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/cvs/deliantra/server/include/object.h
Revision: 1.116
Committed: Mon May 7 03:05:58 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +8 -3 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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 1.109
35 root 1.116 #define NUM_BODY_LOCATIONS 14
36 root 1.14 #define BODY_ARMS 1
37 root 1.1
38     /* See common/item.c */
39    
40 root 1.20 typedef struct Body_Locations
41     {
42     const char *save_name; /* Name used to load/save it to disk */
43     const char *use_name; /* Name used when describing an item we can use */
44     const char *nonuse_name; /* Name to describe objects we can't use */
45 root 1.1 } Body_Locations;
46    
47     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48    
49     /*
50     * Each object (this also means archetypes!) could have a few of these
51     * "dangling" from it; this could also end up containing 'parse errors'.
52     *
53     * key and value are shared-strings.
54     *
55     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56     * accessing the list directly.
57     * Exception is if you want to walk this list for some reason.
58     */
59 root 1.20 struct key_value
60     {
61     key_value *next;
62     shstr key, value;
63 root 1.15 };
64 root 1.1
65 root 1.34 struct UUID
66     {
67     uint64 seq;
68 root 1.53
69     UUID () { }
70     UUID (uint64 seq) : seq(seq) { }
71     operator uint64() { return seq; }
72     void operator =(uint64 seq) { this->seq = seq; }
73 root 1.34 };
74    
75     extern void init_uuid ();
76     extern UUID gen_uuid ();
77 elmex 1.45 extern const uint64 UUID_SKIP;
78 root 1.1
79     /* Definition for WILL_APPLY values. Replaces having harcoded values
80     * sprinkled in the code. Note that some of these also replace fields
81     * that were in the can_apply area. What is the point of having both
82     * can_apply and will_apply?
83     */
84 root 1.27 #define WILL_APPLY_HANDLE 0x01
85     #define WILL_APPLY_TREASURE 0x02
86     #define WILL_APPLY_EARTHWALL 0x04
87     #define WILL_APPLY_DOOR 0x08
88 root 1.14 #define WILL_APPLY_FOOD 0x10
89 root 1.1
90 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
91     * don't just want it copied, so you'll need to add to common/object.C,
92 root 1.49 * e.g. ->copy_to ()
93 root 1.1 */
94 elmex 1.4
95 root 1.116 struct body_slot
96     {
97     sint8 info:4; /* body info as loaded from the file */
98     sint8 used:4; /* Calculated value based on items equipped */
99     };
100    
101 root 1.68 INTERFACE_CLASS (object)
102 root 1.65 // these are being copied
103 root 1.68 struct object_copy : attachable
104 root 1.18 {
105 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
106 root 1.1
107 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108     sint8 ACC (RW, direction); /* Means the object is moving that way. */
109     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
110 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
111     shstr ACC (RW, name_pl); /* The plural name of the object */
112 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
113 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114     shstr ACC (RW, slaying); /* Which race to do double damage to */
115 root 1.68 /* If this is an exit, this is the filename */
116 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
117 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
118     shstr ACC (RW, lore); /* Obscure information about this object, */
119 root 1.68 /* To get put into books and the like. */
120 root 1.20 shstr ACC (RW, materialname); /* specific material name */
121     shstr ACC (RW, custom_name); /* Custom name assigned by player */
122 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
123 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
124     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
125     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
126     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
127     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
128     object_ptr ACC (RW, spell); /* Spell that was being cast */
129     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
131     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
132 elmex 1.63
133 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
134 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
136 root 1.18
137     /* This next big block are basically used for monsters and equipment */
138 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139     uint8 ACC (RW, subtype); /* subtype of object */
140     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
147 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
151     * meanings by some objects, eg, sp penalty, permanent exp.
152     */
153 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156     sint16 ACC (RW, last_eat); /* How long since we last ate */
157     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
159 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160     sint8 ACC (RW, item_power); /* power rating of the object */
161 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
164 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
166     sint64 ACC (RW, perm_exp); /* Permanent exp */
167     uint32 ACC (RW, weapontype); /* type of weapon */
168     uint32 ACC (RW, tooltype); /* type of tool or build facility */
169 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
170 root 1.104 faceidx ACC (RW, face); /* Face with colors */
171 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 root 1.68 /* See the pod/objects.pod for more info about body locations */
173 root 1.18
174     /* Following mostly refers to fields only used for monsters */
175 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
176 root 1.68
177 root 1.18 /* allows different movement patterns for attackers */
178 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
179     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
180 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
181     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
182 root 1.68 /* races/classes can need less/more exp to gain levels */
183 root 1.18
184     /* Spell related information, may be useful elsewhere
185     * Note that other fields are used - these files are basically
186     * only used in spells.
187     */
188 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
189 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
190 root 1.26 uint16 ACC (RW, start_holding);
191     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
193 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
194 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
195 root 1.68
196     MoveType ACC (RW, move_type); /* Type of movement this object uses */
197     MoveType ACC (RW, move_block);/* What movement types this blocks */
198     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
200     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
201     MoveType ACC (RW, move_slow); /* Movement types this slows down */
202     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
203    
204 root 1.36 char *ACC (RW, spellarg);
205 root 1.18
206     /* Following are values used by any object */
207 root 1.56 /* this objects turns into or what this object creates */
208 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
209 root 1.66 flags_t flag; /* various flags */
210 root 1.67 #if FOR_PERL
211     bool ACC (RW, flag[NUM_FLAGS]);
212     #endif
213 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
214     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
215     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
216 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
217 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
218 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
219 elmex 1.4 };
220    
221 root 1.68 struct object : zero_initialised, object_copy
222 root 1.18 {
223 root 1.65 // These variables are not changed by ->copy_to
224 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
225 root 1.65
226     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 root 1.82 int ACC (RO, count);
228     int ACC (RO, index); // index into objects
229 root 1.81 int ACC (RO, active); // index into actives
230 root 1.65
231     player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
232 root 1.81
233 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
234     object *ACC (RW, above); /* Pointer to the object stacked above this one */
235     /* Note: stacked in the *same* environment */
236     object *inv; /* Pointer to the first object in the inventory */
237 root 1.83
238     //TODO: container must move into client
239 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
240 root 1.65 * is only used by the player right now.
241     */
242     object *ACC (RW, env); /* Pointer to the object which is the environment.
243     * This is typically the container that the object is in.
244     */
245     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
246     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
247     client_container *seen_by; // seen by which player/container currently?
248 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
249 root 1.65
250 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
251 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 root 1.100 bool write (object_freezer &f);
253    
254 root 1.69 MTH static object *create ();
255 root 1.105 object &operator =(const object &src);
256 root 1.69 MTH void copy_to (object *dst);
257     MTH object *clone (); // create + copy_to
258 root 1.68 void do_destroy ();
259     void gather_callbacks (AV *&callbacks, event_type event) const;
260 root 1.69 MTH void destroy (bool destroy_inventory = false);
261 root 1.68
262     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
264     MTH object *insert (object *item); // insert into inventory
265 root 1.95 void do_remove ();
266 root 1.88 MTH void remove ()
267     {
268     if (!flag [FLAG_REMOVED])
269 root 1.95 do_remove ();
270 root 1.88 }
271 root 1.22
272 root 1.51 static bool can_merge_slow (object *op1, object *op2);
273    
274     // this is often used in time-critical code, so optimise
275 root 1.69 MTH static bool can_merge (object *op1, object *op2)
276 root 1.51 {
277 root 1.52 return op1->value == op2->value
278     && op1->name == op2->name
279 root 1.51 && can_merge_slow (op1, op2);
280     }
281 root 1.19
282 root 1.69 MTH void set_owner (object *owner);
283 root 1.70 MTH void set_speed (float speed);
284 root 1.115 MTH void set_weapon (object *ob);
285 root 1.51
286 root 1.99 MTH void open_container (object *new_container);
287     MTH void close_container ()
288     {
289     open_container (0);
290     }
291    
292 root 1.100 MTH void instantiate ();
293 root 1.34
294 root 1.62 // recalculate all stats
295 root 1.69 MTH void update_stats ();
296     MTH void roll_stats ();
297     MTH void swap_stats (int a, int b);
298     MTH void add_statbonus ();
299     MTH void remove_statbonus ();
300     MTH void drain_stat ();
301     MTH void drain_specific_stat (int deplete_stats);
302     MTH void change_luck (int value);
303 root 1.62
304 root 1.33 // info must hold 256 * 3 bytes currently
305 root 1.73 const char *debug_desc (char *info) const;
306 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
307 root 1.75 const char *flag_desc (char *desc, int len) const;
308 root 1.33
309 root 1.96 int number_of () const
310     {
311     return nrof ? nrof : 1;
312     }
313    
314     uint64 total_weight () const
315     {
316     return weight * number_of ();
317     }
318    
319     // return the dominant material of this item, always return something
320 root 1.97 const materialtype_t *dominant_material () const;
321 root 1.96
322 root 1.98 // return the volume of this object in cm³
323 root 1.96 uint64 volume () const
324     {
325 root 1.98 return total_weight ()
326     * 1000
327     * (type == CONTAINER ? 1000 : 1)
328     / dominant_material ()->density;
329 root 1.96 }
330    
331 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
332     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
333     || type == CLOAK || type == BOOTS || type == GLOVES
334     || type == BRACERS || type == GIRDLE; }
335     MTH bool is_alive () const { return (type == PLAYER
336     || flag [FLAG_MONSTER]
337     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
338     && !flag [FLAG_IS_A_TEMPLATE]; }
339     MTH bool is_arrow () const { return type == ARROW
340     || (type == SPELL_EFFECT
341     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
343 root 1.57
344 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
345    
346 root 1.76 // temporary: wether the object can be saved in a map file
347 root 1.72 // contr => is a player
348     // head => only save head of a multitile object
349     // owner => can not reference owner yet
350 root 1.90 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
351 root 1.72
352 root 1.57 /* This return true if object has still randomitems which
353     * could be expanded.
354     */
355 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
356 root 1.57
357 root 1.60 // returns the player that has this object in his inventory, or 0
358 root 1.69 MTH object *in_player () const
359 root 1.60 {
360     for (object *op = env; op; op = op->env)
361     if (op->type == PLAYER)
362     return op;
363    
364     return 0;
365     }
366    
367 root 1.71 // "temporary" helper function
368     MTH object *head_ ()
369     {
370     return head ? head : this;
371     }
372    
373 root 1.110 MTH std::string long_desc (object *who = 0);
374     MTH std::string describe_monster (object *who = 0);
375     MTH std::string describe_item (object *who = 0);
376     MTH std::string describe (object *who = 0);
377    
378 root 1.109 // If this object has no extra parts but should have them,
379     // add them, effectively expanding heads into multipart
380     // objects. This method only works on objects not inserted
381     // anywhere.
382 root 1.111 MTH void expand_tail ();
383    
384     MTH void create_treasure (treasurelist *tl, int flags = 0);
385 root 1.109
386 root 1.71 // insert object at same map position as 'where'
387     // handles both inventory and map "positions"
388     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
389    
390 root 1.78 MTH void activate ();
391     MTH void deactivate ();
392     MTH void activate_recursive ();
393     MTH void deactivate_recursive ();
394 root 1.73
395 root 1.79 // set the givne flag on all objects in the inventory recursively
396     MTH void set_flag_inv (int flag, int value = 1);
397    
398 root 1.112 void enter_exit (object *exit);//Perl
399 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
400    
401 root 1.61 // returns the mapspace this object is in
402     mapspace &ms () const;
403    
404 root 1.29 // fully recursive iterator
405     struct iterator_base
406     {
407     object *item;
408    
409 root 1.30 iterator_base (object *container)
410     : item (container)
411 root 1.29 {
412     }
413    
414     operator object *() const { return item; }
415    
416     object *operator ->() const { return item; }
417     object &operator * () const { return *item; }
418     };
419    
420 root 1.77 MTH unsigned int random_seed () const
421     {
422     return (unsigned int)uuid.seq;
423     }
424    
425 root 1.30 // depth-first recursive iterator
426     struct depth_iterator : iterator_base
427 root 1.29 {
428 root 1.30 depth_iterator (object *container);
429 root 1.29 void next ();
430     object *operator ++( ) { next (); return item; }
431     object *operator ++(int) { object *i = item; next (); return i; }
432     };
433    
434     object *begin ()
435     {
436 root 1.30 return this;
437 root 1.29 }
438    
439     object *end ()
440     {
441 root 1.30 return this;
442 root 1.29 }
443    
444 root 1.84 /* This returns TRUE if the object is something that
445     * should be displayed in the floorbox/inventory window
446     */
447     MTH bool client_visible () const
448     {
449     return !invisible && type != PLAYER;
450     }
451    
452 root 1.93 MTH struct region *region () const;
453    
454 root 1.23 protected:
455     friend struct archetype;
456    
457 root 1.24 void link ();
458     void unlink ();
459    
460 root 1.23 object ();
461     ~object ();
462 elmex 1.4 };
463 root 1.1
464 root 1.82 typedef object_vector<object, &object::index > objectvec;
465 root 1.81 typedef object_vector<object, &object::active> activevec;
466    
467     extern objectvec objects;
468     extern activevec actives;
469    
470     #define for_all_objects(var) \
471 pippijn 1.102 for (unsigned _i = 0; _i < objects.size (); ++_i) \
472 root 1.81 declvar (object *, var, objects [_i])
473    
474     #define for_all_actives(var) \
475 pippijn 1.102 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 root 1.81 declvar (object *, var, actives [_i])
477    
478 root 1.20 typedef struct oblnk
479     { /* Used to link together several objects */
480 root 1.43 object_ptr ob;
481 root 1.1 struct oblnk *next;
482     } objectlink;
483    
484 root 1.20 typedef struct oblinkpt
485     { /* Used to link together several object links */
486 root 1.1 struct oblnk *link;
487 root 1.20 long value; /* Used as connected value in buttons/gates */
488 root 1.1 struct oblinkpt *next;
489     } oblinkpt;
490    
491     /*
492     * The archetype structure is a set of rules on how to generate and manipulate
493     * objects which point to archetypes.
494     * This probably belongs in arch.h, but there really doesn't appear to
495     * be much left in the archetype - all it really is is a holder for the
496     * object and pointers. This structure should get removed, and just replaced
497     * by the object structure
498     */
499    
500 root 1.68 INTERFACE_CLASS (archetype)
501     struct archetype : zero_initialised, attachable
502 root 1.15 {
503 root 1.22 archetype ();
504     ~archetype ();
505 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
506 root 1.22
507 root 1.108 static archetype *read (object_thawer &f);
508     static archetype *get (const char *name); // find or create
509 root 1.94 static archetype *find (const char *name);
510 root 1.38
511 root 1.68 void hash_add (); // add to hashtable
512 root 1.44 void hash_del (); // remove from hashtable
513    
514 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
515     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
516     struct archetype *ACC (RW, head); /* The main part of a linked object */
517     struct archetype *ACC (RW, more); /* Next part of a linked object */
518 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
519 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 root 1.107 bool ACC (RW, linked); // linked into list of heads
521 root 1.38 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
522     * in comparison to the head.
523     */
524 root 1.21 };
525 root 1.1
526     /* Used by update_object to know if the object being passed is
527     * being added or removed.
528     */
529     #define UP_OBJ_INSERT 1
530     #define UP_OBJ_REMOVE 2
531     #define UP_OBJ_CHANGE 3
532 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
533 root 1.1
534     /* These are flags passed to insert_ob_in_map and
535     * insert_ob_in_ob. Note that all flags may not be meaningful
536     * for both functions.
537     * Most are fairly explanatory:
538     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
539     * on space.
540     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
541     * INS_NO_WALK_ON: Don't call check_walk_on against the
542     * originator - saves cpu time if you know the inserted object
543     * is not meaningful in terms of having an effect.
544     * INS_ON_TOP: Always put object on top. Generally only needed when loading
545     * files from disk and ordering needs to be preserved.
546     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
547     * Use for treasure chests so the new object is the highest thing
548     * beneath the player, but not actually above it. Note - the
549     * map and x,y coordinates for the object to be inserted must
550     * match the originator.
551     * INS_MAP_LOAD: disable lots of checkings done at insertion to
552     * speed up map loading process, as we assume the ordering in
553     * loaded map is correct.
554     *
555     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
556     * are mutually exclusive. The behaviour for passing more than one
557     * should be considered undefined - while you may notice what happens
558     * right now if you pass more than one, that could very well change
559     * in future revisions of the code.
560     */
561 root 1.14 #define INS_NO_MERGE 0x0001
562     #define INS_ABOVE_FLOOR_ONLY 0x0002
563     #define INS_NO_WALK_ON 0x0004
564     #define INS_ON_TOP 0x0008
565     #define INS_BELOW_ORIGINATOR 0x0010
566     #define INS_MAP_LOAD 0x0020
567 root 1.1
568     #define ARCH_SINGULARITY "singularity"
569     #define ARCH_DETECT_MAGIC "detect_magic"
570     #define ARCH_DEPLETION "depletion"
571     #define ARCH_SYMPTOM "symptom"
572    
573     #endif
574 root 1.44