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Revision: 1.164
Committed: Mon Apr 21 06:16:02 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.163: +16 -9 lines
Log Message:
weight system rewrite, also simplified and streamlined most related functions

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * 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 *
18 * 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 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include <bitset>
28
29 #include "cfperl.h"
30 #include "shstr.h"
31
32 typedef int tag_t;
33
34 enum {
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
52 enum slottype_t
53 {
54 slot_none,
55 slot_combat,
56 slot_ranged,
57 };
58
59 /* See common/item.c */
60
61 typedef struct Body_Locations
62 {
63 keyword save_name; /* Name used to load/save it to disk */
64 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 } Body_Locations;
67
68 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70 #define NUM_COINS 4 /* number of coin types */
71 extern const char *const coins[NUM_COINS + 1];
72
73 /*
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 struct key_value
84 {
85 key_value *next;
86 shstr key, value;
87 };
88
89 struct UUID
90 {
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122 };
123
124 /* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply?
128 */
129 #define WILL_APPLY_HANDLE 0x01
130 #define WILL_APPLY_TREASURE 0x02
131 #define WILL_APPLY_EARTHWALL 0x04
132 #define WILL_APPLY_DOOR 0x08
133 #define WILL_APPLY_FOOD 0x10
134
135 struct body_slot
136 {
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139 };
140
141 INTERFACE_CLASS (object)
142 // these are being copied
143 struct object_copy : attachable
144 {
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
154 shstr ACC (RW, name); /* The name of the object, obviously... */
155 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167 // materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177
178 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 uint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp.
196 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */
219
220 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229
230 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically
232 * only used in spells.
233 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254
255 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */
259 #if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261 #endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268 };
269
270 struct object : zero_initialised, object_copy
271 {
272 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
274
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives
279
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281
282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */
286
287 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this
289 * is only used by the player right now.
290 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in.
293 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */
298
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 MTH void post_load_check (); // do some adjustments after parsing
301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f);
303
304 MTH int slottype () const;
305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to
310 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false);
313
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound);
318
319 void do_remove ();
320 MTH void remove ()
321 {
322 if (!flag [FLAG_REMOVED])
323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
333 }
334
335 static bool can_merge_slow (object *op1, object *op2);
336
337 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2)
339 {
340 return op1->value == op2->value
341 && op1->name == op2->name
342 && can_merge_slow (op1, op2);
343 }
344
345 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
349
350 MTH void open_container (object *new_container);
351 MTH void close_container ()
352 {
353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
363 }
364
365 MTH void instantiate ();
366
367 // recalculate all stats
368 MTH void update_stats ();
369 MTH void roll_stats ();
370 MTH void swap_stats (int a, int b);
371 MTH void add_statbonus ();
372 MTH void remove_statbonus ();
373 MTH void drain_stat ();
374 MTH void drain_specific_stat (int deplete_stats);
375 MTH void change_luck (int value);
376
377 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const;
381
382 MTH bool decrease_nr (sint32 nr);
383 MTH object *split_nr (sint32 nr);
384
385 MTH int number_of () const
386 {
387 return nrof ? nrof : 1;
388 }
389
390 MTH sint32 total_weight () const
391 {
392 return (weight + carrying) * number_of ();
393 }
394
395 MTH void update_weight ();
396
397 // return the dominant material of this item, always return something
398 const materialtype_t *dominant_material () const;
399
400 // return the volume of this object in cm³
401 MTH uint64 volume () const
402 {
403 return total_weight ()
404 * 1000
405 * (type == CONTAINER ? 1000 : 1)
406 / dominant_material ()->density;
407 }
408
409 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
410 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
411 || type == CLOAK || type == BOOTS || type == GLOVES
412 || type == BRACERS || type == GIRDLE; }
413 MTH bool is_alive () const { return (type == PLAYER
414 || flag [FLAG_MONSTER]
415 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
416 && !flag [FLAG_IS_A_TEMPLATE]; }
417 MTH bool is_arrow () const { return type == ARROW
418 || (type == SPELL_EFFECT
419 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
420 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
421
422 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
423
424 // temporary: wether the object can be saved in a map file
425 // contr => is a player
426 // head => only save head of a multitile object
427 // owner => can not reference owner yet
428 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
429
430 /* This return true if object has still randomitems which
431 * could be expanded.
432 */
433 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
434
435 // returns the outermost environment, never returns 0
436 MTH object *outer_env ()
437 {
438 for (object *op = this; ; op = op->env)
439 if (!op->env)
440 return op;
441 }
442
443 // returns the player that has this object in his inventory, or 0
444 // we assume the player is always the outer env
445 MTH object *in_player ()
446 {
447 object *op = outer_env ();
448
449 return op->type == PLAYER ? op : 0;
450 }
451
452 // "temporary" helper function
453 MTH object *head_ ()
454 {
455 return head ? head : this;
456 }
457
458 MTH bool is_head ()
459 {
460 return head_ () == this;
461 }
462
463 MTH bool is_on_map () const
464 {
465 return !env && !flag [FLAG_REMOVED];
466 }
467
468 MTH std::string long_desc (object *who = 0);
469 MTH std::string describe_monster (object *who = 0);
470 MTH std::string describe_item (object *who = 0);
471 MTH std::string describe (object *who = 0);
472
473 // If this object has no extra parts but should have them,
474 // add them, effectively expanding heads into multipart
475 // objects. This method only works on objects not inserted
476 // anywhere.
477 MTH void expand_tail ();
478
479 MTH void create_treasure (treasurelist *tl, int flags = 0);
480
481 // insert object at same map position as 'where'
482 // handles both inventory and map "positions"
483 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
484 MTH void drop_unpaid_items ();
485
486 MTH void activate ();
487 MTH void deactivate ();
488 MTH void activate_recursive ();
489 MTH void deactivate_recursive ();
490
491 // set the given flag on all objects in the inventory recursively
492 MTH void set_flag_inv (int flag, int value = 1);
493
494 void enter_exit (object *exit);//Perl
495 MTH void enter_map (maptile *newmap, int x, int y);
496
497 // returns the mapspace this object is in
498 mapspace &ms () const;
499
500 // fully recursive iterator
501 struct iterator_base
502 {
503 object *item;
504
505 iterator_base (object *container)
506 : item (container)
507 {
508 }
509
510 operator object *() const { return item; }
511
512 object *operator ->() const { return item; }
513 object &operator * () const { return *item; }
514 };
515
516 MTH unsigned int random_seed () const
517 {
518 return (unsigned int)uuid.seq;
519 }
520
521 // depth-first recursive iterator
522 struct depth_iterator : iterator_base
523 {
524 depth_iterator (object *container);
525 void next ();
526 object *operator ++( ) { next (); return item; }
527 object *operator ++(int) { object *i = item; next (); return i; }
528 };
529
530 object *begin ()
531 {
532 return this;
533 }
534
535 object *end ()
536 {
537 return this;
538 }
539
540 /* This returns TRUE if the object is something that
541 * should be displayed in the floorbox/inventory window
542 */
543 MTH bool client_visible () const
544 {
545 return !invisible && type != PLAYER;
546 }
547
548 MTH struct region *region () const;
549
550 void statusmsg (const char *msg, int color = NDI_BLACK);
551 void failmsg (const char *msg, int color = NDI_RED);
552
553 const char *query_inventory (object *who = 0, const char *indent = "");
554
555 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
556 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
557
558 protected:
559 void link ();
560 void unlink ();
561
562 object ();
563 ~object ();
564 };
565
566 // move this object to the top of its env's inventory to speed up
567 // searches for it.
568 static object *
569 splay (object *ob)
570 {
571 if (ob->env && ob->env->inv != ob)
572 {
573 if (ob->above) ob->above->below = ob->below;
574 if (ob->below) ob->below->above = ob->above;
575
576 ob->above = 0;
577 ob->below = ob->env->inv;
578 ob->below->above = ob;
579 ob->env->inv = ob;
580 }
581
582 return ob;
583 }
584
585 typedef struct oblnk
586 { /* Used to link together several objects */
587 object_ptr ob;
588 struct oblnk *next;
589 } objectlink;
590
591 typedef struct oblinkpt
592 { /* Used to link together several object links */
593 struct oblnk *link;
594 sint32 value; /* Used as connected value in buttons/gates */
595 struct oblinkpt *next;
596 } oblinkpt;
597
598 object *find_skill_by_name (object *who, const char *name);
599 object *find_skill_by_name (object *who, const shstr &sh);
600 object *find_skill_by_number (object *who, int skillno);
601
602 /*
603 * The archetype structure is a set of rules on how to generate and manipulate
604 * objects which point to archetypes.
605 * This probably belongs in arch.h, but there really doesn't appear to
606 * be much left in the archetype - all it really is is a holder for the
607 * object and pointers. This structure should get removed, and just replaced
608 * by the object structure
609 */
610
611 INTERFACE_CLASS (archetype)
612 struct archetype : object
613 {
614 static arch_ptr empty; // the empty_archetype
615 MTH static void gc ();
616
617 archetype (const char *name);
618 ~archetype ();
619 void gather_callbacks (AV *&callbacks, event_type event) const;
620
621 MTH static archetype *find (const_utf8_string name);
622
623 MTH void link ();
624 MTH void unlink ();
625
626 MTH object *instance ();
627
628 object_vector_index ACC (RW, archid); // index in archvector
629 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
630
631 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
632 sint8 ACC (RW, max_x), ACC (RW, max_y);
633
634 // support for archetype loading
635 static archetype *read (object_thawer &f);
636 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
637 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
638 };
639
640 inline void
641 object_freezer::put (keyword k, archetype *v)
642 {
643 put (k, v ? &v->archname : (const char *)0);
644 }
645
646 typedef object_vector<object, &object::index > objectvec;
647 typedef object_vector<object, &object::active> activevec;
648 typedef object_vector<archetype, &archetype::archid> archvec;
649
650 extern objectvec objects;
651 extern activevec actives;
652 extern archvec archetypes;
653
654 #define for_all_objects(var) \
655 for (unsigned _i = 0; _i < objects.size (); ++_i) \
656 statementvar (object *, var, objects [_i])
657
658 #define for_all_actives(var) \
659 for (unsigned _i = 0; _i < actives.size (); ++_i) \
660 statementvar (object *, var, actives [_i])
661
662 #define for_all_archetypes(var) \
663 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
664 statementvar (archetype *, var, archetypes [_i])
665
666 /* Used by update_object to know if the object being passed is
667 * being added or removed.
668 */
669 #define UP_OBJ_INSERT 1
670 #define UP_OBJ_REMOVE 2
671 #define UP_OBJ_CHANGE 3
672 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
673
674 /* These are flags passed to insert_ob_in_map and
675 * insert_ob_in_ob. Note that all flags may not be meaningful
676 * for both functions.
677 * Most are fairly explanatory:
678 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
679 * on space.
680 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
681 * INS_NO_WALK_ON: Don't call check_walk_on against the
682 * originator - saves cpu time if you know the inserted object
683 * is not meaningful in terms of having an effect.
684 * INS_ON_TOP: Always put object on top. Generally only needed when loading
685 * files from disk and ordering needs to be preserved.
686 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
687 * Use for treasure chests so the new object is the highest thing
688 * beneath the player, but not actually above it. Note - the
689 * map and x,y coordinates for the object to be inserted must
690 * match the originator.
691 *
692 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
693 * are mutually exclusive. The behaviour for passing more than one
694 * should be considered undefined - while you may notice what happens
695 * right now if you pass more than one, that could very well change
696 * in future revisions of the code.
697 */
698 #define INS_NO_MERGE 0x0001
699 #define INS_ABOVE_FLOOR_ONLY 0x0002
700 #define INS_NO_WALK_ON 0x0004
701 #define INS_ON_TOP 0x0008
702 #define INS_BELOW_ORIGINATOR 0x0010
703
704 #define ARCH_DEPLETION "depletion"
705
706 #endif
707