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/* |
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* CrossFire, A Multiplayer Online RPG |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at crossfire@schmorp.de |
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*/ |
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|
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#ifndef OBJECT_H |
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#define OBJECT_H |
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|
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#include <bitset> |
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|
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#include "cfperl.h" |
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#include "shstr.h" |
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|
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typedef int tag_t; |
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#define NUM_BODY_LOCATIONS 12 |
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#define BODY_ARMS 1 |
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|
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/* See common/item.c */ |
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|
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typedef struct Body_Locations |
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{ |
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const char *save_name; /* Name used to load/save it to disk */ |
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const char *use_name; /* Name used when describing an item we can use */ |
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const char *nonuse_name; /* Name to describe objects we can't use */ |
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} Body_Locations; |
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|
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extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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|
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/* |
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* Each object (this also means archetypes!) could have a few of these |
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* "dangling" from it; this could also end up containing 'parse errors'. |
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* |
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* key and value are shared-strings. |
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* |
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* Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
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* accessing the list directly. |
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* Exception is if you want to walk this list for some reason. |
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*/ |
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struct key_value |
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{ |
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key_value *next; |
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shstr key, value; |
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}; |
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|
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struct UUID |
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{ |
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uint64 seq; |
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|
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UUID () { } |
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UUID (uint64 seq) : seq(seq) { } |
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operator uint64() { return seq; } |
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void operator =(uint64 seq) { this->seq = seq; } |
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}; |
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|
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extern void init_uuid (); |
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extern UUID gen_uuid (); |
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extern const uint64 UUID_SKIP; |
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|
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/* Definition for WILL_APPLY values. Replaces having harcoded values |
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* sprinkled in the code. Note that some of these also replace fields |
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* that were in the can_apply area. What is the point of having both |
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* can_apply and will_apply? |
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*/ |
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#define WILL_APPLY_HANDLE 0x01 |
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#define WILL_APPLY_TREASURE 0x02 |
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#define WILL_APPLY_EARTHWALL 0x04 |
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#define WILL_APPLY_DOOR 0x08 |
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#define WILL_APPLY_FOOD 0x10 |
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|
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/* However, if you're keeping a pointer of some sort, you probably |
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* don't just want it copied, so you'll need to add to common/object.C, |
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* e.g. ->copy_to () |
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*/ |
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|
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INTERFACE_CLASS (object) |
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// these are being copied |
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struct object_copy : attachable |
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{ |
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typedef bitset<NUM_FLAGS> flags_t; |
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|
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sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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shstr ACC (RW, name); /* The name of the object, obviously... */ |
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shstr ACC (RW, name_pl); /* The plural name of the object */ |
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shstr ACC (RW, title); /* Of foo, etc */ |
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shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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/* If this is an exit, this is the filename */ |
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shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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shstr ACC (RW, lore); /* Obscure information about this object, */ |
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/* To get put into books and the like. */ |
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shstr ACC (RW, materialname); /* specific material name */ |
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shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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// materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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|
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facetile *ACC (RW, face); /* Face with colors */ |
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float ACC (RW, speed); /* The overall speed of this object */ |
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float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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uint32 ACC (RW, nrof); /* How many of the objects */ |
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|
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/* This next big block are basically used for monsters and equipment */ |
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uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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uint8 ACC (RW, subtype); /* subtype of object */ |
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uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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uint16 ACC (RW, materials); /* What materials this object consists of */ |
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sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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/* Note that the last_.. values are sometimes used for non obvious |
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* meanings by some objects, eg, sp penalty, permanent exp. |
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*/ |
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sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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sint16 ACC (RW, level); /* Level of creature or object */ |
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uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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sint8 ACC (RW, item_power); /* power rating of the object */ |
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sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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sint32 ACC (RW, weight); /* Attributes of the object */ |
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sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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sint32 ACC (RW, carrying); /* How much weight this object contains */ |
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sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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uint32 ACC (RW, weapontype); /* type of weapon */ |
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uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
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sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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/* See the pod/objects.pod for more info about body locations */ |
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|
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/* Following mostly refers to fields only used for monsters */ |
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uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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|
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/* allows different movement patterns for attackers */ |
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sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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/* races/classes can need less/more exp to gain levels */ |
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|
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/* Spell related information, may be useful elsewhere |
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* Note that other fields are used - these files are basically |
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* only used in spells. |
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*/ |
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sint16 ACC (RW, duration); /* How long the spell lasts */ |
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sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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uint16 ACC (RW, start_holding); |
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uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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sint8 ACC (RW, range); /* Range of the spell */ |
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uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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|
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MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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|
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char *ACC (RW, spellarg); |
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|
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/* Following are values used by any object */ |
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/* this objects turns into or what this object creates */ |
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treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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key_value *key_values; /* Fields not explictly known by the loader. */ |
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flags_t flag; /* various flags */ |
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#if FOR_PERL |
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bool ACC (RW, flag[NUM_FLAGS]); |
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#endif |
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uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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}; |
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|
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struct object : zero_initialised, object_copy |
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{ |
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// These variables are not changed by ->copy_to |
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maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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|
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UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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int ACC (RO, count); |
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int ACC (RO, index); // index into objects |
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int ACC (RO, active); // index into actives |
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|
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player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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|
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object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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/* Note: stacked in the *same* environment */ |
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object *inv; /* Pointer to the first object in the inventory */ |
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|
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//TODO: container must move into client |
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object_ptr ACC (RW, container); /* Current container being used. I think this |
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* is only used by the player right now. |
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*/ |
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object *ACC (RW, env); /* Pointer to the object which is the environment. |
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* This is typically the container that the object is in. |
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*/ |
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object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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client_container *seen_by; // seen by which player/container currently? |
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|
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bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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bool write (object_freezer &f); |
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|
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MTH static object *create (); |
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MTH void copy_to (object *dst); |
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MTH object *clone (); // create + copy_to |
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void do_destroy (); |
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void gather_callbacks (AV *&callbacks, event_type event) const; |
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MTH void destroy (bool destroy_inventory = false); |
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|
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// recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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MTH void destroy_inv (bool drop_to_ground = false); |
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MTH object *insert (object *item); // insert into inventory |
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void do_remove (); |
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MTH void remove () |
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{ |
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if (!flag [FLAG_REMOVED]) |
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do_remove (); |
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} |
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|
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static bool can_merge_slow (object *op1, object *op2); |
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|
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// this is often used in time-critical code, so optimise |
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MTH static bool can_merge (object *op1, object *op2) |
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{ |
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return op1->value == op2->value |
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&& op1->name == op2->name |
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&& can_merge_slow (op1, op2); |
273 |
} |
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|
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MTH void set_owner (object *owner); |
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MTH void set_speed (float speed); |
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|
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MTH void open_container (object *new_container); |
279 |
MTH void close_container () |
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{ |
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open_container (0); |
282 |
} |
283 |
|
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MTH void instantiate (); |
285 |
|
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// recalculate all stats |
287 |
MTH void update_stats (); |
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MTH void roll_stats (); |
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MTH void swap_stats (int a, int b); |
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MTH void add_statbonus (); |
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MTH void remove_statbonus (); |
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MTH void drain_stat (); |
293 |
MTH void drain_specific_stat (int deplete_stats); |
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MTH void change_luck (int value); |
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|
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// info must hold 256 * 3 bytes currently |
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const char *debug_desc (char *info) const; |
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MTH const char *debug_desc () const; |
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const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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const char *flag_desc (char *desc, int len) const; |
301 |
|
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int number_of () const |
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{ |
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return nrof ? nrof : 1; |
305 |
} |
306 |
|
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uint64 total_weight () const |
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{ |
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return weight * number_of (); |
310 |
} |
311 |
|
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// return the dominant material of this item, always return something |
313 |
const materialtype_t *dominant_material () const; |
314 |
|
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// return the volume of this object in cm³ |
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uint64 volume () const |
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{ |
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return total_weight () |
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* 1000 |
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* (type == CONTAINER ? 1000 : 1) |
321 |
/ dominant_material ()->density; |
322 |
} |
323 |
|
324 |
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 |
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|| type == CLOAK || type == BOOTS || type == GLOVES |
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|| type == BRACERS || type == GIRDLE; } |
328 |
MTH bool is_alive () const { return (type == PLAYER |
329 |
|| flag [FLAG_MONSTER] |
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|| (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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&& !flag [FLAG_IS_A_TEMPLATE]; } |
332 |
MTH bool is_arrow () const { return type == ARROW |
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|| (type == SPELL_EFFECT |
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&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
335 |
|
336 |
MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
337 |
|
338 |
// temporary: wether the object can be saved in a map file |
339 |
// contr => is a player |
340 |
// head => only save head of a multitile object |
341 |
// owner => can not reference owner yet |
342 |
MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
343 |
|
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/* This return true if object has still randomitems which |
345 |
* could be expanded. |
346 |
*/ |
347 |
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
348 |
|
349 |
// returns the player that has this object in his inventory, or 0 |
350 |
MTH object *in_player () const |
351 |
{ |
352 |
for (object *op = env; op; op = op->env) |
353 |
if (op->type == PLAYER) |
354 |
return op; |
355 |
|
356 |
return 0; |
357 |
} |
358 |
|
359 |
// "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 |
MTH void activate (); |
370 |
MTH void deactivate (); |
371 |
MTH void activate_recursive (); |
372 |
MTH void deactivate_recursive (); |
373 |
|
374 |
// set the givne flag on all objects in the inventory recursively |
375 |
MTH void set_flag_inv (int flag, int value = 1); |
376 |
|
377 |
void enter_exit (object *exit);//PERL |
378 |
MTH void enter_map (maptile *newmap, int x, int y); |
379 |
|
380 |
// returns the mapspace this object is in |
381 |
mapspace &ms () const; |
382 |
|
383 |
// fully recursive iterator |
384 |
struct iterator_base |
385 |
{ |
386 |
object *item; |
387 |
|
388 |
iterator_base (object *container) |
389 |
: item (container) |
390 |
{ |
391 |
} |
392 |
|
393 |
operator object *() const { return item; } |
394 |
|
395 |
object *operator ->() const { return item; } |
396 |
object &operator * () const { return *item; } |
397 |
}; |
398 |
|
399 |
MTH unsigned int random_seed () const |
400 |
{ |
401 |
return (unsigned int)uuid.seq; |
402 |
} |
403 |
|
404 |
// depth-first recursive iterator |
405 |
struct depth_iterator : iterator_base |
406 |
{ |
407 |
depth_iterator (object *container); |
408 |
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 |
return this; |
416 |
} |
417 |
|
418 |
object *end () |
419 |
{ |
420 |
return this; |
421 |
} |
422 |
|
423 |
/* 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 |
MTH struct region *region () const; |
432 |
|
433 |
protected: |
434 |
friend struct archetype; |
435 |
|
436 |
void link (); |
437 |
void unlink (); |
438 |
|
439 |
object (); |
440 |
~object (); |
441 |
}; |
442 |
|
443 |
typedef object_vector<object, &object::index > objectvec; |
444 |
typedef object_vector<object, &object::active> activevec; |
445 |
|
446 |
extern objectvec objects; |
447 |
extern activevec actives; |
448 |
|
449 |
#define for_all_objects(var) \ |
450 |
for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
451 |
declvar (object *, var, objects [_i]) |
452 |
|
453 |
#define for_all_actives(var) \ |
454 |
for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
455 |
declvar (object *, var, actives [_i]) |
456 |
|
457 |
typedef struct oblnk |
458 |
{ /* Used to link together several objects */ |
459 |
object_ptr ob; |
460 |
struct oblnk *next; |
461 |
} objectlink; |
462 |
|
463 |
typedef struct oblinkpt |
464 |
{ /* Used to link together several object links */ |
465 |
struct oblnk *link; |
466 |
long value; /* Used as connected value in buttons/gates */ |
467 |
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 |
INTERFACE_CLASS (archetype) |
480 |
struct archetype : zero_initialised, attachable |
481 |
{ |
482 |
archetype (); |
483 |
~archetype (); |
484 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
485 |
|
486 |
static archetype *read (object_thawer &f); |
487 |
static archetype *find (const char *name); |
488 |
|
489 |
void hash_add (); // add to hashtable |
490 |
void hash_del (); // remove from hashtable |
491 |
|
492 |
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 |
object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
497 |
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 |
}; |
502 |
|
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 |
#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
510 |
|
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 |
#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 |
|
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 |
|