ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.150
Committed: Wed Sep 12 11:10:10 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.149: +2 -0 lines
Log Message:
- rewrite/cleanup ob_blocked a little. its more efficient now, probably
  has less bugs and more bugs.
- get rid of now unused P_NO_PASS.

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 1.149 shstr ACC (RW, tag); // a tag used to tracking this object
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 1.139 faceidx ACC (RW, face); /* the graphical face */
191     faceidx ACC (RW, sound); /* the sound face */
192 root 1.141 faceidx ACC (RW, sound_destroy); /* played on destroy */
193 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
194 root 1.68 /* See the pod/objects.pod for more info about body locations */
195 root 1.18
196     /* Following mostly refers to fields only used for monsters */
197 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
198 root 1.68
199 root 1.18 /* allows different movement patterns for attackers */
200 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
201     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
202 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
203     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
204 root 1.68 /* races/classes can need less/more exp to gain levels */
205 root 1.18
206     /* Spell related information, may be useful elsewhere
207     * Note that other fields are used - these files are basically
208     * only used in spells.
209     */
210 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
211 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
212 root 1.117
213 root 1.26 uint16 ACC (RW, start_holding);
214     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 root 1.117
217 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
218 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
219 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
220     MoveType ACC (RW, move_block);/* What movement types this blocks */
221 root 1.117
222 root 1.68 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
223     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
224     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
225     MoveType ACC (RW, move_slow); /* Movement types this slows down */
226 root 1.117
227 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
228    
229 root 1.36 char *ACC (RW, spellarg);
230 root 1.18
231     /* Following are values used by any object */
232 root 1.56 /* this objects turns into or what this object creates */
233 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
234 root 1.66 flags_t flag; /* various flags */
235 root 1.67 #if FOR_PERL
236     bool ACC (RW, flag[NUM_FLAGS]);
237     #endif
238 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
239     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
242 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
244 elmex 1.4 };
245    
246 root 1.68 struct object : zero_initialised, object_copy
247 root 1.18 {
248 root 1.65 // These variables are not changed by ->copy_to
249 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
250 root 1.65
251     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
252 root 1.82 int ACC (RO, count);
253 root 1.134 object_vector_index ACC (RO, index); // index into objects
254     object_vector_index ACC (RO, active); // index into actives
255 root 1.65
256 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
257 root 1.81
258 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
259     object *ACC (RW, above); /* Pointer to the object stacked above this one */
260     /* Note: stacked in the *same* environment */
261     object *inv; /* Pointer to the first object in the inventory */
262 root 1.83
263     //TODO: container must move into client
264 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
265 root 1.65 * is only used by the player right now.
266     */
267     object *ACC (RW, env); /* Pointer to the object which is the environment.
268     * This is typically the container that the object is in.
269     */
270     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
271     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
272     client_container *seen_by; // seen by which player/container currently?
273 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
274 root 1.65
275 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
276 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
277 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
278 root 1.100 bool write (object_freezer &f);
279    
280 root 1.121 MTH int slottype () const;
281 root 1.69 MTH static object *create ();
282 root 1.146 const mapxy &operator =(const mapxy &pos);
283 root 1.105 object &operator =(const object &src);
284 root 1.69 MTH void copy_to (object *dst);
285     MTH object *clone (); // create + copy_to
286 root 1.68 void do_destroy ();
287     void gather_callbacks (AV *&callbacks, event_type event) const;
288 root 1.69 MTH void destroy (bool destroy_inventory = false);
289 root 1.68
290     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
291 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
292     MTH object *insert (object *item); // insert into inventory
293 root 1.138 MTH void play_sound (faceidx sound) const;
294    
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 1.150 MTH bool blocked (maptile *m, int x, int y) const;
303    
304 root 1.146 void move_to (const mapxy &pos)
305     {
306     remove ();
307     *this = pos;
308     insert_at (this, this);
309     }
310    
311 root 1.51 static bool can_merge_slow (object *op1, object *op2);
312    
313     // this is often used in time-critical code, so optimise
314 root 1.69 MTH static bool can_merge (object *op1, object *op2)
315 root 1.51 {
316 root 1.52 return op1->value == op2->value
317     && op1->name == op2->name
318 root 1.51 && can_merge_slow (op1, op2);
319     }
320 root 1.19
321 root 1.69 MTH void set_owner (object *owner);
322 root 1.70 MTH void set_speed (float speed);
323 root 1.120 MTH bool change_weapon (object *ob);
324 root 1.123 MTH bool change_skill (object *ob);
325 root 1.51
326 root 1.99 MTH void open_container (object *new_container);
327     MTH void close_container ()
328     {
329     open_container (0);
330     }
331    
332 root 1.136 MTH object *force_find (const shstr name);
333     MTH void force_add (const shstr name, int duration = 0);
334    
335 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
336     bool should_invoke (event_type event)
337 root 1.125 {
338 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
339 root 1.125 }
340    
341 root 1.100 MTH void instantiate ();
342 root 1.34
343 root 1.62 // recalculate all stats
344 root 1.69 MTH void update_stats ();
345     MTH void roll_stats ();
346     MTH void swap_stats (int a, int b);
347     MTH void add_statbonus ();
348     MTH void remove_statbonus ();
349     MTH void drain_stat ();
350     MTH void drain_specific_stat (int deplete_stats);
351     MTH void change_luck (int value);
352 root 1.62
353 root 1.33 // info must hold 256 * 3 bytes currently
354 root 1.73 const char *debug_desc (char *info) const;
355 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
356 root 1.75 const char *flag_desc (char *desc, int len) const;
357 root 1.33
358 root 1.96 int number_of () const
359     {
360     return nrof ? nrof : 1;
361     }
362    
363     uint64 total_weight () const
364     {
365     return weight * number_of ();
366     }
367    
368     // return the dominant material of this item, always return something
369 root 1.97 const materialtype_t *dominant_material () const;
370 root 1.96
371 root 1.98 // return the volume of this object in cm³
372 root 1.96 uint64 volume () const
373     {
374 root 1.98 return total_weight ()
375     * 1000
376     * (type == CONTAINER ? 1000 : 1)
377     / dominant_material ()->density;
378 root 1.96 }
379    
380 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
381     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
382     || type == CLOAK || type == BOOTS || type == GLOVES
383     || type == BRACERS || type == GIRDLE; }
384     MTH bool is_alive () const { return (type == PLAYER
385     || flag [FLAG_MONSTER]
386     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
387     && !flag [FLAG_IS_A_TEMPLATE]; }
388     MTH bool is_arrow () const { return type == ARROW
389     || (type == SPELL_EFFECT
390     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392 root 1.57
393 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
394    
395 root 1.76 // temporary: wether the object can be saved in a map file
396 root 1.72 // contr => is a player
397     // head => only save head of a multitile object
398     // owner => can not reference owner yet
399 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
400 root 1.72
401 root 1.57 /* This return true if object has still randomitems which
402     * could be expanded.
403     */
404 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
405 root 1.57
406 root 1.60 // returns the player that has this object in his inventory, or 0
407 root 1.69 MTH object *in_player () const
408 root 1.60 {
409     for (object *op = env; op; op = op->env)
410     if (op->type == PLAYER)
411     return op;
412    
413     return 0;
414     }
415    
416 root 1.71 // "temporary" helper function
417     MTH object *head_ ()
418     {
419     return head ? head : this;
420     }
421    
422 root 1.130 MTH bool is_head ()
423     {
424     return head_ () == this;
425     }
426    
427 root 1.110 MTH std::string long_desc (object *who = 0);
428     MTH std::string describe_monster (object *who = 0);
429     MTH std::string describe_item (object *who = 0);
430     MTH std::string describe (object *who = 0);
431    
432 root 1.109 // If this object has no extra parts but should have them,
433     // add them, effectively expanding heads into multipart
434     // objects. This method only works on objects not inserted
435     // anywhere.
436 root 1.111 MTH void expand_tail ();
437    
438     MTH void create_treasure (treasurelist *tl, int flags = 0);
439 root 1.109
440 root 1.71 // insert object at same map position as 'where'
441     // handles both inventory and map "positions"
442     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
443 root 1.137 MTH void drop_unpaid_items ();
444 root 1.71
445 root 1.78 MTH void activate ();
446     MTH void deactivate ();
447     MTH void activate_recursive ();
448     MTH void deactivate_recursive ();
449 root 1.73
450 root 1.79 // set the givne flag on all objects in the inventory recursively
451     MTH void set_flag_inv (int flag, int value = 1);
452    
453 root 1.112 void enter_exit (object *exit);//Perl
454 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
455    
456 root 1.61 // returns the mapspace this object is in
457     mapspace &ms () const;
458    
459 root 1.29 // fully recursive iterator
460     struct iterator_base
461     {
462     object *item;
463    
464 root 1.30 iterator_base (object *container)
465     : item (container)
466 root 1.29 {
467     }
468    
469     operator object *() const { return item; }
470    
471     object *operator ->() const { return item; }
472     object &operator * () const { return *item; }
473     };
474    
475 root 1.77 MTH unsigned int random_seed () const
476     {
477     return (unsigned int)uuid.seq;
478     }
479    
480 root 1.30 // depth-first recursive iterator
481     struct depth_iterator : iterator_base
482 root 1.29 {
483 root 1.30 depth_iterator (object *container);
484 root 1.29 void next ();
485     object *operator ++( ) { next (); return item; }
486     object *operator ++(int) { object *i = item; next (); return i; }
487     };
488    
489     object *begin ()
490     {
491 root 1.30 return this;
492 root 1.29 }
493    
494     object *end ()
495     {
496 root 1.30 return this;
497 root 1.29 }
498    
499 root 1.84 /* This returns TRUE if the object is something that
500     * should be displayed in the floorbox/inventory window
501     */
502     MTH bool client_visible () const
503     {
504     return !invisible && type != PLAYER;
505     }
506    
507 root 1.93 MTH struct region *region () const;
508    
509 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
510 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
511 root 1.143
512 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
513     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
514    
515 root 1.23 protected:
516 root 1.130 void link ();
517 root 1.24 void unlink ();
518    
519 root 1.23 object ();
520     ~object ();
521 elmex 1.4 };
522 root 1.1
523 root 1.124 // move this object to the top of its env's inventory to speed up
524     // searches for it.
525     static object *
526     splay (object *ob)
527     {
528     if (ob->env && ob->env->inv != ob)
529     {
530     if (ob->above) ob->above->below = ob->below;
531     if (ob->below) ob->below->above = ob->above;
532    
533     ob->above = 0;
534     ob->below = ob->env->inv;
535     ob->below->above = ob;
536     ob->env->inv = ob;
537     }
538    
539     return ob;
540     }
541    
542 root 1.20 typedef struct oblnk
543     { /* Used to link together several objects */
544 root 1.43 object_ptr ob;
545 root 1.1 struct oblnk *next;
546     } objectlink;
547    
548 root 1.20 typedef struct oblinkpt
549     { /* Used to link together several object links */
550 root 1.1 struct oblnk *link;
551 root 1.20 long value; /* Used as connected value in buttons/gates */
552 root 1.1 struct oblinkpt *next;
553     } oblinkpt;
554    
555 root 1.122 object *find_skill_by_name (object *who, const char *name);
556     object *find_skill_by_name (object *who, const shstr &sh);
557     object *find_skill_by_number (object *who, int skillno);
558    
559 root 1.1 /*
560     * The archetype structure is a set of rules on how to generate and manipulate
561     * objects which point to archetypes.
562     * This probably belongs in arch.h, but there really doesn't appear to
563     * be much left in the archetype - all it really is is a holder for the
564     * object and pointers. This structure should get removed, and just replaced
565     * by the object structure
566     */
567    
568 root 1.68 INTERFACE_CLASS (archetype)
569 root 1.130 struct archetype : object
570 root 1.15 {
571 root 1.130 archetype (const char *name);
572 root 1.22 ~archetype ();
573 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
574 root 1.22
575 root 1.108 static archetype *read (object_thawer &f);
576 root 1.38
577 root 1.148 MTH static archetype *get (const_utf8_string name); // find or create
578     MTH static archetype *find (const_utf8_string name);
579    
580     MTH void link ();
581     MTH void unlink ();
582 root 1.44
583 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
584 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
585     bool ACC (RW, stub); // if true, this is an invalid archetype
586    
587     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
588     sint8 ACC (RW, max_x), ACC (RW, max_y);
589 root 1.21 };
590 root 1.1
591 root 1.132 inline void
592     object_freezer::put (keyword k, archetype *v)
593     {
594     put (k, v ? &v->archname : (const char *)0);
595     }
596    
597 root 1.129 typedef object_vector<object, &object::index > objectvec;
598     typedef object_vector<object, &object::active> activevec;
599     typedef object_vector<archetype, &archetype::archid> archvec;
600    
601     extern objectvec objects;
602     extern activevec actives;
603     extern archvec archetypes;
604    
605     #define for_all_objects(var) \
606     for (unsigned _i = 0; _i < objects.size (); ++_i) \
607     statementvar (object *, var, objects [_i])
608    
609     #define for_all_actives(var) \
610     for (unsigned _i = 0; _i < actives.size (); ++_i) \
611     statementvar (object *, var, actives [_i])
612    
613     #define for_all_archetypes(var) \
614     for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
615     statementvar (archetype *, var, archetypes [_i])
616    
617 root 1.1 /* Used by update_object to know if the object being passed is
618     * being added or removed.
619     */
620     #define UP_OBJ_INSERT 1
621     #define UP_OBJ_REMOVE 2
622     #define UP_OBJ_CHANGE 3
623 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
624 root 1.1
625     /* These are flags passed to insert_ob_in_map and
626     * insert_ob_in_ob. Note that all flags may not be meaningful
627     * for both functions.
628     * Most are fairly explanatory:
629     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
630     * on space.
631     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
632     * INS_NO_WALK_ON: Don't call check_walk_on against the
633     * originator - saves cpu time if you know the inserted object
634     * is not meaningful in terms of having an effect.
635     * INS_ON_TOP: Always put object on top. Generally only needed when loading
636     * files from disk and ordering needs to be preserved.
637     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
638     * Use for treasure chests so the new object is the highest thing
639     * beneath the player, but not actually above it. Note - the
640     * map and x,y coordinates for the object to be inserted must
641     * match the originator.
642     * INS_MAP_LOAD: disable lots of checkings done at insertion to
643     * speed up map loading process, as we assume the ordering in
644     * loaded map is correct.
645     *
646     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
647     * are mutually exclusive. The behaviour for passing more than one
648     * should be considered undefined - while you may notice what happens
649     * right now if you pass more than one, that could very well change
650     * in future revisions of the code.
651     */
652 root 1.14 #define INS_NO_MERGE 0x0001
653     #define INS_ABOVE_FLOOR_ONLY 0x0002
654     #define INS_NO_WALK_ON 0x0004
655     #define INS_ON_TOP 0x0008
656     #define INS_BELOW_ORIGINATOR 0x0010
657     #define INS_MAP_LOAD 0x0020
658 root 1.1
659     #define ARCH_DEPLETION "depletion"
660    
661     #endif
662 root 1.44