1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
26 | |
26 | |
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27 | #include <bitset> |
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28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
33 | |
32 | #define BODY_ARMS 1 |
34 | enum { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
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49 | NUM_BODY_LOCATIONS |
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50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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57 | }; |
33 | |
58 | |
34 | /* See common/item.c */ |
59 | /* See common/item.c */ |
35 | |
60 | |
36 | typedef struct Body_Locations |
61 | typedef struct Body_Locations |
37 | { |
62 | { |
38 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
39 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
40 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
41 | } Body_Locations; |
66 | } Body_Locations; |
42 | |
67 | |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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69 | |
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70 | #define NUM_COINS 4 /* number of coin types */ |
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71 | extern const char *const coins[NUM_COINS + 1]; |
44 | |
72 | |
45 | /* |
73 | /* |
46 | * Each object (this also means archetypes!) could have a few of these |
74 | * Each object (this also means archetypes!) could have a few of these |
47 | * "dangling" from it; this could also end up containing 'parse errors'. |
75 | * "dangling" from it; this could also end up containing 'parse errors'. |
48 | * |
76 | * |
… | |
… | |
59 | }; |
87 | }; |
60 | |
88 | |
61 | struct UUID |
89 | struct UUID |
62 | { |
90 | { |
63 | uint64 seq; |
91 | uint64 seq; |
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92 | |
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93 | static UUID cur; // last uuid generated |
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94 | static void init (); |
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95 | static UUID gen (); |
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96 | |
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97 | UUID () { } |
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98 | UUID (uint64 seq) : seq(seq) { } |
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99 | operator uint64() { return seq; } |
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100 | void operator =(uint64 seq) { this->seq = seq; } |
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101 | |
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102 | typedef char BUF [32]; |
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103 | |
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104 | bool parse (const char *s) |
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105 | { |
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106 | return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1; |
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107 | } |
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108 | |
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109 | const char *c_str (char *buf, int len) const |
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110 | { |
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111 | snprintf (buf, len, "<1.%" PRIx64 ">", seq); |
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112 | |
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113 | return buf; |
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114 | } |
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115 | |
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116 | const char *c_str () const |
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117 | { |
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118 | static BUF buf; |
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119 | |
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120 | return c_str (buf, sizeof (buf)); |
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121 | } |
64 | }; |
122 | }; |
65 | |
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66 | extern void init_uuid (); |
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67 | extern UUID gen_uuid (); |
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68 | |
123 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
124 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * sprinkled in the code. Note that some of these also replace fields |
125 | * sprinkled in the code. Note that some of these also replace fields |
71 | * that were in the can_apply area. What is the point of having both |
126 | * that were in the can_apply area. What is the point of having both |
72 | * can_apply and will_apply? |
127 | * can_apply and will_apply? |
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75 | #define WILL_APPLY_TREASURE 0x02 |
130 | #define WILL_APPLY_TREASURE 0x02 |
76 | #define WILL_APPLY_EARTHWALL 0x04 |
131 | #define WILL_APPLY_EARTHWALL 0x04 |
77 | #define WILL_APPLY_DOOR 0x08 |
132 | #define WILL_APPLY_DOOR 0x08 |
78 | #define WILL_APPLY_FOOD 0x10 |
133 | #define WILL_APPLY_FOOD 0x10 |
79 | |
134 | |
80 | /* However, if you're keeping a pointer of some sort, you probably |
135 | struct body_slot |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
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82 | * e.g. copy_object. |
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83 | */ |
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84 | |
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85 | typedef refptr<object> object_ptr; |
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86 | |
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87 | // these are not being copied |
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88 | ACC_CLASS (object) |
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89 | struct object_keep : refcounted |
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90 | { |
136 | { |
91 | tag_t ACC (RW, count); /* Generation count for this object */ |
137 | signed char info:4; /* body info as loaded from the file */ |
92 | UUID uuid; // Unique Identifier, survives saves etc. |
138 | signed char used:4; /* Calculated value based on items equipped */ |
93 | |
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94 | /* These variables are not changed by copy_object() */ |
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95 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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96 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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97 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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98 | object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
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99 | object *ACC (RW, active_prev); /* List. This is used in process_events */ |
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100 | /* so that the entire object list does not */ |
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101 | /* need to be gone through. */ |
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102 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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103 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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104 | /* Note: stacked in the *same* environment */ |
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105 | object *inv; /* Pointer to the first object in the inventory */ |
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106 | object *ACC (RW, container); /* Current container being used. I think this |
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107 | * is only used by the player right now. |
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108 | */ |
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109 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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110 | * This is typically the container that the object is in. |
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111 | */ |
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112 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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113 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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114 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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115 | }; |
139 | }; |
116 | |
140 | |
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141 | INTERFACE_CLASS (object) |
117 | // these are being copied |
142 | // these are being copied |
118 | struct object_copy : attachable<object> |
143 | struct object_copy : attachable |
119 | { |
144 | { |
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145 | typedef bitset<NUM_FLAGS> flags_t; |
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146 | |
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147 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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148 | |
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149 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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150 | uint8 ACC (RW, subtype); /* subtype of object */ |
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151 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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152 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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153 | |
120 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
154 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
121 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
155 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
122 | shstr ACC (RW, title); /* Of foo, etc */ |
156 | shstr ACC (RW, title); /* Of foo, etc */ |
123 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
157 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
124 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
158 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
125 | /* If this is an exit, this is the filename */ |
159 | /* If this is an exit, this is the filename */ |
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160 | shstr ACC (RW, tag); // a tag used to tracking this object |
126 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
161 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
127 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
162 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
128 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
163 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
129 | /* To get put into books and the like. */ |
164 | /* To get put into books and the like. */ |
130 | shstr ACC (RW, materialname); /* specific material name */ |
165 | shstr ACC (RW, materialname); /* specific material name */ |
131 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
166 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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167 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
132 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
168 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
133 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
169 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
134 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
170 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
135 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
171 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
136 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
172 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
137 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
173 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
138 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
174 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
139 | }; |
175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
140 | |
177 | |
141 | // these are being copied and also cleared |
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142 | struct object_pod |
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143 | { |
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144 | New_Face *ACC (RW, face); /* Face with colors */ |
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145 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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146 | float ACC (RW, speed); /* The overall speed of this object */ |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
147 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
148 | uint32 ACC (RW, nrof); /* How many of the objects */ |
180 | uint32 ACC (RW, nrof); /* How many of the objects */ |
149 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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150 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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151 | |
181 | |
152 | /* This next big block are basically used for monsters and equipment */ |
182 | /* This next big block are basically used for monsters and equipment */ |
153 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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154 | uint8 ACC (RW, subtype); /* subtype of object */ |
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155 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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184 | |
156 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
157 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
186 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
158 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
187 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
159 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
188 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
160 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
189 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
161 | uint16 ACC (RW, material); /* What materials this object consist of */ |
190 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
162 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
191 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
163 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
192 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
164 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
193 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
165 | /* Note that the last_.. values are sometimes used for non obvious |
194 | /* Note that the last_.. values are sometimes used for non obvious |
166 | * meanings by some objects, eg, sp penalty, permanent exp. |
195 | * meanings by some objects, eg, sp penalty, permanent exp. |
167 | */ |
196 | */ |
168 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
197 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
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171 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
200 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
172 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
201 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
173 | sint16 ACC (RW, level); /* Level of creature or object */ |
202 | sint16 ACC (RW, level); /* Level of creature or object */ |
174 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
203 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
175 | sint8 ACC (RW, item_power); /* power rating of the object */ |
204 | sint8 ACC (RW, item_power); /* power rating of the object */ |
176 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
205 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
177 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
206 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
178 | sint32 ACC (RW, weight); /* Attributes of the object */ |
207 | sint32 ACC (RW, weight); /* Attributes of the object */ |
179 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
208 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
180 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
209 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
181 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
210 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
182 | uint32 ACC (RW, weapontype); /* type of weapon */ |
211 | uint32 ACC (RW, weapontype); /* type of weapon */ |
183 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
212 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
184 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
213 | body_slot slot [NUM_BODY_LOCATIONS]; |
185 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
214 | faceidx ACC (RW, face); /* the graphical face */ |
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215 | faceidx ACC (RW, sound); /* the sound face */ |
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216 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
186 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
217 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
187 | /* See the doc/Developers/objects for more info about body locations */ |
218 | /* See the pod/objects.pod for more info about body locations */ |
188 | |
219 | |
189 | /* Following mostly refers to fields only used for monsters */ |
220 | /* Following mostly refers to fields only used for monsters */ |
190 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
221 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
222 | |
192 | /* allows different movement patterns for attackers */ |
223 | /* allows different movement patterns for attackers */ |
193 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
224 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
194 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
225 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
195 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
226 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
196 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
227 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
197 | /* races/classes can need less/more exp to gain levels */ |
228 | /* races/classes can need less/more exp to gain levels */ |
198 | |
229 | |
199 | /* Spell related information, may be useful elsewhere |
230 | /* Spell related information, may be useful elsewhere |
200 | * Note that other fields are used - these files are basically |
231 | * Note that other fields are used - these files are basically |
201 | * only used in spells. |
232 | * only used in spells. |
202 | */ |
233 | */ |
203 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
234 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
204 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
235 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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236 | |
205 | uint16 ACC (RW, start_holding); |
237 | uint16 ACC (RW, start_holding); |
206 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
238 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
207 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
239 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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240 | |
208 | sint8 ACC (RW, range); /* Range of the spell */ |
241 | sint8 ACC (RW, range); /* Range of the spell */ |
209 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
242 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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243 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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244 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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245 | |
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246 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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247 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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248 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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249 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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250 | |
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251 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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252 | |
210 | char *ACC (RW, spellarg); |
253 | char *ACC (RW, spellarg); |
211 | |
254 | |
212 | /* Following are values used by any object */ |
255 | /* Following are values used by any object */ |
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256 | /* this objects turns into or what this object creates */ |
213 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
257 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
214 | archetype *ACC (RW, arch); /* Pointer to archetype */ |
258 | flags_t flag; /* various flags */ |
215 | archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
259 | #if FOR_PERL |
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260 | bool ACC (RW, flag[NUM_FLAGS]); |
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261 | #endif |
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262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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265 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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266 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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267 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
|
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268 | }; |
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269 | |
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|
270 | struct object : zero_initialised, object_copy |
|
|
271 | { |
|
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272 | // These variables are not changed by ->copy_to |
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273 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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274 | |
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275 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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276 | int ACC (RO, count); |
|
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277 | object_vector_index ACC (RO, index); // index into objects |
|
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278 | object_vector_index ACC (RO, active); // index into actives |
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279 | |
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280 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
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281 | |
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282 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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283 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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284 | /* Note: stacked in the *same* environment */ |
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285 | object *inv; /* Pointer to the first object in the inventory */ |
|
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286 | |
|
|
287 | //TODO: container must move into client |
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288 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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|
289 | * is only used by the player right now. |
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290 | */ |
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291 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
292 | * This is typically the container that the object is in. |
|
|
293 | */ |
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294 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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295 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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296 | client_container *seen_by; // seen by which player/container currently? |
216 | key_value *key_values; /* Fields not explictly known by the loader. */ |
297 | key_value *key_values; /* Fields not explictly known by the loader. */ |
217 | /* this objects turns into or what this object creates */ |
|
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218 | uint32 flags[4]; /* various flags */ |
|
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219 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
|
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220 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
|
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221 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
|
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222 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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223 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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224 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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|
225 | |
298 | |
226 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
299 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
227 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
300 | MTH void post_load_check (); // do some adjustments after parsing |
228 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
301 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
229 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
302 | bool write (object_freezer &f); |
230 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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|
231 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
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232 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
|
|
233 | }; |
|
|
234 | |
303 | |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
304 | MTH int slottype () const; |
236 | { |
|
|
237 | typedef unordered_vector<object *> vector; |
|
|
238 | |
|
|
239 | static vector mortals; |
|
|
240 | static vector active; // active objects, not yet used |
|
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241 | static vector objects; // not used yet, use first->next->... |
|
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242 | static object *first; // will be replaced by "objects" |
|
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243 | |
|
|
244 | static object *create (); |
305 | MTH static object *create (); |
|
|
306 | const mapxy &operator =(const mapxy &pos); |
|
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307 | object &operator =(const object &src); |
|
|
308 | MTH void copy_to (object *dst); |
|
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309 | MTH object *clone (); // create + copy_to |
|
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310 | void do_destroy (); |
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311 | void gather_callbacks (AV *&callbacks, event_type event) const; |
245 | void destroy (bool destroy_inventory = false); |
312 | MTH void destroy (bool destroy_inventory = false); |
246 | |
313 | |
247 | static void free_mortals (); |
314 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
315 | MTH void destroy_inv (bool drop_to_ground = false); |
|
|
316 | MTH object *insert (object *item); // insert into inventory |
|
|
317 | MTH void play_sound (faceidx sound); |
|
|
318 | |
|
|
319 | void do_remove (); |
|
|
320 | MTH void remove () |
|
|
321 | { |
|
|
322 | if (!flag [FLAG_REMOVED]) |
|
|
323 | do_remove (); |
|
|
324 | } |
|
|
325 | |
|
|
326 | MTH bool blocked (maptile *m, int x, int y) const; |
|
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327 | |
|
|
328 | void move_to (const mapxy &pos) |
|
|
329 | { |
|
|
330 | remove (); |
|
|
331 | *this = pos; |
|
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332 | insert_at (this, this); |
|
|
333 | } |
|
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334 | |
248 | static bool can_merge (object *op1, object *op2); |
335 | static bool can_merge_slow (object *op1, object *op2); |
249 | |
336 | |
250 | void clear (); |
337 | // this is often used in time-critical code, so optimise |
251 | void clone (object *destination); |
338 | MTH static bool can_merge (object *op1, object *op2) |
252 | |
|
|
253 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
254 | |
|
|
255 | void instantiate () |
|
|
256 | { |
339 | { |
257 | if (!uuid.seq) // HACK |
340 | return op1->value == op2->value |
258 | uuid = gen_uuid (); |
341 | && op1->name == op2->name |
259 | |
342 | && can_merge_slow (op1, op2); |
260 | attachable<object>::instantiate (); |
|
|
261 | } |
343 | } |
262 | |
344 | |
263 | void set_owner (object *owner); |
345 | MTH void set_owner (object *owner); |
|
|
346 | MTH void set_speed (float speed); |
|
|
347 | MTH bool change_weapon (object *ob); |
|
|
348 | MTH bool change_skill (object *ob); |
|
|
349 | |
|
|
350 | MTH void open_container (object *new_container); |
|
|
351 | MTH void close_container () |
|
|
352 | { |
|
|
353 | open_container (0); |
|
|
354 | } |
|
|
355 | |
|
|
356 | MTH object *force_find (const shstr name); |
|
|
357 | MTH void force_add (const shstr name, int duration = 0); |
|
|
358 | |
|
|
359 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
|
360 | bool should_invoke (event_type event) |
|
|
361 | { |
|
|
362 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
363 | } |
|
|
364 | |
|
|
365 | MTH void instantiate (); |
|
|
366 | |
|
|
367 | // recalculate all stats |
|
|
368 | MTH void update_stats (); |
|
|
369 | MTH void roll_stats (); |
|
|
370 | MTH void swap_stats (int a, int b); |
|
|
371 | MTH void add_statbonus (); |
|
|
372 | MTH void remove_statbonus (); |
|
|
373 | MTH void drain_stat (); |
|
|
374 | MTH void drain_specific_stat (int deplete_stats); |
|
|
375 | MTH void change_luck (int value); |
264 | |
376 | |
265 | // info must hold 256 * 3 bytes currently |
377 | // info must hold 256 * 3 bytes currently |
266 | const char *debug_desc (char *info) const; |
378 | const char *debug_desc (char *info) const; |
267 | const char *debug_desc () const; |
379 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
|
|
380 | const char *flag_desc (char *desc, int len) const; |
|
|
381 | |
|
|
382 | MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
|
|
383 | MTH object *split (sint32 nr = 1); // return 0 on failure |
|
|
384 | |
|
|
385 | MTH int number_of () const |
|
|
386 | { |
|
|
387 | return nrof ? nrof : 1; |
|
|
388 | } |
|
|
389 | |
|
|
390 | MTH sint32 total_weight () const |
|
|
391 | { |
|
|
392 | return (weight + carrying) * number_of (); |
|
|
393 | } |
|
|
394 | |
|
|
395 | MTH void update_weight (); |
|
|
396 | |
|
|
397 | // return the dominant material of this item, always return something |
|
|
398 | const materialtype_t *dominant_material () const; |
|
|
399 | |
|
|
400 | // return the volume of this object in cm³ |
|
|
401 | MTH uint64 volume () const |
|
|
402 | { |
|
|
403 | return total_weight () |
|
|
404 | * 1000 |
|
|
405 | * (type == CONTAINER ? 1000 : 1) |
|
|
406 | / dominant_material ()->density; |
|
|
407 | } |
|
|
408 | |
|
|
409 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
410 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
411 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
412 | || type == BRACERS || type == GIRDLE; } |
|
|
413 | MTH bool is_alive () const { return (type == PLAYER |
|
|
414 | || flag [FLAG_MONSTER] |
|
|
415 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
416 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
417 | MTH bool is_arrow () const { return type == ARROW |
|
|
418 | || (type == SPELL_EFFECT |
|
|
419 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
420 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
421 | |
|
|
422 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
423 | |
|
|
424 | // temporary: wether the object can be saved in a map file |
|
|
425 | // contr => is a player |
|
|
426 | // head => only save head of a multitile object |
|
|
427 | // owner => can not reference owner yet |
|
|
428 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
429 | |
|
|
430 | /* This return true if object has still randomitems which |
|
|
431 | * could be expanded. |
|
|
432 | */ |
|
|
433 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
434 | |
|
|
435 | // returns the outermost environment, never returns 0 |
|
|
436 | MTH object *outer_env () |
|
|
437 | { |
|
|
438 | for (object *op = this; ; op = op->env) |
|
|
439 | if (!op->env) |
|
|
440 | return op; |
|
|
441 | } |
|
|
442 | |
|
|
443 | // returns the player that has this object in his inventory, or 0 |
|
|
444 | // we assume the player is always the outer env |
|
|
445 | MTH object *in_player () |
|
|
446 | { |
|
|
447 | object *op = outer_env (); |
|
|
448 | |
|
|
449 | return op->type == PLAYER ? op : 0; |
|
|
450 | } |
|
|
451 | |
|
|
452 | // "temporary" helper function |
|
|
453 | MTH object *head_ () |
|
|
454 | { |
|
|
455 | return head ? head : this; |
|
|
456 | } |
|
|
457 | |
|
|
458 | MTH bool is_head () |
|
|
459 | { |
|
|
460 | return head_ () == this; |
|
|
461 | } |
|
|
462 | |
|
|
463 | MTH bool is_on_map () const |
|
|
464 | { |
|
|
465 | return !env && !flag [FLAG_REMOVED]; |
|
|
466 | } |
|
|
467 | |
|
|
468 | // returns the player that cna see this object, if any |
|
|
469 | MTH object *visible_to () const; |
|
|
470 | |
|
|
471 | MTH std::string long_desc (object *who = 0); |
|
|
472 | MTH std::string describe_monster (object *who = 0); |
|
|
473 | MTH std::string describe_item (object *who = 0); |
|
|
474 | MTH std::string describe (object *who = 0); |
|
|
475 | |
|
|
476 | // If this object has no extra parts but should have them, |
|
|
477 | // add them, effectively expanding heads into multipart |
|
|
478 | // objects. This method only works on objects not inserted |
|
|
479 | // anywhere. |
|
|
480 | MTH void expand_tail (); |
|
|
481 | |
|
|
482 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
483 | |
|
|
484 | // insert object at same map position as 'where' |
|
|
485 | // handles both inventory and map "positions" |
|
|
486 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
487 | MTH void drop_unpaid_items (); |
|
|
488 | |
|
|
489 | MTH void activate (); |
|
|
490 | MTH void deactivate (); |
|
|
491 | MTH void activate_recursive (); |
|
|
492 | MTH void deactivate_recursive (); |
|
|
493 | |
|
|
494 | // set the given flag on all objects in the inventory recursively |
|
|
495 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
496 | |
|
|
497 | void enter_exit (object *exit);//Perl |
|
|
498 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
499 | |
|
|
500 | // returns the mapspace this object is in |
|
|
501 | mapspace &ms () const; |
268 | |
502 | |
269 | // fully recursive iterator |
503 | // fully recursive iterator |
270 | struct iterator_base |
504 | struct iterator_base |
271 | { |
505 | { |
272 | object *item; |
506 | object *item; |
… | |
… | |
279 | operator object *() const { return item; } |
513 | operator object *() const { return item; } |
280 | |
514 | |
281 | object *operator ->() const { return item; } |
515 | object *operator ->() const { return item; } |
282 | object &operator * () const { return *item; } |
516 | object &operator * () const { return *item; } |
283 | }; |
517 | }; |
|
|
518 | |
|
|
519 | MTH unsigned int random_seed () const |
|
|
520 | { |
|
|
521 | return (unsigned int)uuid.seq; |
|
|
522 | } |
284 | |
523 | |
285 | // depth-first recursive iterator |
524 | // depth-first recursive iterator |
286 | struct depth_iterator : iterator_base |
525 | struct depth_iterator : iterator_base |
287 | { |
526 | { |
288 | depth_iterator (object *container); |
527 | depth_iterator (object *container); |
… | |
… | |
299 | object *end () |
538 | object *end () |
300 | { |
539 | { |
301 | return this; |
540 | return this; |
302 | } |
541 | } |
303 | |
542 | |
|
|
543 | /* This returns TRUE if the object is something that |
|
|
544 | * should be displayed in the floorbox/inventory window |
|
|
545 | */ |
|
|
546 | MTH bool client_visible () const |
|
|
547 | { |
|
|
548 | return !invisible && type != PLAYER; |
|
|
549 | } |
|
|
550 | |
|
|
551 | MTH struct region *region () const; |
|
|
552 | |
|
|
553 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
554 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
555 | |
|
|
556 | const char *query_inventory (object *who = 0, const char *indent = ""); |
|
|
557 | |
|
|
558 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
559 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
560 | |
304 | protected: |
561 | protected: |
305 | friend struct archetype; |
|
|
306 | |
|
|
307 | void link (); |
562 | void link (); |
308 | void unlink (); |
563 | void unlink (); |
309 | |
564 | |
310 | object (); |
565 | object (); |
311 | ~object (); |
566 | ~object (); |
312 | }; |
567 | }; |
313 | |
568 | |
314 | #define get_object() object::create () |
569 | // move this object to the top of its env's inventory to speed up |
315 | #define free_object(op) (op)->destroy (0) |
570 | // searches for it. |
316 | #define free_object2(op, free_inv) (op)->destroy (free_inv) |
571 | static object * |
317 | #define clear_owner(op) (op)->owner = 0 |
572 | splay (object *ob) |
318 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
319 | #define get_owner(op) (op)->owner |
|
|
320 | #define clear_object(op) (op)->clear () |
|
|
321 | |
|
|
322 | static inline void |
|
|
323 | set_owner (object *op, object *owner) |
|
|
324 | { |
573 | { |
325 | op->set_owner (owner); |
574 | if (ob->env && ob->env->inv != ob) |
|
|
575 | { |
|
|
576 | if (ob->above) ob->above->below = ob->below; |
|
|
577 | if (ob->below) ob->below->above = ob->above; |
|
|
578 | |
|
|
579 | ob->above = 0; |
|
|
580 | ob->below = ob->env->inv; |
|
|
581 | ob->below->above = ob; |
|
|
582 | ob->env->inv = ob; |
|
|
583 | } |
|
|
584 | |
|
|
585 | return ob; |
326 | } |
586 | } |
327 | |
|
|
328 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
|
|
329 | |
587 | |
330 | typedef struct oblnk |
588 | typedef struct oblnk |
331 | { /* Used to link together several objects */ |
589 | { /* Used to link together several objects */ |
332 | object *ob; |
590 | object_ptr ob; |
333 | struct oblnk *next; |
591 | struct oblnk *next; |
334 | tag_t id; |
|
|
335 | } objectlink; |
592 | } objectlink; |
336 | |
593 | |
337 | typedef struct oblinkpt |
594 | typedef struct oblinkpt |
338 | { /* Used to link together several object links */ |
595 | { /* Used to link together several object links */ |
339 | struct oblnk *link; |
596 | struct oblnk *link; |
340 | long value; /* Used as connected value in buttons/gates */ |
597 | sint32 value; /* Used as connected value in buttons/gates */ |
341 | struct oblinkpt *next; |
598 | struct oblinkpt *next; |
342 | } oblinkpt; |
599 | } oblinkpt; |
|
|
600 | |
|
|
601 | object *find_skill_by_name (object *who, const char *name); |
|
|
602 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
603 | object *find_skill_by_number (object *who, int skillno); |
343 | |
604 | |
344 | /* |
605 | /* |
345 | * The archetype structure is a set of rules on how to generate and manipulate |
606 | * The archetype structure is a set of rules on how to generate and manipulate |
346 | * objects which point to archetypes. |
607 | * objects which point to archetypes. |
347 | * This probably belongs in arch.h, but there really doesn't appear to |
608 | * This probably belongs in arch.h, but there really doesn't appear to |
348 | * be much left in the archetype - all it really is is a holder for the |
609 | * be much left in the archetype - all it really is is a holder for the |
349 | * object and pointers. This structure should get removed, and just replaced |
610 | * object and pointers. This structure should get removed, and just replaced |
350 | * by the object structure |
611 | * by the object structure |
351 | */ |
612 | */ |
352 | |
613 | |
353 | ACC_CLASS(archetype) |
614 | INTERFACE_CLASS (archetype) |
354 | struct archetype : zero_initialised |
615 | struct archetype : object |
355 | { |
616 | { |
356 | archetype (); |
617 | static arch_ptr empty; // the empty_archetype |
|
|
618 | MTH static void gc (); |
|
|
619 | |
|
|
620 | archetype (const char *name); |
357 | ~archetype (); |
621 | ~archetype (); |
|
|
622 | void gather_callbacks (AV *&callbacks, event_type event) const; |
358 | |
623 | |
359 | static archetype *find (const char *arch); |
624 | MTH static archetype *find (const_utf8_string name); |
360 | |
625 | |
|
|
626 | MTH void link (); |
|
|
627 | MTH void unlink (); |
|
|
628 | |
|
|
629 | MTH object *instance (); |
|
|
630 | |
|
|
631 | object_vector_index ACC (RW, archid); // index in archvector |
361 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
632 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
362 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
633 | |
363 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
634 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
364 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
635 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
365 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
636 | |
366 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
637 | // support for archetype loading |
367 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
638 | static archetype *read (object_thawer &f); |
368 | * in comparison to the head. |
639 | MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
369 | */ |
640 | static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
370 | }; |
641 | }; |
371 | |
642 | |
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643 | inline void |
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644 | object_freezer::put (keyword k, archetype *v) |
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645 | { |
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646 | put (k, v ? &v->archname : (const char *)0); |
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647 | } |
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648 | |
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649 | typedef object_vector<object, &object::index > objectvec; |
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650 | typedef object_vector<object, &object::active> activevec; |
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651 | typedef object_vector<archetype, &archetype::archid> archvec; |
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652 | |
372 | extern object *objects; |
653 | extern objectvec objects; |
373 | extern object *active_objects; |
654 | extern activevec actives; |
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655 | extern archvec archetypes; |
374 | |
656 | |
375 | extern int nrofallocobjects; |
657 | #define for_all_objects(var) \ |
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658 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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659 | statementvar (object *, var, objects [_i]) |
376 | |
660 | |
377 | /* This returns TRUE if the object is something that |
661 | #define for_all_actives(var) \ |
378 | * should be displayed in the look window |
662 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
379 | */ |
663 | statementvar (object *, var, actives [_i]) |
380 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
664 | |
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665 | #define for_all_archetypes(var) \ |
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666 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
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667 | statementvar (archetype *, var, archetypes [_i]) |
381 | |
668 | |
382 | /* Used by update_object to know if the object being passed is |
669 | /* Used by update_object to know if the object being passed is |
383 | * being added or removed. |
670 | * being added or removed. |
384 | */ |
671 | */ |
385 | #define UP_OBJ_INSERT 1 |
672 | #define UP_OBJ_INSERT 1 |
… | |
… | |
402 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
689 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
403 | * Use for treasure chests so the new object is the highest thing |
690 | * Use for treasure chests so the new object is the highest thing |
404 | * beneath the player, but not actually above it. Note - the |
691 | * beneath the player, but not actually above it. Note - the |
405 | * map and x,y coordinates for the object to be inserted must |
692 | * map and x,y coordinates for the object to be inserted must |
406 | * match the originator. |
693 | * match the originator. |
407 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
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408 | * speed up map loading process, as we assume the ordering in |
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409 | * loaded map is correct. |
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410 | * |
694 | * |
411 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
695 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
412 | * are mutually exclusive. The behaviour for passing more than one |
696 | * are mutually exclusive. The behaviour for passing more than one |
413 | * should be considered undefined - while you may notice what happens |
697 | * should be considered undefined - while you may notice what happens |
414 | * right now if you pass more than one, that could very well change |
698 | * right now if you pass more than one, that could very well change |
… | |
… | |
417 | #define INS_NO_MERGE 0x0001 |
701 | #define INS_NO_MERGE 0x0001 |
418 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
702 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
419 | #define INS_NO_WALK_ON 0x0004 |
703 | #define INS_NO_WALK_ON 0x0004 |
420 | #define INS_ON_TOP 0x0008 |
704 | #define INS_ON_TOP 0x0008 |
421 | #define INS_BELOW_ORIGINATOR 0x0010 |
705 | #define INS_BELOW_ORIGINATOR 0x0010 |
422 | #define INS_MAP_LOAD 0x0020 |
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423 | |
706 | |
424 | #define ARCH_SINGULARITY "singularity" |
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425 | #define ARCH_SINGULARITY_LEN 11 |
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426 | #define ARCH_DETECT_MAGIC "detect_magic" |
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427 | #define ARCH_DEPLETION "depletion" |
707 | #define ARCH_DEPLETION "depletion" |
428 | #define ARCH_SYMPTOM "symptom" |
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429 | |
708 | |
430 | #endif |
709 | #endif |
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710 | |