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Comparing deliantra/server/include/object.h (file contents):
Revision 1.91 by root, Tue Jan 23 01:05:18 2007 UTC vs.
Revision 1.124 by root, Fri May 18 12:13:02 2007 UTC

1/*-999 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * CrossFire, A Multiplayer Online RPG
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
36 59
37/* See common/item.c */ 60/* See common/item.c */
38 61
39typedef struct Body_Locations 62typedef struct Body_Locations
40{ 63{
89/* However, if you're keeping a pointer of some sort, you probably 112/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C, 113 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
92 */ 115 */
93 116
117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
94INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
95// these are being copied 124// these are being copied
96struct object_copy : attachable 125struct object_copy : attachable
97{ 126{
98 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
99 128
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 144 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 145 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 146 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 154 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 158
125 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 159 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
129 162
130 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 194 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
166 198
167 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
179 * only used in spells. 211 * only used in spells.
180 */ 212 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
183 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 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
186 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
187 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 */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 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 */
193 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 */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
195 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 */
196 231
197 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
198 233
199 /* Following are values used by any object */ 234 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 235 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 237 flags_t flag; /* various flags */
204#if FOR_PERL 238#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 239 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 240#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 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 */
229 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
231 265
232 //TODO: container must move into client 266 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 268 * is only used by the player right now.
235 */ 269 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
238 */ 272 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 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
241 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */
242 277
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
243 MTH static object *create (); 284 MTH static object *create ();
285 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
246 void do_destroy (); 288 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 289 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
249 291
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 293 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory 294 MTH object *insert (object *item); // insert into inventory
253 void remove_slow (); 295 void do_remove ();
254 MTH void remove () 296 MTH void remove ()
255 { 297 {
256 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
257 remove_slow (); 299 do_remove ();
258 } 300 }
259 301
260 static bool can_merge_slow (object *op1, object *op2); 302 static bool can_merge_slow (object *op1, object *op2);
261 303
262 // this is often used in time-critical code, so optimise 304 // this is often used in time-critical code, so optimise
267 && can_merge_slow (op1, op2); 309 && can_merge_slow (op1, op2);
268 } 310 }
269 311
270 MTH void set_owner (object *owner); 312 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 313 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
272 316
317 MTH void open_container (object *new_container);
318 MTH void close_container ()
319 {
320 open_container (0);
321 }
322
273 MTH void instantiate () 323 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 324
281 // recalculate all stats 325 // recalculate all stats
282 MTH void update_stats (); 326 MTH void update_stats ();
283 MTH void roll_stats (); 327 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 328 MTH void swap_stats (int a, int b);
288 MTH void drain_specific_stat (int deplete_stats); 332 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value); 333 MTH void change_luck (int value);
290 334
291 // info must hold 256 * 3 bytes currently 335 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 336 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 338 const char *flag_desc (char *desc, int len) const;
339
340 int number_of () const
341 {
342 return nrof ? nrof : 1;
343 }
344
345 uint64 total_weight () const
346 {
347 return weight * number_of ();
348 }
349
350 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const;
352
353 // return the volume of this object in cm³
354 uint64 volume () const
355 {
356 return total_weight ()
357 * 1000
358 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density;
360 }
296 361
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 362 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 364 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 365 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 368 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 369 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 370 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 371 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 374
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 376
311 // temporary: wether the object can be saved in a map file 377 // temporary: wether the object can be saved in a map file
312 // contr => is a player 378 // contr => is a player
333 MTH object *head_ () 399 MTH object *head_ ()
334 { 400 {
335 return head ? head : this; 401 return head ? head : this;
336 } 402 }
337 403
404 MTH std::string long_desc (object *who = 0);
405 MTH std::string describe_monster (object *who = 0);
406 MTH std::string describe_item (object *who = 0);
407 MTH std::string describe (object *who = 0);
408
409 // If this object has no extra parts but should have them,
410 // add them, effectively expanding heads into multipart
411 // objects. This method only works on objects not inserted
412 // anywhere.
413 MTH void expand_tail ();
414
415 MTH void create_treasure (treasurelist *tl, int flags = 0);
416
338 // insert object at same map position as 'where' 417 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 418 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 419 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 420
342 MTH void activate (); 421 MTH void activate ();
345 MTH void deactivate_recursive (); 424 MTH void deactivate_recursive ();
346 425
347 // set the givne flag on all objects in the inventory recursively 426 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 427 MTH void set_flag_inv (int flag, int value = 1);
349 428
350 void enter_exit (object *exit);//PERL 429 void enter_exit (object *exit);//Perl
351 MTH void enter_map (maptile *newmap, int x, int y); 430 MTH void enter_map (maptile *newmap, int x, int y);
352 431
353 // returns the mapspace this object is in 432 // returns the mapspace this object is in
354 mapspace &ms () const; 433 mapspace &ms () const;
355 434
399 MTH bool client_visible () const 478 MTH bool client_visible () const
400 { 479 {
401 return !invisible && type != PLAYER; 480 return !invisible && type != PLAYER;
402 } 481 }
403 482
483 MTH struct region *region () const;
484
404protected: 485protected:
405 friend struct archetype; 486 friend struct archetype;
406 487
407 void link (); 488 void link ();
408 void unlink (); 489 void unlink ();
409 490
410 object (); 491 object ();
411 ~object (); 492 ~object ();
412}; 493};
413 494
495// move this object to the top of its env's inventory to speed up
496// searches for it.
497static object *
498splay (object *ob)
499{
500 if (ob->env && ob->env->inv != ob)
501 {
502 if (ob->above) ob->above->below = ob->below;
503 if (ob->below) ob->below->above = ob->above;
504
505 ob->above = 0;
506 ob->below = ob->env->inv;
507 ob->below->above = ob;
508 ob->env->inv = ob;
509 }
510
511 return ob;
512}
513
414typedef object_vector<object, &object::index > objectvec; 514typedef object_vector<object, &object::index > objectvec;
415typedef object_vector<object, &object::active> activevec; 515typedef object_vector<object, &object::active> activevec;
416 516
417extern objectvec objects; 517extern objectvec objects;
418extern activevec actives; 518extern activevec actives;
419 519
420#define for_all_objects(var) \ 520#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \ 521 for (unsigned _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i]) 522 declvar (object *, var, objects [_i])
423 523
424#define for_all_actives(var) \ 524#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \ 525 for (unsigned _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i]) 526 declvar (object *, var, actives [_i])
427 527
428typedef struct oblnk 528typedef struct oblnk
429{ /* Used to link together several objects */ 529{ /* Used to link together several objects */
430 object_ptr ob; 530 object_ptr ob;
435{ /* Used to link together several object links */ 535{ /* Used to link together several object links */
436 struct oblnk *link; 536 struct oblnk *link;
437 long value; /* Used as connected value in buttons/gates */ 537 long value; /* Used as connected value in buttons/gates */
438 struct oblinkpt *next; 538 struct oblinkpt *next;
439} oblinkpt; 539} oblinkpt;
540
541object *find_skill_by_name (object *who, const char *name);
542object *find_skill_by_name (object *who, const shstr &sh);
543object *find_skill_by_number (object *who, int skillno);
440 544
441/* 545/*
442 * The archetype structure is a set of rules on how to generate and manipulate 546 * The archetype structure is a set of rules on how to generate and manipulate
443 * objects which point to archetypes. 547 * objects which point to archetypes.
444 * This probably belongs in arch.h, but there really doesn't appear to 548 * This probably belongs in arch.h, but there really doesn't appear to
452{ 556{
453 archetype (); 557 archetype ();
454 ~archetype (); 558 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const; 559 void gather_callbacks (AV *&callbacks, event_type event) const;
456 560
561 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create
457 static archetype *find (const char *arch); 563 static archetype *find (const char *name);
458 564
459 void hash_add (); // add to hashtable 565 void hash_add (); // add to hashtable
460 void hash_del (); // remove from hashtable 566 void hash_del (); // remove from hashtable
461 567
462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 568 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 569 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
464 struct archetype *ACC (RW, head); /* The main part of a linked object */ 570 struct archetype *ACC (RW, head); /* The main part of a linked object */
465 struct archetype *ACC (RW, more); /* Next part of a linked object */ 571 struct archetype *ACC (RW, more); /* Next part of a linked object */
466 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 572 object ACC (RO, clone); /* An object from which to do ->copy_to () */
467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 573 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
574 bool ACC (RW, linked); // linked into list of heads
468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 575 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
469 * in comparison to the head. 576 * in comparison to the head.
470 */ 577 */
471}; 578};
472 579
511#define INS_ON_TOP 0x0008 618#define INS_ON_TOP 0x0008
512#define INS_BELOW_ORIGINATOR 0x0010 619#define INS_BELOW_ORIGINATOR 0x0010
513#define INS_MAP_LOAD 0x0020 620#define INS_MAP_LOAD 0x0020
514 621
515#define ARCH_SINGULARITY "singularity" 622#define ARCH_SINGULARITY "singularity"
516#define ARCH_SINGULARITY_LEN 11
517#define ARCH_DETECT_MAGIC "detect_magic" 623#define ARCH_DETECT_MAGIC "detect_magic"
518#define ARCH_DEPLETION "depletion" 624#define ARCH_DEPLETION "depletion"
519#define ARCH_SYMPTOM "symptom" 625#define ARCH_SYMPTOM "symptom"
520 626
521#endif 627#endif

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