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/cvs/deliantra/server/include/object.h
Revision: 1.193
Committed: Wed Dec 31 18:07:41 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.192: +12 -12 lines
Log Message:
further optimisations

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 kv_get/kv_set/kv_del from object 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 : slice_allocated
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 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146
147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
152 shstr ACC (RW, name); /* The name of the object, obviously... */
153 shstr ACC (RW, name_pl); /* The plural name of the object */
154 shstr ACC (RW, title); /* Of foo, etc */
155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
156 shstr ACC (RW, slaying); /* Which race to do double damage to */
157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161 #if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163 #endif
164
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
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 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
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
191 uint16 ACC (RW, materials); /* What materials this object consists of */
192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
196 /* Note that the last_.. values are sometimes used for non obvious
197 * meanings by some objects, eg, sp penalty, permanent exp.
198 */
199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
202 sint16 ACC (RW, last_eat); /* How long since we last ate */
203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */
205
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */
224
225 /* Following mostly refers to fields only used for monsters */
226
227 /* allows different movement patterns for attackers */
228 sint32 ACC (RW, move_status); /* What stage in attack mode */
229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
232 /* races/classes can need less/more exp to gain levels */
233
234 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically
236 * only used in spells.
237 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */
239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
240
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259
260 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281 };
282
283 struct object : zero_initialised, object_copy
284 {
285 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
287
288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
289 int ACC (RO, count);
290 object_vector_index ACC (RO, index); // index into objects
291 object_vector_index ACC (RO, active); // index into actives
292
293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
294
295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
297 /* Note: stacked in the *same* environment */
298 object *inv; /* Pointer to the first object in the inventory */
299
300 //TODO: container must move into client
301 object_ptr ACC (RW, container); /* Current container being used. I think this
302 * is only used by the player right now.
303 */
304 object *ACC (RW, env); /* Pointer to the object which is the environment.
305 * This is typically the container that the object is in.
306 */
307 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */
311
312 // privates / perl
313 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (shstr_tmp key);
315 void kv_set (shstr_tmp key, shstr_tmp value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr_tmp key;
322
323 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr_tmp &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (shstr_tmp key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing
349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
350 bool write (object_freezer &f);
351
352 MTH int slottype () const;
353 MTH static object *create ();
354 const mapxy &operator =(const mapxy &pos);
355 MTH void copy_to (object *dst);
356 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory
358 void do_destroy ();
359 void gather_callbacks (AV *&callbacks, event_type event) const;
360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
366
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false);
369 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound);
371
372 void do_remove ();
373 MTH void remove ()
374 {
375 if (!flag [FLAG_REMOVED])
376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
386 }
387
388 // high-level move functions, return true if successful
389 int move (int dir, object *originator);
390
391 int move (int dir)
392 {
393 return move (dir, this);
394 }
395
396 static bool can_merge_slow (object *op1, object *op2);
397
398 // this is often used in time-critical code, so optimise
399 MTH static bool can_merge (object *op1, object *op2)
400 {
401 return op1->value == op2->value
402 && op1->name == op2->name
403 && can_merge_slow (op1, op2);
404 }
405
406 MTH void set_owner (object *owner);
407 MTH void set_speed (float speed);
408 MTH bool change_weapon (object *ob);
409 MTH bool change_skill (object *ob);
410
411 MTH void open_container (object *new_container);
412 MTH void close_container ()
413 {
414 open_container (0);
415 }
416
417 MTH object *force_find (shstr_tmp name);
418 MTH object *force_add (shstr_tmp name, int duration = 0);
419
420 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
421 bool should_invoke (event_type event)
422 {
423 return ev_want_event [event] || ev_want_type [type] || cb;
424 }
425
426 MTH void instantiate ();
427
428 // recalculate all stats
429 MTH void update_stats ();
430 MTH void roll_stats ();
431 MTH void swap_stats (int a, int b);
432 MTH void add_statbonus ();
433 MTH void remove_statbonus ();
434 MTH void drain_stat ();
435 MTH void drain_specific_stat (int deplete_stats);
436 MTH void change_luck (int value);
437
438 // info must hold 256 * 3 bytes currently
439 const char *debug_desc (char *info) const;
440 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
441 const char *flag_desc (char *desc, int len) const;
442
443 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
444 MTH object *split (sint32 nr = 1); // return 0 on failure
445
446 MTH int number_of () const
447 {
448 return nrof ? nrof : 1;
449 }
450
451 MTH sint32 total_weight () const
452 {
453 return (weight + carrying) * number_of ();
454 }
455
456 MTH void update_weight ();
457
458 // return the dominant material of this item, always return something
459 const materialtype_t *dominant_material () const;
460
461 // return the volume of this object in cm³
462 MTH uint64 volume () const
463 {
464 return (uint64)total_weight ()
465 * 1000
466 * (type == CONTAINER ? 1000 : 1)
467 / dominant_material ()->density;
468 }
469
470 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
471 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
472 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
473 || type == CLOAK || type == BOOTS || type == GLOVES
474 || type == BRACERS || type == GIRDLE; }
475 MTH bool is_alive () const { return (type == PLAYER
476 || flag [FLAG_MONSTER]
477 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
478 && !flag [FLAG_IS_A_TEMPLATE]; }
479 MTH bool is_arrow () const { return type == ARROW
480 || (type == SPELL_EFFECT
481 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
482 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
483
484 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
485
486 // temporary: wether the object can be saved in a map file
487 // contr => is a player
488 // head => only save head of a multitile object
489 // owner => can not reference owner yet
490 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
491
492 /* This return true if object has still randomitems which
493 * could be expanded.
494 */
495 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
496
497 MTH bool has_dialogue () const { return *&msg == '@'; }
498
499 // returns the outermost owner, never returns 0
500 MTH object *outer_owner ()
501 {
502 object *op;
503
504 for (op = this; op->owner; op = op->owner)
505 ;
506
507 return op;
508 }
509
510 // returns the outermost environment, never returns 0
511 MTH object *outer_env ()
512 {
513 object *op;
514
515 for (op = this; op->env; op = op->env)
516 ;
517
518 return op;
519 }
520
521 // returns the player that has this object in his inventory, or 0
522 // we assume the player is always the outer env
523 MTH object *in_player ()
524 {
525 object *op = outer_env ();
526
527 return op->type == PLAYER ? op : 0;
528 }
529
530 // "temporary" helper function
531 MTH object *head_ ()
532 {
533 return head ? head : this;
534 }
535
536 MTH bool is_head ()
537 {
538 return head_ () == this;
539 }
540
541 MTH bool is_on_map () const
542 {
543 return !env && !flag [FLAG_REMOVED];
544 }
545
546 MTH bool is_inserted () const
547 {
548 return !flag [FLAG_REMOVED];
549 }
550
551 MTH bool is_player () const
552 {
553 return !!contr;
554 }
555
556 MTH bool affects_los () const
557 {
558 return glow_radius || flag [FLAG_BLOCKSVIEW];
559 }
560
561 // returns the player that cna see this object, if any
562 MTH object *visible_to () const;
563
564 MTH std::string long_desc (object *who = 0);
565 MTH std::string describe_monster (object *who = 0);
566 MTH std::string describe_item (object *who = 0);
567 MTH std::string describe (object *who = 0);
568
569 // If this object has no extra parts but should have them,
570 // add them, effectively expanding heads into multipart
571 // objects. This method only works on objects not inserted
572 // anywhere.
573 MTH void expand_tail ();
574
575 MTH void create_treasure (treasurelist *tl, int flags = 0);
576
577 // insert object at same map position as 'where'
578 // handles both inventory and map "positions"
579 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
580 MTH void drop_unpaid_items ();
581
582 MTH void activate ();
583 MTH void deactivate ();
584 MTH void activate_recursive ();
585 MTH void deactivate_recursive ();
586
587 // set the given flag on all objects in the inventory recursively
588 MTH void set_flag_inv (int flag, int value = 1);
589
590 void enter_exit (object *exit);//Perl
591 MTH void enter_map (maptile *newmap, int x, int y);
592 void player_goto (const char *path, int x, int y); // only for players
593
594 // returns the mapspace this object is in
595 mapspace &ms () const;
596
597 // fully recursive iterator
598 struct iterator_base
599 {
600 object *item;
601
602 iterator_base (object *container)
603 : item (container)
604 {
605 }
606
607 operator object *() const { return item; }
608
609 object *operator ->() const { return item; }
610 object &operator * () const { return *item; }
611 };
612
613 MTH unsigned int random_seed () const
614 {
615 return (unsigned int)uuid.seq;
616 }
617
618 // depth-first recursive iterator
619 struct depth_iterator : iterator_base
620 {
621 depth_iterator (object *container);
622 void next ();
623 object *operator ++( ) { next (); return item; }
624 object *operator ++(int) { object *i = item; next (); return i; }
625 };
626
627 object *begin ()
628 {
629 return this;
630 }
631
632 object *end ()
633 {
634 return this;
635 }
636
637 /* This returns TRUE if the object is something that
638 * a client might want to know about.
639 */
640 MTH bool client_visible () const
641 {
642 return !invisible && type != PLAYER;
643 }
644
645 // the client does nrof * this weight
646 MTH sint32 client_weight () const
647 {
648 return weight + carrying;
649 }
650
651 MTH struct region *region () const;
652
653 void statusmsg (const char *msg, int color = NDI_BLACK);
654 void failmsg (const char *msg, int color = NDI_RED);
655
656 const char *query_inventory (object *who = 0, const char *indent = "");
657
658 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
659 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
660
661 // make some noise with given item into direction dir,
662 // currently only used for players to make them temporarily visible
663 // when they are invisible.
664 MTH void make_noise ();
665
666 protected:
667 void link ();
668 void unlink ();
669
670 object ();
671 ~object ();
672
673 private:
674 object &operator =(const object &);
675 object (const object &);
676 };
677
678 // move this object to the top of its env's inventory to speed up
679 // searches for it.
680 static object *
681 splay (object *ob)
682 {
683 if (ob->env && ob->env->inv != ob)
684 {
685 if (ob->above) ob->above->below = ob->below;
686 if (ob->below) ob->below->above = ob->above;
687
688 ob->above = 0;
689 ob->below = ob->env->inv;
690 ob->below->above = ob;
691 ob->env->inv = ob;
692 }
693
694 return ob;
695 }
696
697 typedef struct oblnk
698 { /* Used to link together several objects */
699 object_ptr ob;
700 struct oblnk *next;
701 } objectlink;
702
703 typedef struct oblinkpt
704 { /* Used to link together several object links */
705 struct oblnk *link;
706 sint32 value; /* Used as connected value in buttons/gates */
707 struct oblinkpt *next;
708 } oblinkpt;
709
710 object *find_skill_by_name (object *who, const char *name);
711 object *find_skill_by_name (object *who, shstr_tmp sh);
712 object *find_skill_by_number (object *who, int skillno);
713
714 /*
715 * The archetype structure is a set of rules on how to generate and manipulate
716 * objects which point to archetypes.
717 * This probably belongs in arch.h, but there really doesn't appear to
718 * be much left in the archetype - all it really is is a holder for the
719 * object and pointers. This structure should get removed, and just replaced
720 * by the object structure
721 */
722
723 INTERFACE_CLASS (archetype)
724 struct archetype : object
725 {
726 static arch_ptr empty; // the empty_archetype
727 MTH static void gc ();
728
729 archetype (const char *name);
730 ~archetype ();
731 void gather_callbacks (AV *&callbacks, event_type event) const;
732
733 MTH static archetype *find (const_utf8_string name);
734
735 MTH void link ();
736 MTH void unlink ();
737
738 MTH static object *get (const char *name); // (find() || singularity)->instance()
739 MTH object *instance ();
740
741 object_vector_index ACC (RW, archid); // index in archvector
742 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
743
744 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
745 sint8 ACC (RW, max_x), ACC (RW, max_y);
746
747 // support for archetype loading
748 static archetype *read (object_thawer &f);
749 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
750 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
751 };
752
753 // compatbiility, remove once replaced by ->instance
754 inline object *
755 arch_to_object (archetype *at)
756 {
757 return at->instance ();
758 }
759
760 inline void
761 object_freezer::put (keyword k, archetype *v)
762 {
763 put (k, v ? &v->archname : (const char *)0);
764 }
765
766 typedef object_vector<object, &object::index > objectvec;
767 typedef object_vector<object, &object::active> activevec;
768 typedef object_vector<archetype, &archetype::archid> archvec;
769
770 extern objectvec objects;
771 extern activevec actives;
772 extern archvec archetypes;
773
774 // "safely" iterate over inv in a way such that the current item is removable
775 // quite horrible, that's why its hidden in some macro
776 #define for_inv_removable(op,var) \
777 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
778
779 #define for_all_objects(var) \
780 for (unsigned _i = 0; _i < objects.size (); ++_i) \
781 statementvar (object *, var, objects [_i])
782
783 #define for_all_actives(var) \
784 for (unsigned _i = 0; _i < actives.size (); ++_i) \
785 statementvar (object *, var, actives [_i])
786
787 #define for_all_archetypes(var) \
788 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
789 statementvar (archetype *, var, archetypes [_i])
790
791 /* Used by update_object to know if the object being passed is
792 * being added or removed.
793 */
794 #define UP_OBJ_INSERT 1
795 #define UP_OBJ_REMOVE 2
796 #define UP_OBJ_CHANGE 3
797 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
798
799 /* These are flags passed to insert_ob_in_map and
800 * insert_ob_in_ob. Note that all flags may not be meaningful
801 * for both functions.
802 * Most are fairly explanatory:
803 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
804 * on space.
805 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
806 * INS_NO_WALK_ON: Don't call check_walk_on against the
807 * originator - saves cpu time if you know the inserted object
808 * is not meaningful in terms of having an effect.
809 * INS_ON_TOP: Always put object on top. Generally only needed when loading
810 * files from disk and ordering needs to be preserved.
811 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
812 * Use for treasure chests so the new object is the highest thing
813 * beneath the player, but not actually above it. Note - the
814 * map and x,y coordinates for the object to be inserted must
815 * match the originator.
816 *
817 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
818 * are mutually exclusive. The behaviour for passing more than one
819 * should be considered undefined - while you may notice what happens
820 * right now if you pass more than one, that could very well change
821 * in future revisions of the code.
822 */
823 #define INS_NO_MERGE 0x0001
824 #define INS_ABOVE_FLOOR_ONLY 0x0002
825 #define INS_NO_WALK_ON 0x0004
826 #define INS_ON_TOP 0x0008
827 #define INS_BELOW_ORIGINATOR 0x0010
828
829 #define ARCH_DEPLETION "depletion"
830
831 #endif
832