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Comparing deliantra/server/include/object.h (file contents):
Revision 1.115 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.155 by root, Thu Apr 10 15:35:16 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 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 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 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 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35#define NUM_BODY_LOCATIONS 12 34enum {
36#define BODY_ARMS 1 35 body_skill,
36 body_combat,
37 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
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
48 72
49/* 73/*
50 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
64 88
65struct UUID 89struct UUID
66{ 90{
67 uint64 seq; 91 uint64 seq;
68 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
69 UUID () { } 97 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 99 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
73}; 101};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 102
79/* Definition for WILL_APPLY values. Replaces having harcoded values 103/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields 104 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both 105 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply? 106 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 109#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 110#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 111#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
89 113
90/* However, if you're keeping a pointer of some sort, you probably 114struct body_slot
91 * don't just want it copied, so you'll need to add to common/object.C, 115{
92 * e.g. ->copy_to () 116 signed char info:4; /* body info as loaded from the file */
93 */ 117 signed char used:4; /* Calculated value based on items equipped */
118};
94 119
95INTERFACE_CLASS (object) 120INTERFACE_CLASS (object)
96// these are being copied 121// these are being copied
97struct object_copy : attachable 122struct object_copy : attachable
98{ 123{
99 typedef bitset<NUM_FLAGS> flags_t; 124 typedef bitset<NUM_FLAGS> flags_t;
100 125
101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 126 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
127
128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129 uint8 ACC (RW, subtype); /* subtype of object */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
132
104 shstr ACC (RW, name); /* The name of the object, obviously... */ 133 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 /* If this is an exit, this is the filename */ 138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
110 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
112 shstr ACC (RW, lore); /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
113 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
114 shstr ACC (RW, materialname); /* specific material name */ 144 shstr ACC (RW, materialname); /* specific material name */
127 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
130 160
131 /* This next big block are basically used for monsters and equipment */ 161 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 192 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 193 faceidx ACC (RW, face); /* the graphical face */
165 faceidx ACC (RW, face); /* Face with colors */ 194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
168 198
169 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
180 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
181 * only used in spells. 211 * only used in spells.
182 */ 212 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
185 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
188 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198 231
199 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
200 233
201 /* Following are values used by any object */ 234 /* Following are values used by any object */
218 // These variables are not changed by ->copy_to 251 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 253
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 255 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 256 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 257 object_vector_index ACC (RO, active); // index into actives
225 258
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
227 260
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
244 277
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 MTH void post_load_check (); // do some adjustments after parsing
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f); 281 bool write (object_freezer &f);
248 282
283 MTH int slottype () const;
249 MTH static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
250 object &operator =(const object &src); 286 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 287 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
253 void do_destroy (); 289 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const; 290 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
256 292
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 294 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
260 void do_remove (); 298 void do_remove ();
261 MTH void remove () 299 MTH void remove ()
262 { 300 {
263 if (!flag [FLAG_REMOVED]) 301 if (!flag [FLAG_REMOVED])
264 do_remove (); 302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
265 } 312 }
266 313
267 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
268 315
269 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
274 && can_merge_slow (op1, op2); 321 && can_merge_slow (op1, op2);
275 } 322 }
276 323
277 MTH void set_owner (object *owner); 324 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed); 325 MTH void set_speed (float speed);
279 MTH void set_weapon (object *ob); 326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
280 328
281 MTH void open_container (object *new_container); 329 MTH void open_container (object *new_container);
282 MTH void close_container () 330 MTH void close_container ()
283 { 331 {
284 open_container (0); 332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
285 } 342 }
286 343
287 MTH void instantiate (); 344 MTH void instantiate ();
288 345
289 // recalculate all stats 346 // recalculate all stats
340 397
341 // temporary: wether the object can be saved in a map file 398 // temporary: wether the object can be saved in a map file
342 // contr => is a player 399 // contr => is a player
343 // head => only save head of a multitile object 400 // head => only save head of a multitile object
344 // owner => can not reference owner yet 401 // owner => can not reference owner yet
345 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
346 403
347 /* This return true if object has still randomitems which 404 /* This return true if object has still randomitems which
348 * could be expanded. 405 * could be expanded.
349 */ 406 */
350 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
361 418
362 // "temporary" helper function 419 // "temporary" helper function
363 MTH object *head_ () 420 MTH object *head_ ()
364 { 421 {
365 return head ? head : this; 422 return head ? head : this;
423 }
424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
366 } 428 }
367 429
368 MTH std::string long_desc (object *who = 0); 430 MTH std::string long_desc (object *who = 0);
369 MTH std::string describe_monster (object *who = 0); 431 MTH std::string describe_monster (object *who = 0);
370 MTH std::string describe_item (object *who = 0); 432 MTH std::string describe_item (object *who = 0);
379 MTH void create_treasure (treasurelist *tl, int flags = 0); 441 MTH void create_treasure (treasurelist *tl, int flags = 0);
380 442
381 // insert object at same map position as 'where' 443 // insert object at same map position as 'where'
382 // handles both inventory and map "positions" 444 // handles both inventory and map "positions"
383 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
384 447
385 MTH void activate (); 448 MTH void activate ();
386 MTH void deactivate (); 449 MTH void deactivate ();
387 MTH void activate_recursive (); 450 MTH void activate_recursive ();
388 MTH void deactivate_recursive (); 451 MTH void deactivate_recursive ();
444 return !invisible && type != PLAYER; 507 return !invisible && type != PLAYER;
445 } 508 }
446 509
447 MTH struct region *region () const; 510 MTH struct region *region () const;
448 511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 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
449protected: 520protected:
450 friend struct archetype;
451
452 void link (); 521 void link ();
453 void unlink (); 522 void unlink ();
454 523
455 object (); 524 object ();
456 ~object (); 525 ~object ();
457}; 526};
458 527
459typedef object_vector<object, &object::index > objectvec; 528// move this object to the top of its env's inventory to speed up
460typedef object_vector<object, &object::active> activevec; 529// searches for it.
530static object *
531splay (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;
461 537
462extern objectvec objects; 538 ob->above = 0;
463extern activevec actives; 539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
464 543
465#define for_all_objects(var) \ 544 return ob;
466 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 545}
467 declvar (object *, var, objects [_i])
468
469#define for_all_actives(var) \
470 for (unsigned _i = 0; _i < actives.size (); ++_i) \
471 declvar (object *, var, actives [_i])
472 546
473typedef struct oblnk 547typedef struct oblnk
474{ /* Used to link together several objects */ 548{ /* Used to link together several objects */
475 object_ptr ob; 549 object_ptr ob;
476 struct oblnk *next; 550 struct oblnk *next;
480{ /* Used to link together several object links */ 554{ /* Used to link together several object links */
481 struct oblnk *link; 555 struct oblnk *link;
482 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
483 struct oblinkpt *next; 557 struct oblinkpt *next;
484} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
485 563
486/* 564/*
487 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
488 * objects which point to archetypes. 566 * objects which point to archetypes.
489 * This probably belongs in arch.h, but there really doesn't appear to 567 * This probably belongs in arch.h, but there really doesn't appear to
491 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
492 * by the object structure 570 * by the object structure
493 */ 571 */
494 572
495INTERFACE_CLASS (archetype) 573INTERFACE_CLASS (archetype)
496struct archetype : zero_initialised, attachable 574struct archetype : object
497{ 575{
498 archetype (); 576 archetype (const char *name);
499 ~archetype (); 577 ~archetype ();
500 void gather_callbacks (AV *&callbacks, event_type event) const; 578 void gather_callbacks (AV *&callbacks, event_type event) const;
501 579
502 static archetype *read (object_thawer &f); 580 static archetype *read (object_thawer &f);
581
503 static archetype *get (const char *name); // find or create 582 MTH static archetype *get (const_utf8_string name); // find or create
504 static archetype *find (const char *name); 583 MTH static archetype *find (const_utf8_string name);
505 584
506 void hash_add (); // add to hashtable 585 MTH void link ();
507 void hash_del (); // remove from hashtable 586 MTH void unlink ();
508 587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
509 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
510 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
511 struct archetype *ACC (RW, head); /* The main part of a linked object */ 593
512 struct archetype *ACC (RW, more); /* Next part of a linked object */ 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...) */
513 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 595 sint8 ACC (RW, max_x), ACC (RW, max_y);
514 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
515 bool ACC (RW, linked); // linked into list of heads
516 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
517 * in comparison to the head.
518 */
519}; 596};
597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
608extern objectvec objects;
609extern activevec actives;
610extern 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])
520 623
521/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
522 * being added or removed. 625 * being added or removed.
523 */ 626 */
524#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
541 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
542 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
543 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
544 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
545 * match the originator. 648 * match the originator.
546 * INS_MAP_LOAD: disable lots of checkings done at insertion to
547 * speed up map loading process, as we assume the ordering in
548 * loaded map is correct.
549 * 649 *
550 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
551 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
552 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
553 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
556#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
557#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
558#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
559#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
560#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
561#define INS_MAP_LOAD 0x0020
562 661
563#define ARCH_SINGULARITY "singularity"
564#define ARCH_DETECT_MAGIC "detect_magic"
565#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
566#define ARCH_SYMPTOM "symptom"
567 663
568#endif 664#endif
569 665

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