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/cvs/deliantra/server/include/object.h
Revision: 1.145
Committed: Sat Aug 25 22:19:26 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +1 -1 lines
Log Message:
actually do save objects with owener now and save and restore the owner if the owner is a player

File Contents

# User Rev Content
1 root 1.92 /*
2 root 1.135 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 root 1.128 *
4     * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.135 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 root 1.128 *
13 root 1.135 * 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 root 1.128 *
18 root 1.135 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.128 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 root 1.86 */
23 root 1.1
24     #ifndef OBJECT_H
25     #define OBJECT_H
26    
27 root 1.56 #include <bitset>
28    
29 root 1.6 #include "cfperl.h"
30 root 1.7 #include "shstr.h"
31 root 1.6
32 root 1.81 typedef int tag_t;
33 root 1.109
34 root 1.118 enum {
35 root 1.122 body_skill,
36     body_combat,
37 root 1.118 body_range,
38     body_shield,
39     body_arm,
40     body_torso,
41     body_head,
42     body_neck,
43     body_finger,
44     body_shoulder,
45     body_foot,
46     body_hand,
47     body_wrist,
48     body_waist,
49     NUM_BODY_LOCATIONS
50     };
51 root 1.1
52 root 1.121 enum slottype_t
53     {
54     slot_none,
55     slot_combat,
56     slot_ranged,
57     };
58    
59 root 1.1 /* See common/item.c */
60    
61 root 1.20 typedef struct Body_Locations
62     {
63 root 1.127 keyword save_name; /* Name used to load/save it to disk */
64 root 1.20 const char *use_name; /* Name used when describing an item we can use */
65     const char *nonuse_name; /* Name to describe objects we can't use */
66 root 1.1 } Body_Locations;
67    
68     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69    
70     /*
71     * Each object (this also means archetypes!) could have a few of these
72     * "dangling" from it; this could also end up containing 'parse errors'.
73     *
74     * key and value are shared-strings.
75     *
76     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
77     * accessing the list directly.
78     * Exception is if you want to walk this list for some reason.
79     */
80 root 1.20 struct key_value
81     {
82     key_value *next;
83     shstr key, value;
84 root 1.15 };
85 root 1.1
86 root 1.34 struct UUID
87     {
88     uint64 seq;
89 root 1.53
90     UUID () { }
91     UUID (uint64 seq) : seq(seq) { }
92     operator uint64() { return seq; }
93     void operator =(uint64 seq) { this->seq = seq; }
94 root 1.34 };
95    
96     extern void init_uuid ();
97     extern UUID gen_uuid ();
98 elmex 1.45 extern const uint64 UUID_SKIP;
99 root 1.1
100     /* Definition for WILL_APPLY values. Replaces having harcoded values
101     * sprinkled in the code. Note that some of these also replace fields
102     * that were in the can_apply area. What is the point of having both
103     * can_apply and will_apply?
104     */
105 root 1.27 #define WILL_APPLY_HANDLE 0x01
106     #define WILL_APPLY_TREASURE 0x02
107     #define WILL_APPLY_EARTHWALL 0x04
108     #define WILL_APPLY_DOOR 0x08
109 root 1.14 #define WILL_APPLY_FOOD 0x10
110 root 1.1
111 root 1.116 struct body_slot
112     {
113 root 1.117 signed char info:4; /* body info as loaded from the file */
114     signed char used:4; /* Calculated value based on items equipped */
115 root 1.116 };
116    
117 root 1.68 INTERFACE_CLASS (object)
118 root 1.65 // these are being copied
119 root 1.68 struct object_copy : attachable
120 root 1.18 {
121 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
122 root 1.1
123 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 root 1.117
125     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126     uint8 ACC (RW, subtype); /* subtype of object */
127 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129 root 1.117
130 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
131     shstr ACC (RW, name_pl); /* The plural name of the object */
132 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
133 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134     shstr ACC (RW, slaying); /* Which race to do double damage to */
135 root 1.68 /* If this is an exit, this is the filename */
136 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138     shstr ACC (RW, lore); /* Obscure information about this object, */
139 root 1.68 /* To get put into books and the like. */
140 root 1.20 shstr ACC (RW, materialname); /* specific material name */
141     shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
143 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148     object_ptr ACC (RW, spell); /* Spell that was being cast */
149     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 elmex 1.63
153 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
154 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
156 root 1.18
157     /* This next big block are basically used for monsters and equipment */
158 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 root 1.117
160 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
161 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
165 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
166 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
170     * meanings by some objects, eg, sp penalty, permanent exp.
171     */
172 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175     sint16 ACC (RW, last_eat); /* How long since we last ate */
176     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
178 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179     sint8 ACC (RW, item_power); /* power rating of the object */
180 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
183 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
185     sint64 ACC (RW, perm_exp); /* Permanent exp */
186     uint32 ACC (RW, weapontype); /* type of weapon */
187     uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
189 root 1.139 faceidx ACC (RW, face); /* the graphical face */
190     faceidx ACC (RW, sound); /* the sound face */
191 root 1.141 faceidx ACC (RW, sound_destroy); /* played on destroy */
192 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 root 1.68 /* See the pod/objects.pod for more info about body locations */
194 root 1.18
195     /* Following mostly refers to fields only used for monsters */
196 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 root 1.68
198 root 1.18 /* allows different movement patterns for attackers */
199 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
200     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
202     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
203 root 1.68 /* races/classes can need less/more exp to gain levels */
204 root 1.18
205     /* Spell related information, may be useful elsewhere
206     * Note that other fields are used - these files are basically
207     * only used in spells.
208     */
209 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
210 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
211 root 1.117
212 root 1.26 uint16 ACC (RW, start_holding);
213     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
214 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
215 root 1.117
216 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
217 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219     MoveType ACC (RW, move_block);/* What movement types this blocks */
220 root 1.117
221 root 1.68 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
222     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
223     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
224     MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 root 1.117
226 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
227    
228 root 1.36 char *ACC (RW, spellarg);
229 root 1.18
230     /* Following are values used by any object */
231 root 1.56 /* this objects turns into or what this object creates */
232 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 root 1.66 flags_t flag; /* various flags */
234 root 1.67 #if FOR_PERL
235     bool ACC (RW, flag[NUM_FLAGS]);
236     #endif
237 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
238     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
243 elmex 1.4 };
244    
245 root 1.68 struct object : zero_initialised, object_copy
246 root 1.18 {
247 root 1.65 // These variables are not changed by ->copy_to
248 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
249 root 1.65
250     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 root 1.82 int ACC (RO, count);
252 root 1.134 object_vector_index ACC (RO, index); // index into objects
253     object_vector_index ACC (RO, active); // index into actives
254 root 1.65
255 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
256 root 1.81
257 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
258     object *ACC (RW, above); /* Pointer to the object stacked above this one */
259     /* Note: stacked in the *same* environment */
260     object *inv; /* Pointer to the first object in the inventory */
261 root 1.83
262     //TODO: container must move into client
263 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
264 root 1.65 * is only used by the player right now.
265     */
266     object *ACC (RW, env); /* Pointer to the object which is the environment.
267     * This is typically the container that the object is in.
268     */
269     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
270     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
271     client_container *seen_by; // seen by which player/container currently?
272 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
273 root 1.65
274 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
275 root 1.118 void post_load_check (); // do some adjustments after parsing
276 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 root 1.100 bool write (object_freezer &f);
278    
279 root 1.121 MTH int slottype () const;
280 root 1.69 MTH static object *create ();
281 root 1.105 object &operator =(const object &src);
282 root 1.69 MTH void copy_to (object *dst);
283     MTH object *clone (); // create + copy_to
284 root 1.68 void do_destroy ();
285     void gather_callbacks (AV *&callbacks, event_type event) const;
286 root 1.69 MTH void destroy (bool destroy_inventory = false);
287 root 1.68
288     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
289 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
290     MTH object *insert (object *item); // insert into inventory
291 root 1.138 MTH void play_sound (faceidx sound) const;
292    
293 root 1.95 void do_remove ();
294 root 1.88 MTH void remove ()
295     {
296     if (!flag [FLAG_REMOVED])
297 root 1.95 do_remove ();
298 root 1.88 }
299 root 1.22
300 root 1.51 static bool can_merge_slow (object *op1, object *op2);
301    
302     // this is often used in time-critical code, so optimise
303 root 1.69 MTH static bool can_merge (object *op1, object *op2)
304 root 1.51 {
305 root 1.52 return op1->value == op2->value
306     && op1->name == op2->name
307 root 1.51 && can_merge_slow (op1, op2);
308     }
309 root 1.19
310 root 1.69 MTH void set_owner (object *owner);
311 root 1.70 MTH void set_speed (float speed);
312 root 1.120 MTH bool change_weapon (object *ob);
313 root 1.123 MTH bool change_skill (object *ob);
314 root 1.51
315 root 1.99 MTH void open_container (object *new_container);
316     MTH void close_container ()
317     {
318     open_container (0);
319     }
320    
321 root 1.136 MTH object *force_find (const shstr name);
322     MTH void force_add (const shstr name, int duration = 0);
323    
324 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325     bool should_invoke (event_type event)
326 root 1.125 {
327 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
328 root 1.125 }
329    
330 root 1.100 MTH void instantiate ();
331 root 1.34
332 root 1.62 // recalculate all stats
333 root 1.69 MTH void update_stats ();
334     MTH void roll_stats ();
335     MTH void swap_stats (int a, int b);
336     MTH void add_statbonus ();
337     MTH void remove_statbonus ();
338     MTH void drain_stat ();
339     MTH void drain_specific_stat (int deplete_stats);
340     MTH void change_luck (int value);
341 root 1.62
342 root 1.33 // info must hold 256 * 3 bytes currently
343 root 1.73 const char *debug_desc (char *info) const;
344 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 root 1.75 const char *flag_desc (char *desc, int len) const;
346 root 1.33
347 root 1.96 int number_of () const
348     {
349     return nrof ? nrof : 1;
350     }
351    
352     uint64 total_weight () const
353     {
354     return weight * number_of ();
355     }
356    
357     // return the dominant material of this item, always return something
358 root 1.97 const materialtype_t *dominant_material () const;
359 root 1.96
360 root 1.98 // return the volume of this object in cm³
361 root 1.96 uint64 volume () const
362     {
363 root 1.98 return total_weight ()
364     * 1000
365     * (type == CONTAINER ? 1000 : 1)
366     / dominant_material ()->density;
367 root 1.96 }
368    
369 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371     || type == CLOAK || type == BOOTS || type == GLOVES
372     || type == BRACERS || type == GIRDLE; }
373     MTH bool is_alive () const { return (type == PLAYER
374     || flag [FLAG_MONSTER]
375     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
376     && !flag [FLAG_IS_A_TEMPLATE]; }
377     MTH bool is_arrow () const { return type == ARROW
378     || (type == SPELL_EFFECT
379     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381 root 1.57
382 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
383    
384 root 1.76 // temporary: wether the object can be saved in a map file
385 root 1.72 // contr => is a player
386     // head => only save head of a multitile object
387     // owner => can not reference owner yet
388 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
389 root 1.72
390 root 1.57 /* This return true if object has still randomitems which
391     * could be expanded.
392     */
393 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394 root 1.57
395 root 1.60 // returns the player that has this object in his inventory, or 0
396 root 1.69 MTH object *in_player () const
397 root 1.60 {
398     for (object *op = env; op; op = op->env)
399     if (op->type == PLAYER)
400     return op;
401    
402     return 0;
403     }
404    
405 root 1.71 // "temporary" helper function
406     MTH object *head_ ()
407     {
408     return head ? head : this;
409     }
410    
411 root 1.130 MTH bool is_head ()
412     {
413     return 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 root 1.137 MTH void drop_unpaid_items ();
433 root 1.71
434 root 1.78 MTH void activate ();
435     MTH void deactivate ();
436     MTH void activate_recursive ();
437     MTH void deactivate_recursive ();
438 root 1.73
439 root 1.79 // set the givne flag on all objects in the inventory recursively
440     MTH void set_flag_inv (int flag, int value = 1);
441    
442 root 1.112 void enter_exit (object *exit);//Perl
443 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
444    
445 root 1.61 // returns the mapspace this object is in
446     mapspace &ms () const;
447    
448 root 1.29 // fully recursive iterator
449     struct iterator_base
450     {
451     object *item;
452    
453 root 1.30 iterator_base (object *container)
454     : item (container)
455 root 1.29 {
456     }
457    
458     operator object *() const { return item; }
459    
460     object *operator ->() const { return item; }
461     object &operator * () const { return *item; }
462     };
463    
464 root 1.77 MTH unsigned int random_seed () const
465     {
466     return (unsigned int)uuid.seq;
467     }
468    
469 root 1.30 // depth-first recursive iterator
470     struct depth_iterator : iterator_base
471 root 1.29 {
472 root 1.30 depth_iterator (object *container);
473 root 1.29 void next ();
474     object *operator ++( ) { next (); return item; }
475     object *operator ++(int) { object *i = item; next (); return i; }
476     };
477    
478     object *begin ()
479     {
480 root 1.30 return this;
481 root 1.29 }
482    
483     object *end ()
484     {
485 root 1.30 return this;
486 root 1.29 }
487    
488 root 1.84 /* This returns TRUE if the object is something that
489     * should be displayed in the floorbox/inventory window
490     */
491     MTH bool client_visible () const
492     {
493     return !invisible && type != PLAYER;
494     }
495    
496 root 1.93 MTH struct region *region () const;
497    
498 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
499 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
500 root 1.143
501 root 1.23 protected:
502 root 1.130 void link ();
503 root 1.24 void unlink ();
504    
505 root 1.23 object ();
506     ~object ();
507 elmex 1.4 };
508 root 1.1
509 root 1.124 // move this object to the top of its env's inventory to speed up
510     // searches for it.
511     static object *
512     splay (object *ob)
513     {
514     if (ob->env && ob->env->inv != ob)
515     {
516     if (ob->above) ob->above->below = ob->below;
517     if (ob->below) ob->below->above = ob->above;
518    
519     ob->above = 0;
520     ob->below = ob->env->inv;
521     ob->below->above = ob;
522     ob->env->inv = ob;
523     }
524    
525     return ob;
526     }
527    
528 root 1.20 typedef struct oblnk
529     { /* Used to link together several objects */
530 root 1.43 object_ptr ob;
531 root 1.1 struct oblnk *next;
532     } objectlink;
533    
534 root 1.20 typedef struct oblinkpt
535     { /* Used to link together several object links */
536 root 1.1 struct oblnk *link;
537 root 1.20 long value; /* Used as connected value in buttons/gates */
538 root 1.1 struct oblinkpt *next;
539     } oblinkpt;
540    
541 root 1.122 object *find_skill_by_name (object *who, const char *name);
542     object *find_skill_by_name (object *who, const shstr &sh);
543     object *find_skill_by_number (object *who, int skillno);
544    
545 root 1.1 /*
546     * The archetype structure is a set of rules on how to generate and manipulate
547     * objects which point to archetypes.
548     * This probably belongs in arch.h, but there really doesn't appear to
549     * be much left in the archetype - all it really is is a holder for the
550     * object and pointers. This structure should get removed, and just replaced
551     * by the object structure
552     */
553    
554 root 1.68 INTERFACE_CLASS (archetype)
555 root 1.130 struct archetype : object
556 root 1.15 {
557 root 1.130 archetype (const char *name);
558 root 1.22 ~archetype ();
559 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
560 root 1.22
561 root 1.108 static archetype *read (object_thawer &f);
562     static archetype *get (const char *name); // find or create
563 root 1.94 static archetype *find (const char *name);
564 root 1.38
565 root 1.130 void link ();
566     void unlink ();
567 root 1.44
568 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
569 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
570     bool ACC (RW, stub); // if true, this is an invalid archetype
571 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
572 root 1.129
573     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
574     sint8 ACC (RW, max_x), ACC (RW, max_y);
575 root 1.21 };
576 root 1.1
577 root 1.132 inline void
578     object_freezer::put (keyword k, archetype *v)
579     {
580     put (k, v ? &v->archname : (const char *)0);
581     }
582    
583 root 1.129 typedef object_vector<object, &object::index > objectvec;
584     typedef object_vector<object, &object::active> activevec;
585     typedef object_vector<archetype, &archetype::archid> archvec;
586    
587     extern objectvec objects;
588     extern activevec actives;
589     extern archvec archetypes;
590    
591     #define for_all_objects(var) \
592     for (unsigned _i = 0; _i < objects.size (); ++_i) \
593     statementvar (object *, var, objects [_i])
594    
595     #define for_all_actives(var) \
596     for (unsigned _i = 0; _i < actives.size (); ++_i) \
597     statementvar (object *, var, actives [_i])
598    
599     #define for_all_archetypes(var) \
600     for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
601     statementvar (archetype *, var, archetypes [_i])
602    
603 root 1.1 /* Used by update_object to know if the object being passed is
604     * being added or removed.
605     */
606     #define UP_OBJ_INSERT 1
607     #define UP_OBJ_REMOVE 2
608     #define UP_OBJ_CHANGE 3
609 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
610 root 1.1
611     /* These are flags passed to insert_ob_in_map and
612     * insert_ob_in_ob. Note that all flags may not be meaningful
613     * for both functions.
614     * Most are fairly explanatory:
615     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
616     * on space.
617     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
618     * INS_NO_WALK_ON: Don't call check_walk_on against the
619     * originator - saves cpu time if you know the inserted object
620     * is not meaningful in terms of having an effect.
621     * INS_ON_TOP: Always put object on top. Generally only needed when loading
622     * files from disk and ordering needs to be preserved.
623     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
624     * Use for treasure chests so the new object is the highest thing
625     * beneath the player, but not actually above it. Note - the
626     * map and x,y coordinates for the object to be inserted must
627     * match the originator.
628     * INS_MAP_LOAD: disable lots of checkings done at insertion to
629     * speed up map loading process, as we assume the ordering in
630     * loaded map is correct.
631     *
632     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
633     * are mutually exclusive. The behaviour for passing more than one
634     * should be considered undefined - while you may notice what happens
635     * right now if you pass more than one, that could very well change
636     * in future revisions of the code.
637     */
638 root 1.14 #define INS_NO_MERGE 0x0001
639     #define INS_ABOVE_FLOOR_ONLY 0x0002
640     #define INS_NO_WALK_ON 0x0004
641     #define INS_ON_TOP 0x0008
642     #define INS_BELOW_ORIGINATOR 0x0010
643     #define INS_MAP_LOAD 0x0020
644 root 1.1
645     #define ARCH_DEPLETION "depletion"
646    
647     #endif
648 root 1.44