--- deliantra/server/include/object.h 2006/12/18 17:39:17 1.58 +++ deliantra/server/include/object.h 2007/10/16 00:30:24 1.152 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ #ifndef OBJECT_H #define OBJECT_H @@ -29,15 +29,38 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +typedef int tag_t; + +enum { + body_skill, + body_combat, + body_range, + body_shield, + body_arm, + body_torso, + body_head, + body_neck, + body_finger, + body_shoulder, + body_foot, + body_hand, + body_wrist, + body_waist, + NUM_BODY_LOCATIONS +}; + +enum slottype_t +{ + slot_none, + slot_combat, + slot_ranged, +}; /* See common/item.c */ typedef struct Body_Locations { - const char *save_name; /* Name used to load/save it to disk */ + keyword save_name; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; @@ -85,60 +108,39 @@ #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 -/* However, if you're keeping a pointer of some sort, you probably - * don't just want it copied, so you'll need to add to common/object.C, - * e.g. ->copy_to () - */ - -typedef refptr object_ptr; -typedef refptr arch_ptr; - -// these are not being copied -ACC_CLASS (object) -struct object_keep : refcounted +struct body_slot { - /* These variables are not changed by ->copy_to */ - - tag_t ACC (RW, count); /* Generation count for this object */ - UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. - - player *ACC (RW, contr); /* Pointer to the player which control this object */ - object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - object *ACC (RW, active_next);/* Next & previous object in the 'active' */ - object *ACC (RW, active_prev);/* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - object *ACC (RW, below); /* Pointer to the object stacked below this one */ - object *ACC (RW, above); /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment */ - object *inv; /* Pointer to the first object in the inventory */ - object *ACC (RW, container); /* Current container being used. I think this - * is only used by the player right now. - */ - object *ACC (RW, env); /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different - maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ + signed char info:4; /* body info as loaded from the file */ + signed char used:4; /* Calculated value based on items equipped */ }; +INTERFACE_CLASS (object) // these are being copied -struct object_copy : attachable +struct object_copy : attachable { + typedef bitset flags_t; + + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ + /* If this is an exit, this is the filename */ + shstr ACC (RW, tag); // a tag used to tracking this object shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ - /* To get put into books and the like. */ + /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ +// materialtype_t *ACC (RW, material); /* What material this object consists of */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ @@ -146,29 +148,22 @@ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ object_ptr ACC (RW, spell); /* Spell that was being cast */ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ -}; + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ -// these are being copied and also cleared -struct object_pod -{ - New_Face *ACC (RW, face); /* Face with colors */ - sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ - sint8 ACC (RW, direction); /* Means the object is moving that way. */ - sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ - uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ - uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ - uint16 ACC (RW, material); /* What materials this object consist of */ + uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ @@ -191,20 +186,22 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + body_slot slot [NUM_BODY_LOCATIONS]; + faceidx ACC (RW, face); /* the graphical face */ + faceidx ACC (RW, sound); /* the sound face */ + faceidx ACC (RW, sound_destroy); /* played on destroy */ living ACC (RO, stats); /* Str, Con, Dex, etc */ - /* See the doc/Developers/objects for more info about body locations */ + /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ uint32 ACC (RW, hide); /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ + /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ uint16 ACC (RW, attack_movement); /* What kind of attack movement */ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ + /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically @@ -212,97 +209,252 @@ */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ + uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ + char *ACC (RW, spellarg); /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - arch_ptr ACC (RW, arch); /* Pointer to archetype */ - arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ - key_value *key_values; /* Fields not explictly known by the loader. */ - std::bitset flags; /* various flags */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ - - MoveType ACC (RW, move_type); /* Type of movement this object uses */ - MoveType ACC (RW, move_block);/* What movement types this blocks */ - MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ - MoveType ACC (RW, move_off); /* Move types affected moving off this space */ - MoveType ACC (RW, move_slow); /* Movement types this slows down */ - float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, object_copy { - typedef unordered_vector vector; + // These variables are not changed by ->copy_to + maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ - static vector mortals; - static vector active; // active objects, not yet used - static vector objects; // not used yet, use first->next->... - static object *first; // will be replaced by "objects" - - static object *create (); - void copy_to (object *dst); - object *clone (); // create + copy_to - void destroy (bool destroy_inventory = false); - void remove (); - object *insert (object *item); // insert into inventory + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + object_vector_index ACC (RO, index); // index into objects + object_vector_index ACC (RO, active); // index into actives + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ + + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + + //TODO: container must move into client + object_ptr ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + client_container *seen_by; // seen by which player/container currently? + key_value *key_values; /* Fields not explictly known by the loader. */ + + bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + MTH void post_load_check (); // do some adjustments after parsing + static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. + bool write (object_freezer &f); + + MTH int slottype () const; + MTH static object *create (); + const mapxy &operator =(const mapxy &pos); + object &operator =(const object &src); + MTH void copy_to (object *dst); + MTH object *clone (); // create + copy_to + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void destroy (bool destroy_inventory = false); + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + MTH void destroy_inv (bool drop_to_ground = false); + MTH object *insert (object *item); // insert into inventory + MTH void play_sound (faceidx sound) const; + + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } + + MTH bool blocked (maptile *m, int x, int y) const; + + void move_to (const mapxy &pos) + { + remove (); + *this = pos; + insert_at (this, this); + } - static void free_mortals (); static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise - static bool can_merge (object *op1, object *op2) + MTH static bool can_merge (object *op1, object *op2) { return op1->value == op2->value && op1->name == op2->name && can_merge_slow (op1, op2); } - void clear (); + MTH void set_owner (object *owner); + MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); + MTH bool change_skill (object *ob); - bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + MTH void open_container (object *new_container); + MTH void close_container () + { + open_container (0); + } - void set_owner (object *owner); + MTH object *force_find (const shstr name); + MTH void force_add (const shstr name, int duration = 0); - void instantiate () + // overwrite the attachable should_invoke function with a version that also checks ev_want_type + bool should_invoke (event_type event) { - if (!uuid.seq) // HACK - uuid = gen_uuid (); - - attachable::instantiate (); + return ev_want_event [event] || ev_want_type [type] || cb; } + MTH void instantiate (); + + // recalculate all stats + MTH void update_stats (); + MTH void roll_stats (); + MTH void swap_stats (int a, int b); + MTH void add_statbonus (); + MTH void remove_statbonus (); + MTH void drain_stat (); + MTH void drain_specific_stat (int deplete_stats); + MTH void change_luck (int value); + // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - const char *debug_desc () const; + MTH const char *debug_desc () const; // uses at least 3 round-robin buffers + const char *flag_desc (char *desc, int len) const; + + int number_of () const + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; - bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } - bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET - || type == CLOAK || type == BOOTS || type == GLOVES - || type == BRACERS || type == GIRDLE; } - bool is_alive () const { return (type == PLAYER - || flags [FLAG_MONSTER] - || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) - && !flags [FLAG_IS_A_TEMPLATE]; } - bool is_arrow () const { return type == ARROW - || (type == SPELL_EFFECT - && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + // return the volume of this object in cm³ + uint64 volume () const + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + MTH bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } + + MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } + + // temporary: wether the object can be saved in a map file + // contr => is a player + // head => only save head of a multitile object + // owner => can not reference owner yet + MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. */ - bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } + MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + MTH object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // "temporary" helper function + MTH object *head_ () + { + return head ? head : this; + } + + MTH bool is_head () + { + return head_ () == this; + } + + MTH std::string long_desc (object *who = 0); + MTH std::string describe_monster (object *who = 0); + MTH std::string describe_item (object *who = 0); + MTH std::string describe (object *who = 0); + + // If this object has no extra parts but should have them, + // add them, effectively expanding heads into multipart + // objects. This method only works on objects not inserted + // anywhere. + MTH void expand_tail (); + + MTH void create_treasure (treasurelist *tl, int flags = 0); + + // insert object at same map position as 'where' + // handles both inventory and map "positions" + MTH object *insert_at (object *where, object *originator = 0, int flags = 0); + MTH void drop_unpaid_items (); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); + + // set the givne flag on all objects in the inventory recursively + MTH void set_flag_inv (int flag, int value = 1); + + void enter_exit (object *exit);//Perl + MTH void enter_map (maptile *newmap, int x, int y); + + // returns the mapspace this object is in + mapspace &ms () const; // fully recursive iterator struct iterator_base @@ -320,6 +472,11 @@ object &operator * () const { return *item; } }; + MTH unsigned int random_seed () const + { + return (unsigned int)uuid.seq; + } + // depth-first recursive iterator struct depth_iterator : iterator_base { @@ -339,16 +496,51 @@ return this; } -protected: - friend struct archetype; + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } - void link (); + MTH struct region *region () const; + + void statusmsg (const char *msg, int color = NDI_BLACK); + void failmsg (const char *msg, int color = NDI_RED); + + const char *query_inventory (object *who = 0, const char *indent = ""); + + MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference + static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible + +protected: + void link (); void unlink (); object (); ~object (); }; +// move this object to the top of its env's inventory to speed up +// searches for it. +static object * +splay (object *ob) +{ + if (ob->env && ob->env->inv != ob) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; + + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; +} + typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -362,6 +554,10 @@ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. @@ -371,37 +567,56 @@ * by the object structure */ -ACC_CLASS (archetype) -struct archetype : zero_initialised, refcounted +INTERFACE_CLASS (archetype) +struct archetype : object { - archetype (); + archetype (const char *name); ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + static archetype *read (object_thawer &f); - void hash_add (); // add to hastable - void hash_del (); // remove from hashtable + MTH static archetype *get (const_utf8_string name); // find or create + MTH static archetype *find (const_utf8_string name); - shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ - struct archetype *ACC (RW, next); /* Next archetype in a linked list */ - struct archetype *ACC (RW, head); /* The main part of a linked object */ - struct archetype *ACC (RW, more); /* Next part of a linked object */ - object ACC (RO, clone); /* An object from which to do ->copy_to () */ - uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ - sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is - * in comparison to the head. - */ -}; + MTH void link (); + MTH void unlink (); -extern object *objects; -extern object *active_objects; + MTH object *instance (); -extern int nrofallocobjects; + object_vector_index ACC (RW, archid); // index in archvector + shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ + bool ACC (RW, stub); // if true, this is an invalid archetype -/* This returns TRUE if the object is something that - * should be displayed in the look window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) + sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ + sint8 ACC (RW, max_x), ACC (RW, max_y); +}; + +inline void +object_freezer::put (keyword k, archetype *v) +{ + put (k, v ? &v->archname : (const char *)0); +} + +typedef object_vector objectvec; +typedef object_vector activevec; +typedef object_vector archvec; + +extern objectvec objects; +extern activevec actives; +extern archvec archetypes; + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ + statementvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ + statementvar (object *, var, actives [_i]) + +#define for_all_archetypes(var) \ + for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ + statementvar (archetype *, var, archetypes [_i]) /* Used by update_object to know if the object being passed is * being added or removed. @@ -428,9 +643,6 @@ * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. - * INS_MAP_LOAD: disable lots of checkings done at insertion to - * speed up map loading process, as we assume the ordering in - * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one @@ -443,13 +655,8 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 -#define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 -#define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" -#define ARCH_SYMPTOM "symptom" #endif