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Revision: 1.155
Committed: Thu Apr 10 15:35:16 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.154: +4 -4 lines
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# User Rev Content
1 root 1.92 /*
2 root 1.153 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.128 *
4 root 1.153 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.128 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.153 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.135 * 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 root 1.153 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.154 #define NUM_COINS 4 /* number of coin types */
71     extern const char *const coins[NUM_COINS + 1];
72    
73 root 1.1 /*
74     * Each object (this also means archetypes!) could have a few of these
75     * "dangling" from it; this could also end up containing 'parse errors'.
76     *
77     * key and value are shared-strings.
78     *
79     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
80     * accessing the list directly.
81     * Exception is if you want to walk this list for some reason.
82     */
83 root 1.20 struct key_value
84     {
85     key_value *next;
86     shstr key, value;
87 root 1.15 };
88 root 1.1
89 root 1.34 struct UUID
90     {
91     uint64 seq;
92 root 1.53
93 root 1.155 static UUID cur; // last uuid generated
94     static void init ();
95     static UUID gen ();
96    
97 root 1.53 UUID () { }
98     UUID (uint64 seq) : seq(seq) { }
99     operator uint64() { return seq; }
100     void operator =(uint64 seq) { this->seq = seq; }
101 root 1.34 };
102    
103 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
104     * sprinkled in the code. Note that some of these also replace fields
105     * that were in the can_apply area. What is the point of having both
106     * can_apply and will_apply?
107     */
108 root 1.27 #define WILL_APPLY_HANDLE 0x01
109     #define WILL_APPLY_TREASURE 0x02
110     #define WILL_APPLY_EARTHWALL 0x04
111     #define WILL_APPLY_DOOR 0x08
112 root 1.14 #define WILL_APPLY_FOOD 0x10
113 root 1.1
114 root 1.116 struct body_slot
115     {
116 root 1.117 signed char info:4; /* body info as loaded from the file */
117     signed char used:4; /* Calculated value based on items equipped */
118 root 1.116 };
119    
120 root 1.68 INTERFACE_CLASS (object)
121 root 1.65 // these are being copied
122 root 1.68 struct object_copy : attachable
123 root 1.18 {
124 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
125 root 1.1
126 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
127 root 1.117
128     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129     uint8 ACC (RW, subtype); /* subtype of object */
130 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
132 root 1.117
133 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
134     shstr ACC (RW, name_pl); /* The plural name of the object */
135 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
136 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
137     shstr ACC (RW, slaying); /* Which race to do double damage to */
138 root 1.68 /* If this is an exit, this is the filename */
139 root 1.149 shstr ACC (RW, tag); // a tag used to tracking this object
140 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
141 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
142     shstr ACC (RW, lore); /* Obscure information about this object, */
143 root 1.68 /* To get put into books and the like. */
144 root 1.20 shstr ACC (RW, materialname); /* specific material name */
145     shstr ACC (RW, custom_name); /* Custom name assigned by player */
146 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
147 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
148     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
149     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
150     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
152     object_ptr ACC (RW, spell); /* Spell that was being cast */
153     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
154 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
155     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
156 elmex 1.63
157 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
158 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
160 root 1.18
161     /* This next big block are basically used for monsters and equipment */
162 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163 root 1.117
164 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
170 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
174     * meanings by some objects, eg, sp penalty, permanent exp.
175     */
176 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179     sint16 ACC (RW, last_eat); /* How long since we last ate */
180     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
182 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183     sint8 ACC (RW, item_power); /* power rating of the object */
184 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
186 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
187 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
189     sint64 ACC (RW, perm_exp); /* Permanent exp */
190     uint32 ACC (RW, weapontype); /* type of weapon */
191     uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
193 root 1.139 faceidx ACC (RW, face); /* the graphical face */
194     faceidx ACC (RW, sound); /* the sound face */
195 root 1.141 faceidx ACC (RW, sound_destroy); /* played on destroy */
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 root 1.134 object_vector_index ACC (RO, index); // index into objects
257     object_vector_index ACC (RO, active); // index into actives
258 root 1.65
259 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
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 1.148 MTH 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 1.146 const mapxy &operator =(const mapxy &pos);
286 root 1.105 object &operator =(const object &src);
287 root 1.69 MTH void copy_to (object *dst);
288     MTH object *clone (); // create + copy_to
289 root 1.68 void do_destroy ();
290     void gather_callbacks (AV *&callbacks, event_type event) const;
291 root 1.69 MTH void destroy (bool destroy_inventory = false);
292 root 1.68
293     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
294 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
295     MTH object *insert (object *item); // insert into inventory
296 root 1.138 MTH void play_sound (faceidx sound) const;
297    
298 root 1.95 void do_remove ();
299 root 1.88 MTH void remove ()
300     {
301     if (!flag [FLAG_REMOVED])
302 root 1.95 do_remove ();
303 root 1.88 }
304 root 1.22
305 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
306    
307 root 1.146 void move_to (const mapxy &pos)
308     {
309     remove ();
310     *this = pos;
311     insert_at (this, this);
312     }
313    
314 root 1.51 static bool can_merge_slow (object *op1, object *op2);
315    
316     // this is often used in time-critical code, so optimise
317 root 1.69 MTH static bool can_merge (object *op1, object *op2)
318 root 1.51 {
319 root 1.52 return op1->value == op2->value
320     && op1->name == op2->name
321 root 1.51 && can_merge_slow (op1, op2);
322     }
323 root 1.19
324 root 1.69 MTH void set_owner (object *owner);
325 root 1.70 MTH void set_speed (float speed);
326 root 1.120 MTH bool change_weapon (object *ob);
327 root 1.123 MTH bool change_skill (object *ob);
328 root 1.51
329 root 1.99 MTH void open_container (object *new_container);
330     MTH void close_container ()
331     {
332     open_container (0);
333     }
334    
335 root 1.136 MTH object *force_find (const shstr name);
336     MTH void force_add (const shstr name, int duration = 0);
337    
338 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339     bool should_invoke (event_type event)
340 root 1.125 {
341 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
342 root 1.125 }
343    
344 root 1.100 MTH void instantiate ();
345 root 1.34
346 root 1.62 // recalculate all stats
347 root 1.69 MTH void update_stats ();
348     MTH void roll_stats ();
349     MTH void swap_stats (int a, int b);
350     MTH void add_statbonus ();
351     MTH void remove_statbonus ();
352     MTH void drain_stat ();
353     MTH void drain_specific_stat (int deplete_stats);
354     MTH void change_luck (int value);
355 root 1.62
356 root 1.33 // info must hold 256 * 3 bytes currently
357 root 1.73 const char *debug_desc (char *info) const;
358 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
359 root 1.75 const char *flag_desc (char *desc, int len) const;
360 root 1.33
361 root 1.96 int number_of () const
362     {
363     return nrof ? nrof : 1;
364     }
365    
366     uint64 total_weight () const
367     {
368     return weight * number_of ();
369     }
370    
371     // return the dominant material of this item, always return something
372 root 1.97 const materialtype_t *dominant_material () const;
373 root 1.96
374 root 1.98 // return the volume of this object in cm³
375 root 1.96 uint64 volume () const
376     {
377 root 1.98 return total_weight ()
378     * 1000
379     * (type == CONTAINER ? 1000 : 1)
380     / dominant_material ()->density;
381 root 1.96 }
382    
383 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
384     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
385     || type == CLOAK || type == BOOTS || type == GLOVES
386     || type == BRACERS || type == GIRDLE; }
387     MTH bool is_alive () const { return (type == PLAYER
388     || flag [FLAG_MONSTER]
389     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
390     && !flag [FLAG_IS_A_TEMPLATE]; }
391     MTH bool is_arrow () const { return type == ARROW
392     || (type == SPELL_EFFECT
393     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
395 root 1.57
396 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
397    
398 root 1.76 // temporary: wether the object can be saved in a map file
399 root 1.72 // contr => is a player
400     // head => only save head of a multitile object
401     // owner => can not reference owner yet
402 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
403 root 1.72
404 root 1.57 /* This return true if object has still randomitems which
405     * could be expanded.
406     */
407 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
408 root 1.57
409 root 1.60 // returns the player that has this object in his inventory, or 0
410 root 1.69 MTH object *in_player () const
411 root 1.60 {
412     for (object *op = env; op; op = op->env)
413     if (op->type == PLAYER)
414     return op;
415    
416     return 0;
417     }
418    
419 root 1.71 // "temporary" helper function
420     MTH object *head_ ()
421     {
422     return head ? head : this;
423     }
424    
425 root 1.130 MTH bool is_head ()
426     {
427     return head_ () == this;
428     }
429    
430 root 1.110 MTH std::string long_desc (object *who = 0);
431     MTH std::string describe_monster (object *who = 0);
432     MTH std::string describe_item (object *who = 0);
433     MTH std::string describe (object *who = 0);
434    
435 root 1.109 // If this object has no extra parts but should have them,
436     // add them, effectively expanding heads into multipart
437     // objects. This method only works on objects not inserted
438     // anywhere.
439 root 1.111 MTH void expand_tail ();
440    
441     MTH void create_treasure (treasurelist *tl, int flags = 0);
442 root 1.109
443 root 1.71 // insert object at same map position as 'where'
444     // handles both inventory and map "positions"
445     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 root 1.137 MTH void drop_unpaid_items ();
447 root 1.71
448 root 1.78 MTH void activate ();
449     MTH void deactivate ();
450     MTH void activate_recursive ();
451     MTH void deactivate_recursive ();
452 root 1.73
453 root 1.79 // set the givne flag on all objects in the inventory recursively
454     MTH void set_flag_inv (int flag, int value = 1);
455    
456 root 1.112 void enter_exit (object *exit);//Perl
457 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
458    
459 root 1.61 // returns the mapspace this object is in
460     mapspace &ms () const;
461    
462 root 1.29 // fully recursive iterator
463     struct iterator_base
464     {
465     object *item;
466    
467 root 1.30 iterator_base (object *container)
468     : item (container)
469 root 1.29 {
470     }
471    
472     operator object *() const { return item; }
473    
474     object *operator ->() const { return item; }
475     object &operator * () const { return *item; }
476     };
477    
478 root 1.77 MTH unsigned int random_seed () const
479     {
480     return (unsigned int)uuid.seq;
481     }
482    
483 root 1.30 // depth-first recursive iterator
484     struct depth_iterator : iterator_base
485 root 1.29 {
486 root 1.30 depth_iterator (object *container);
487 root 1.29 void next ();
488     object *operator ++( ) { next (); return item; }
489     object *operator ++(int) { object *i = item; next (); return i; }
490     };
491    
492     object *begin ()
493     {
494 root 1.30 return this;
495 root 1.29 }
496    
497     object *end ()
498     {
499 root 1.30 return this;
500 root 1.29 }
501    
502 root 1.84 /* This returns TRUE if the object is something that
503     * should be displayed in the floorbox/inventory window
504     */
505     MTH bool client_visible () const
506     {
507     return !invisible && type != PLAYER;
508     }
509    
510 root 1.93 MTH struct region *region () const;
511    
512 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
513 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
514 root 1.143
515 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
516    
517 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519    
520 root 1.23 protected:
521 root 1.130 void link ();
522 root 1.24 void unlink ();
523    
524 root 1.23 object ();
525     ~object ();
526 elmex 1.4 };
527 root 1.1
528 root 1.124 // move this object to the top of its env's inventory to speed up
529     // searches for it.
530     static object *
531     splay (object *ob)
532     {
533     if (ob->env && ob->env->inv != ob)
534     {
535     if (ob->above) ob->above->below = ob->below;
536     if (ob->below) ob->below->above = ob->above;
537    
538     ob->above = 0;
539     ob->below = ob->env->inv;
540     ob->below->above = ob;
541     ob->env->inv = ob;
542     }
543    
544     return ob;
545     }
546    
547 root 1.20 typedef struct oblnk
548     { /* Used to link together several objects */
549 root 1.43 object_ptr ob;
550 root 1.1 struct oblnk *next;
551     } objectlink;
552    
553 root 1.20 typedef struct oblinkpt
554     { /* Used to link together several object links */
555 root 1.1 struct oblnk *link;
556 root 1.20 long value; /* Used as connected value in buttons/gates */
557 root 1.1 struct oblinkpt *next;
558     } oblinkpt;
559    
560 root 1.122 object *find_skill_by_name (object *who, const char *name);
561     object *find_skill_by_name (object *who, const shstr &sh);
562     object *find_skill_by_number (object *who, int skillno);
563    
564 root 1.1 /*
565     * The archetype structure is a set of rules on how to generate and manipulate
566     * objects which point to archetypes.
567     * This probably belongs in arch.h, but there really doesn't appear to
568     * be much left in the archetype - all it really is is a holder for the
569     * object and pointers. This structure should get removed, and just replaced
570     * by the object structure
571     */
572    
573 root 1.68 INTERFACE_CLASS (archetype)
574 root 1.130 struct archetype : object
575 root 1.15 {
576 root 1.130 archetype (const char *name);
577 root 1.22 ~archetype ();
578 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
579 root 1.22
580 root 1.108 static archetype *read (object_thawer &f);
581 root 1.38
582 root 1.148 MTH static archetype *get (const_utf8_string name); // find or create
583     MTH static archetype *find (const_utf8_string name);
584    
585     MTH void link ();
586     MTH void unlink ();
587 root 1.44
588 root 1.152 MTH object *instance ();
589    
590 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
591 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
592     bool ACC (RW, stub); // if true, this is an invalid archetype
593    
594     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
595     sint8 ACC (RW, max_x), ACC (RW, max_y);
596 root 1.21 };
597 root 1.1
598 root 1.132 inline void
599     object_freezer::put (keyword k, archetype *v)
600     {
601     put (k, v ? &v->archname : (const char *)0);
602     }
603    
604 root 1.129 typedef object_vector<object, &object::index > objectvec;
605     typedef object_vector<object, &object::active> activevec;
606     typedef object_vector<archetype, &archetype::archid> archvec;
607    
608     extern objectvec objects;
609     extern activevec actives;
610     extern archvec archetypes;
611    
612     #define for_all_objects(var) \
613     for (unsigned _i = 0; _i < objects.size (); ++_i) \
614     statementvar (object *, var, objects [_i])
615    
616     #define for_all_actives(var) \
617     for (unsigned _i = 0; _i < actives.size (); ++_i) \
618     statementvar (object *, var, actives [_i])
619    
620     #define for_all_archetypes(var) \
621     for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622     statementvar (archetype *, var, archetypes [_i])
623    
624 root 1.1 /* Used by update_object to know if the object being passed is
625     * being added or removed.
626     */
627     #define UP_OBJ_INSERT 1
628     #define UP_OBJ_REMOVE 2
629     #define UP_OBJ_CHANGE 3
630 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
631 root 1.1
632     /* These are flags passed to insert_ob_in_map and
633     * insert_ob_in_ob. Note that all flags may not be meaningful
634     * for both functions.
635     * Most are fairly explanatory:
636     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
637     * on space.
638     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
639     * INS_NO_WALK_ON: Don't call check_walk_on against the
640     * originator - saves cpu time if you know the inserted object
641     * is not meaningful in terms of having an effect.
642     * INS_ON_TOP: Always put object on top. Generally only needed when loading
643     * files from disk and ordering needs to be preserved.
644     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
645     * Use for treasure chests so the new object is the highest thing
646     * beneath the player, but not actually above it. Note - the
647     * map and x,y coordinates for the object to be inserted must
648     * match the originator.
649     *
650     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
651     * are mutually exclusive. The behaviour for passing more than one
652     * should be considered undefined - while you may notice what happens
653     * right now if you pass more than one, that could very well change
654     * in future revisions of the code.
655     */
656 root 1.14 #define INS_NO_MERGE 0x0001
657     #define INS_ABOVE_FLOOR_ONLY 0x0002
658     #define INS_NO_WALK_ON 0x0004
659     #define INS_ON_TOP 0x0008
660     #define INS_BELOW_ORIGINATOR 0x0010
661 root 1.1
662     #define ARCH_DEPLETION "depletion"
663    
664     #endif
665 root 1.44