH void activate ();
423     MTH void deactivate ();
424     MTH void activate_recursive ();
425     MTH void deactivate_recursive ();
426 root 1.73
427 root 1.79 // set the givne flag on all objects in the inventory recursively
428     MTH void set_flag_inv (int flag, int value = 1);
429    
430 root 1.112 void enter_exit (object *exit);//Perl
431 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
432    
433 root 1.61 // returns the mapspace this object is in
434     mapspace &ms () const;
435    
436 root 1.29 // fully recursive iterator
437     struct iterator_base
438     {
439     object *item;
440    
441 root 1.30 iterator_base (object *container)
442     : item (container)
443 root 1.29 {
444     }
445    
446     operator object *() const { return item; }
447    
448     object *operator ->() const { return item; }
449     object &operator * () const { return *item; }
450     };
451    
452 root 1.77 MTH unsigned int random_seed () const
453     {
454     return (unsigned int)uuid.seq;
455     }
456    
457 root 1.30 // depth-first recursive iterator
458     struct depth_iterator : iterator_base
459 root 1.29 {
460 root 1.30 depth_iterator (object *container);
461 root 1.29 void next ();
462     object *operator ++( ) { next (); return item; }
463     object *operator ++(int) { object *i = item; next (); return i; }
464     };
465    
466     object *begin ()
467     {
468 root 1.30 return this;
469 root 1.29 }
470    
471     object *end ()
472     {
473 root 1.30 return this;
474 root 1.29 }
475    
476 root 1.84 /* This returns TRUE if the object is something that
477     * should be displayed in the floorbox/inventory window
478     */
479     MTH bool client_visible () const
480     {
481     return !invisible && type != PLAYER;
482     }
483    
484 root 1.93 MTH struct region *region () const;
485    
486 root 1.23 protected:
487     friend struct archetype;
488    
489 root 1.24 void link ();
490     void unlink ();
491    
492 root 1.23 object ();
493     ~object ();
494 elmex 1.4 };
495 root 1.1
496 root 1.124 // move this object to the top of its env's inventory to speed up
497     // searches for it.
498     static object *
499     splay (object *ob)
500     {
501     if (ob->env && ob->env->inv != ob)
502     {
503     if (ob->above) ob->above->below = ob->below;
504     if (ob->below) ob->below->above = ob->above;
505    
506     ob->above = 0;
507     ob->below = ob->env->inv;
508     ob->below->above = ob;
509     ob->env->inv = ob;
510     }
511    
512     return ob;
513     }
514    
515 root 1.82 typedef object_vector<object, &object::index > objectvec;
516 root 1.81 typedef object_vector<object, &object::active> activevec;
517    
518     extern objectvec objects;
519     extern activevec actives;
520    
521     #define for_all_objects(var) \
522 pippijn 1.102 for (unsigned _i = 0; _i < objects.size (); ++_i) \
523 root 1.81 declvar (object *, var, objects [_i])
524    
525     #define for_all_actives(var) \
526 pippijn 1.102 for (unsigned _i = 0; _i < actives.size (); ++_i) \
527 root 1.81 declvar (object *, var, actives [_i])
528    
529 root 1.20 typedef struct oblnk
530     { /* Used to link together several objects */
531 root 1.43 object_ptr ob;
532 root 1.1 struct oblnk *next;
533     } objectlink;
534    
535 root 1.20 typedef struct oblinkpt
536     { /* Used to link together several object links */
537 root 1.1 struct oblnk *link;
538 root 1.20 long value; /* Used as connected value in buttons/gates */
539 root 1.1 struct oblinkpt *next;
540     } oblinkpt;
541    
542 root 1.122 object *find_skill_by_name (object *who, const char *name);
543     object *find_skill_by_name (object *who, const shstr &sh);
544     object *find_skill_by_number (object *who, int skillno);
545    
546 root 1.1 /*
547     * The archetype structure is a set of rules on how to generate and manipulate
548     * objects which point to archetypes.
549     * This probably belongs in arch.h, but there really doesn't appear to
550     * be much left in the archetype - all it really is is a holder for the
551     * object and pointers. This structure should get removed, and just replaced
552     * by the object structure
553     */
554    
555 root 1.68 INTERFACE_CLASS (archetype)
556     struct archetype : zero_initialised, attachable
557 root 1.15 {
558 root 1.22 archetype ();
559     ~archetype ();
560 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
561 root 1.22
562 root 1.108 static archetype *read (object_thawer &f);
563     static archetype *get (const char *name); // find or create
564 root 1.94 static archetype *find (const char *name);
565 root 1.38
566 root 1.68 void hash_add (); // add to hashtable
567 root 1.44 void hash_del (); // remove from hashtable
568    
569 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
570     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
571     struct archetype *ACC (RW, head); /* The main part of a linked object */
572     struct archetype *ACC (RW, more); /* Next part of a linked object */
573 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
574 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
575 root 1.107 bool ACC (RW, linked); // linked into list of heads
576 root 1.38 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
577     * in comparison to the head.
578     */
579 root 1.21 };
580 root 1.1
581     /* Used by update_object to know if the object being passed is
582     * being added or removed.
583     */
584     #define UP_OBJ_INSERT 1
585     #define UP_OBJ_REMOVE 2
586     #define UP_OBJ_CHANGE 3
587 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
588 root 1.1
589     /* These are flags passed to insert_ob_in_map and
590     * insert_ob_in_ob. Note that all flags may not be meaningful
591     * for both functions.
592     * Most are fairly explanatory:
593     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
594     * on space.
595     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
596     * INS_NO_WALK_ON: Don't call check_walk_on against the
597     * originator - saves cpu time if you know the inserted object
598     * is not meaningful in terms of having an effect.
599     * INS_ON_TOP: Always put object on top. Generally only needed when loading
600     * files from disk and ordering needs to be preserved.
601     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
602     * Use for treasure chests so the new object is the highest thing
603     * beneath the player, but not actually above it. Note - the
604     * map and x,y coordinates for the object to be inserted must
605     * match the originator.
606     * INS_MAP_LOAD: disable lots of checkings done at insertion to
607     * speed up map loading process, as we assume the ordering in
608     * loaded map is correct.
609     *
610     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
611     * are mutually exclusive. The behaviour for passing more than one
612     * should be considered undefined - while you may notice what happens
613     * right now if you pass more than one, that could very well change
614     * in future revisions of the code.
615     */
616 root 1.14 #define INS_NO_MERGE 0x0001
617     #define INS_ABOVE_FLOOR_ONLY 0x0002
618     #define INS_NO_WALK_ON 0x0004
619     #define INS_ON_TOP 0x0008
620     #define INS_BELOW_ORIGINATOR 0x0010
621     #define INS_MAP_LOAD 0x0020
622 root 1.1
623     #define ARCH_SINGULARITY "singularity"
624     #define ARCH_DETECT_MAGIC "detect_magic"
625     #define ARCH_DEPLETION "depletion"
626     #define ARCH_SYMPTOM "symptom"
627    
628     #endif
629 root 1.44