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/cvs/deliantra/server/include/object.h
Revision: 1.103
Committed: Sun Mar 11 02:12:44 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.102: +1 -1 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

File Contents

# User Rev Content
1 root 1.92 /*
2 root 1.86 * CrossFire, A Multiplayer Online RPG
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program 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 2 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, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     #ifndef OBJECT_H
26     #define OBJECT_H
27    
28 root 1.56 #include <bitset>
29    
30 root 1.6 #include "cfperl.h"
31 root 1.7 #include "shstr.h"
32 root 1.6
33 root 1.81 typedef int tag_t;
34 root 1.14 #define NUM_BODY_LOCATIONS 12
35     #define BODY_ARMS 1
36 root 1.1
37     /* See common/item.c */
38    
39 root 1.20 typedef struct Body_Locations
40     {
41     const char *save_name; /* Name used to load/save it to disk */
42     const char *use_name; /* Name used when describing an item we can use */
43     const char *nonuse_name; /* Name to describe objects we can't use */
44 root 1.1 } Body_Locations;
45    
46     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47    
48     /*
49     * Each object (this also means archetypes!) could have a few of these
50     * "dangling" from it; this could also end up containing 'parse errors'.
51     *
52     * key and value are shared-strings.
53     *
54     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
55     * accessing the list directly.
56     * Exception is if you want to walk this list for some reason.
57     */
58 root 1.20 struct key_value
59     {
60     key_value *next;
61     shstr key, value;
62 root 1.15 };
63 root 1.1
64 root 1.34 struct UUID
65     {
66     uint64 seq;
67 root 1.53
68     UUID () { }
69     UUID (uint64 seq) : seq(seq) { }
70     operator uint64() { return seq; }
71     void operator =(uint64 seq) { this->seq = seq; }
72 root 1.34 };
73    
74     extern void init_uuid ();
75     extern UUID gen_uuid ();
76 elmex 1.45 extern const uint64 UUID_SKIP;
77 root 1.1
78     /* Definition for WILL_APPLY values. Replaces having harcoded values
79     * sprinkled in the code. Note that some of these also replace fields
80     * that were in the can_apply area. What is the point of having both
81     * can_apply and will_apply?
82     */
83 root 1.27 #define WILL_APPLY_HANDLE 0x01
84     #define WILL_APPLY_TREASURE 0x02
85     #define WILL_APPLY_EARTHWALL 0x04
86     #define WILL_APPLY_DOOR 0x08
87 root 1.14 #define WILL_APPLY_FOOD 0x10
88 root 1.1
89 root 1.14 /* 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,
91 root 1.49 * e.g. ->copy_to ()
92 root 1.1 */
93 elmex 1.4
94 root 1.68 INTERFACE_CLASS (object)
95 root 1.65 // these are being copied
96 root 1.68 struct object_copy : attachable
97 root 1.18 {
98 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
99 root 1.1
100 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101     sint8 ACC (RW, direction); /* Means the object is moving that way. */
102     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
104     shstr ACC (RW, name_pl); /* The plural name of the object */
105 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
106 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107     shstr ACC (RW, slaying); /* Which race to do double damage to */
108 root 1.68 /* If this is an exit, this is the filename */
109 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111     shstr ACC (RW, lore); /* Obscure information about this object, */
112 root 1.68 /* To get put into books and the like. */
113 root 1.20 shstr ACC (RW, materialname); /* specific material name */
114     shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
116 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121     object_ptr ACC (RW, spell); /* Spell that was being cast */
122     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 elmex 1.63
126 root 1.103 int ACC (RW, face); /* Face with colors */
127 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
128 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
130 root 1.18
131     /* This next big block are basically used for monsters and equipment */
132 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133     uint8 ACC (RW, subtype); /* subtype of object */
134     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
135 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
140 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
141 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
143 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
144 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
145     * meanings by some objects, eg, sp penalty, permanent exp.
146     */
147 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
148     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
149     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
150     sint16 ACC (RW, last_eat); /* How long since we last ate */
151     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
152 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
153 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154     sint8 ACC (RW, item_power); /* power rating of the object */
155 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
157 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
158 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
160     sint64 ACC (RW, perm_exp); /* Permanent exp */
161     uint32 ACC (RW, weapontype); /* type of weapon */
162     uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 root 1.67 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164     sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 root 1.68 /* See the pod/objects.pod for more info about body locations */
167 root 1.18
168     /* Following mostly refers to fields only used for monsters */
169 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
170 root 1.68
171 root 1.18 /* allows different movement patterns for attackers */
172 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
173     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
174 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
175     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
176 root 1.68 /* races/classes can need less/more exp to gain levels */
177 root 1.18
178     /* Spell related information, may be useful elsewhere
179     * Note that other fields are used - these files are basically
180     * only used in spells.
181     */
182 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
183 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
184 root 1.26 uint16 ACC (RW, start_holding);
185     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
187 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
188 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189 root 1.68
190     MoveType ACC (RW, move_type); /* Type of movement this object uses */
191     MoveType ACC (RW, move_block);/* What movement types this blocks */
192     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195     MoveType ACC (RW, move_slow); /* Movement types this slows down */
196     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197    
198 root 1.36 char *ACC (RW, spellarg);
199 root 1.18
200     /* Following are values used by any object */
201 root 1.56 /* this objects turns into or what this object creates */
202 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 root 1.35 key_value *key_values; /* Fields not explictly known by the loader. */
204 root 1.66 flags_t flag; /* various flags */
205 root 1.67 #if FOR_PERL
206     bool ACC (RW, flag[NUM_FLAGS]);
207     #endif
208 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
209     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
214 elmex 1.4 };
215    
216 root 1.68 struct object : zero_initialised, object_copy
217 root 1.18 {
218 root 1.65 // These variables are not changed by ->copy_to
219 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 root 1.65
221     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 root 1.82 int ACC (RO, count);
223     int ACC (RO, index); // index into objects
224 root 1.81 int ACC (RO, active); // index into actives
225 root 1.65
226     player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227 root 1.81
228 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229     object *ACC (RW, above); /* Pointer to the object stacked above this one */
230     /* Note: stacked in the *same* environment */
231     object *inv; /* Pointer to the first object in the inventory */
232 root 1.83
233     //TODO: container must move into client
234 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
235 root 1.65 * is only used by the player right now.
236     */
237     object *ACC (RW, env); /* Pointer to the object which is the environment.
238     * This is typically the container that the object is in.
239     */
240     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242     client_container *seen_by; // seen by which player/container currently?
243    
244 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 root 1.100 bool write (object_freezer &f);
247    
248 root 1.69 MTH static object *create ();
249     MTH void copy_to (object *dst);
250     MTH object *clone (); // create + copy_to
251 root 1.68 void do_destroy ();
252     void gather_callbacks (AV *&callbacks, event_type event) const;
253 root 1.69 MTH void destroy (bool destroy_inventory = false);
254 root 1.68
255     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
256 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
257     MTH object *insert (object *item); // insert into inventory
258 root 1.95 void do_remove ();
259 root 1.88 MTH void remove ()
260     {
261     if (!flag [FLAG_REMOVED])
262 root 1.95 do_remove ();
263 root 1.88 }
264 root 1.22
265 root 1.51 static bool can_merge_slow (object *op1, object *op2);
266    
267     // this is often used in time-critical code, so optimise
268 root 1.69 MTH static bool can_merge (object *op1, object *op2)
269 root 1.51 {
270 root 1.52 return op1->value == op2->value
271     && op1->name == op2->name
272 root 1.51 && can_merge_slow (op1, op2);
273     }
274 root 1.19
275 root 1.69 MTH void set_owner (object *owner);
276 root 1.70 MTH void set_speed (float speed);
277 root 1.51
278 root 1.99 MTH void open_container (object *new_container);
279     MTH void close_container ()
280     {
281     open_container (0);
282     }
283    
284 root 1.100 MTH void instantiate ();
285 root 1.34
286 root 1.62 // recalculate all stats
287 root 1.69 MTH void update_stats ();
288     MTH void roll_stats ();
289     MTH void swap_stats (int a, int b);
290     MTH void add_statbonus ();
291     MTH void remove_statbonus ();
292     MTH void drain_stat ();
293     MTH void drain_specific_stat (int deplete_stats);
294     MTH void change_luck (int value);
295 root 1.62
296 root 1.33 // info must hold 256 * 3 bytes currently
297 root 1.73 const char *debug_desc (char *info) const;
298 root 1.69 MTH const char *debug_desc () const;
299 root 1.87 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 root 1.75 const char *flag_desc (char *desc, int len) const;
301 root 1.33
302 root 1.96 int number_of () const
303     {
304     return nrof ? nrof : 1;
305     }
306    
307     uint64 total_weight () const
308     {
309     return weight * number_of ();
310     }
311    
312     // return the dominant material of this item, always return something
313 root 1.97 const materialtype_t *dominant_material () const;
314 root 1.96
315 root 1.98 // return the volume of this object in cm³
316 root 1.96 uint64 volume () const
317     {
318 root 1.98 return total_weight ()
319     * 1000
320     * (type == CONTAINER ? 1000 : 1)
321     / dominant_material ()->density;
322 root 1.96 }
323    
324 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
325     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
326     || type == CLOAK || type == BOOTS || type == GLOVES
327     || type == BRACERS || type == GIRDLE; }
328     MTH bool is_alive () const { return (type == PLAYER
329     || flag [FLAG_MONSTER]
330     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
331     && !flag [FLAG_IS_A_TEMPLATE]; }
332     MTH bool is_arrow () const { return type == ARROW
333     || (type == SPELL_EFFECT
334     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
335 root 1.57
336 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
337    
338 root 1.76 // temporary: wether the object can be saved in a map file
339 root 1.72 // contr => is a player
340     // head => only save head of a multitile object
341     // owner => can not reference owner yet
342 root 1.90 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
343 root 1.72
344 root 1.57 /* This return true if object has still randomitems which
345     * could be expanded.
346     */
347 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
348 root 1.57
349 root 1.60 // returns the player that has this object in his inventory, or 0
350 root 1.69 MTH object *in_player () const
351 root 1.60 {
352     for (object *op = env; op; op = op->env)
353     if (op->type == PLAYER)
354     return op;
355    
356     return 0;
357     }
358    
359 root 1.71 // "temporary" helper function
360     MTH object *head_ ()
361     {
362     return head ? head : this;
363     }
364    
365     // insert object at same map position as 'where'
366     // handles both inventory and map "positions"
367     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
368    
369 root 1.78 MTH void activate ();
370     MTH void deactivate ();
371     MTH void activate_recursive ();
372     MTH void deactivate_recursive ();
373 root 1.73
374 root 1.79 // set the givne flag on all objects in the inventory recursively
375     MTH void set_flag_inv (int flag, int value = 1);
376    
377 root 1.73 void enter_exit (object *exit);//PERL
378     MTH void enter_map (maptile *newmap, int x, int y);
379    
380 root 1.61 // returns the mapspace this object is in
381     mapspace &ms () const;
382    
383 root 1.29 // fully recursive iterator
384     struct iterator_base
385     {
386     object *item;
387    
388 root 1.30 iterator_base (object *container)
389     : item (container)
390 root 1.29 {
391     }
392    
393     operator object *() const { return item; }
394    
395     object *operator ->() const { return item; }
396     object &operator * () const { return *item; }
397     };
398    
399 root 1.77 MTH unsigned int random_seed () const
400     {
401     return (unsigned int)uuid.seq;
402     }
403    
404 root 1.30 // depth-first recursive iterator
405     struct depth_iterator : iterator_base
406 root 1.29 {
407 root 1.30 depth_iterator (object *container);
408 root 1.29 void next ();
409     object *operator ++( ) { next (); return item; }
410     object *operator ++(int) { object *i = item; next (); return i; }
411     };
412    
413     object *begin ()
414     {
415 root 1.30 return this;
416 root 1.29 }
417    
418     object *end ()
419     {
420 root 1.30 return this;
421 root 1.29 }
422    
423 root 1.84 /* This returns TRUE if the object is something that
424     * should be displayed in the floorbox/inventory window
425     */
426     MTH bool client_visible () const
427     {
428     return !invisible && type != PLAYER;
429     }
430    
431 root 1.93 MTH struct region *region () const;
432    
433 root 1.23 protected:
434     friend struct archetype;
435    
436 root 1.24 void link ();
437     void unlink ();
438    
439 root 1.23 object ();
440     ~object ();
441 elmex 1.4 };
442 root 1.1
443 root 1.82 typedef object_vector<object, &object::index > objectvec;
444 root 1.81 typedef object_vector<object, &object::active> activevec;
445    
446     extern objectvec objects;
447     extern activevec actives;
448    
449     #define for_all_objects(var) \
450 pippijn 1.102 for (unsigned _i = 0; _i < objects.size (); ++_i) \
451 root 1.81 declvar (object *, var, objects [_i])
452    
453     #define for_all_actives(var) \
454 pippijn 1.102 for (unsigned _i = 0; _i < actives.size (); ++_i) \
455 root 1.81 declvar (object *, var, actives [_i])
456    
457 root 1.20 typedef struct oblnk
458     { /* Used to link together several objects */
459 root 1.43 object_ptr ob;
460 root 1.1 struct oblnk *next;
461     } objectlink;
462    
463 root 1.20 typedef struct oblinkpt
464     { /* Used to link together several object links */
465 root 1.1 struct oblnk *link;
466 root 1.20 long value; /* Used as connected value in buttons/gates */
467 root 1.1 struct oblinkpt *next;
468     } oblinkpt;
469    
470     /*
471     * The archetype structure is a set of rules on how to generate and manipulate
472     * objects which point to archetypes.
473     * This probably belongs in arch.h, but there really doesn't appear to
474     * be much left in the archetype - all it really is is a holder for the
475     * object and pointers. This structure should get removed, and just replaced
476     * by the object structure
477     */
478    
479 root 1.68 INTERFACE_CLASS (archetype)
480     struct archetype : zero_initialised, attachable
481 root 1.15 {
482 root 1.22 archetype ();
483     ~archetype ();
484 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
485 root 1.22
486 root 1.100 static archetype *read (object_thawer &f);
487 root 1.94 static archetype *find (const char *name);
488 root 1.38
489 root 1.68 void hash_add (); // add to hashtable
490 root 1.44 void hash_del (); // remove from hashtable
491    
492 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
493     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
494     struct archetype *ACC (RW, head); /* The main part of a linked object */
495     struct archetype *ACC (RW, more); /* Next part of a linked object */
496 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
497 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
498     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
499     * in comparison to the head.
500     */
501 root 1.21 };
502 root 1.1
503     /* Used by update_object to know if the object being passed is
504     * being added or removed.
505     */
506     #define UP_OBJ_INSERT 1
507     #define UP_OBJ_REMOVE 2
508     #define UP_OBJ_CHANGE 3
509 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
510 root 1.1
511     /* These are flags passed to insert_ob_in_map and
512     * insert_ob_in_ob. Note that all flags may not be meaningful
513     * for both functions.
514     * Most are fairly explanatory:
515     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
516     * on space.
517     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
518     * INS_NO_WALK_ON: Don't call check_walk_on against the
519     * originator - saves cpu time if you know the inserted object
520     * is not meaningful in terms of having an effect.
521     * INS_ON_TOP: Always put object on top. Generally only needed when loading
522     * files from disk and ordering needs to be preserved.
523     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
524     * Use for treasure chests so the new object is the highest thing
525     * beneath the player, but not actually above it. Note - the
526     * map and x,y coordinates for the object to be inserted must
527     * match the originator.
528     * INS_MAP_LOAD: disable lots of checkings done at insertion to
529     * speed up map loading process, as we assume the ordering in
530     * loaded map is correct.
531     *
532     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
533     * are mutually exclusive. The behaviour for passing more than one
534     * should be considered undefined - while you may notice what happens
535     * right now if you pass more than one, that could very well change
536     * in future revisions of the code.
537     */
538 root 1.14 #define INS_NO_MERGE 0x0001
539     #define INS_ABOVE_FLOOR_ONLY 0x0002
540     #define INS_NO_WALK_ON 0x0004
541     #define INS_ON_TOP 0x0008
542     #define INS_BELOW_ORIGINATOR 0x0010
543     #define INS_MAP_LOAD 0x0020
544 root 1.1
545     #define ARCH_SINGULARITY "singularity"
546     #define ARCH_SINGULARITY_LEN 11
547     #define ARCH_DETECT_MAGIC "detect_magic"
548     #define ARCH_DEPLETION "depletion"
549     #define ARCH_SYMPTOM "symptom"
550    
551     #endif
552 root 1.44