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Comparing deliantra/server/include/object.h (file contents):
Revision 1.106 by root, Mon Apr 16 12:37:08 2007 UTC vs.
Revision 1.137 by root, Sat Jul 14 14:57:16 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
84#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
88 110
89/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 112{
91 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
92 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
93 116
94INTERFACE_CLASS (object) 117INTERFACE_CLASS (object)
95// these are being copied 118// these are being copied
96struct object_copy : attachable 119struct object_copy : attachable
97{ 120{
98 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
99 122
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
129 156
130 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */ 189 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 190 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 191 /* See the pod/objects.pod for more info about body locations */
167 192
168 /* Following mostly refers to fields only used for monsters */ 193 /* Following mostly refers to fields only used for monsters */
179 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
180 * only used in spells. 205 * only used in spells.
181 */ 206 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209
184 uint16 ACC (RW, start_holding); 210 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
187 sint8 ACC (RW, range); /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 216 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 217 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 222 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 225
198 char *ACC (RW, spellarg); 226 char *ACC (RW, spellarg);
199 227
200 /* Following are values used by any object */ 228 /* Following are values used by any object */
217 // These variables are not changed by ->copy_to 245 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219 247
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 249 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 250 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 251 object_vector_index ACC (RO, active); // index into actives
224 252
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 254
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 269 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */ 270 key_value *key_values; /* Fields not explictly known by the loader. */
243 271
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f); 275 bool write (object_freezer &f);
247 276
277 MTH int slottype () const;
248 MTH static object *create (); 278 MTH static object *create ();
249 object &operator =(const object &src); 279 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 280 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 281 MTH object *clone (); // create + copy_to
252 void do_destroy (); 282 void do_destroy ();
273 && can_merge_slow (op1, op2); 303 && can_merge_slow (op1, op2);
274 } 304 }
275 305
276 MTH void set_owner (object *owner); 306 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed); 307 MTH void set_speed (float speed);
308 MTH bool change_weapon (object *ob);
309 MTH bool change_skill (object *ob);
278 310
279 MTH void open_container (object *new_container); 311 MTH void open_container (object *new_container);
280 MTH void close_container () 312 MTH void close_container ()
281 { 313 {
282 open_container (0); 314 open_container (0);
315 }
316
317 MTH object *force_find (const shstr name);
318 MTH void force_add (const shstr name, int duration = 0);
319
320 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
321 bool should_invoke (event_type event)
322 {
323 return ev_want_event [event] || ev_want_type [type] || cb;
283 } 324 }
284 325
285 MTH void instantiate (); 326 MTH void instantiate ();
286 327
287 // recalculate all stats 328 // recalculate all stats
294 MTH void drain_specific_stat (int deplete_stats); 335 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value); 336 MTH void change_luck (int value);
296 337
297 // info must hold 256 * 3 bytes currently 338 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const; 339 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const; 340 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const; 341 const char *flag_desc (char *desc, int len) const;
302 342
303 int number_of () const 343 int number_of () const
304 { 344 {
305 return nrof ? nrof : 1; 345 return nrof ? nrof : 1;
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 371 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 372 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 373 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 374 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 375 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
376 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 377
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 378 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 379
339 // temporary: wether the object can be saved in a map file 380 // temporary: wether the object can be saved in a map file
340 // contr => is a player 381 // contr => is a player
361 MTH object *head_ () 402 MTH object *head_ ()
362 { 403 {
363 return head ? head : this; 404 return head ? head : this;
364 } 405 }
365 406
407 MTH bool is_head ()
408 {
409 return head_ () == this;
410 }
411
412 MTH std::string long_desc (object *who = 0);
413 MTH std::string describe_monster (object *who = 0);
414 MTH std::string describe_item (object *who = 0);
415 MTH std::string describe (object *who = 0);
416
417 // If this object has no extra parts but should have them,
418 // add them, effectively expanding heads into multipart
419 // objects. This method only works on objects not inserted
420 // anywhere.
421 MTH void expand_tail ();
422
423 MTH void create_treasure (treasurelist *tl, int flags = 0);
424
366 // insert object at same map position as 'where' 425 // insert object at same map position as 'where'
367 // handles both inventory and map "positions" 426 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 427 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
428 MTH void drop_unpaid_items ();
369 429
370 MTH void activate (); 430 MTH void activate ();
371 MTH void deactivate (); 431 MTH void deactivate ();
372 MTH void activate_recursive (); 432 MTH void activate_recursive ();
373 MTH void deactivate_recursive (); 433 MTH void deactivate_recursive ();
374 434
375 // set the givne flag on all objects in the inventory recursively 435 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1); 436 MTH void set_flag_inv (int flag, int value = 1);
377 437
378 void enter_exit (object *exit);//PERL 438 void enter_exit (object *exit);//Perl
379 MTH void enter_map (maptile *newmap, int x, int y); 439 MTH void enter_map (maptile *newmap, int x, int y);
380 440
381 // returns the mapspace this object is in 441 // returns the mapspace this object is in
382 mapspace &ms () const; 442 mapspace &ms () const;
383 443
430 } 490 }
431 491
432 MTH struct region *region () const; 492 MTH struct region *region () const;
433 493
434protected: 494protected:
435 friend struct archetype;
436
437 void link (); 495 void link ();
438 void unlink (); 496 void unlink ();
439 497
440 object (); 498 object ();
441 ~object (); 499 ~object ();
442}; 500};
443 501
444typedef object_vector<object, &object::index > objectvec; 502// move this object to the top of its env's inventory to speed up
445typedef object_vector<object, &object::active> activevec; 503// searches for it.
504static object *
505splay (object *ob)
506{
507 if (ob->env && ob->env->inv != ob)
508 {
509 if (ob->above) ob->above->below = ob->below;
510 if (ob->below) ob->below->above = ob->above;
446 511
447extern objectvec objects; 512 ob->above = 0;
448extern activevec actives; 513 ob->below = ob->env->inv;
514 ob->below->above = ob;
515 ob->env->inv = ob;
516 }
449 517
450#define for_all_objects(var) \ 518 return ob;
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 519}
452 declvar (object *, var, objects [_i])
453
454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
457 520
458typedef struct oblnk 521typedef struct oblnk
459{ /* Used to link together several objects */ 522{ /* Used to link together several objects */
460 object_ptr ob; 523 object_ptr ob;
461 struct oblnk *next; 524 struct oblnk *next;
465{ /* Used to link together several object links */ 528{ /* Used to link together several object links */
466 struct oblnk *link; 529 struct oblnk *link;
467 long value; /* Used as connected value in buttons/gates */ 530 long value; /* Used as connected value in buttons/gates */
468 struct oblinkpt *next; 531 struct oblinkpt *next;
469} oblinkpt; 532} oblinkpt;
533
534object *find_skill_by_name (object *who, const char *name);
535object *find_skill_by_name (object *who, const shstr &sh);
536object *find_skill_by_number (object *who, int skillno);
470 537
471/* 538/*
472 * The archetype structure is a set of rules on how to generate and manipulate 539 * The archetype structure is a set of rules on how to generate and manipulate
473 * objects which point to archetypes. 540 * objects which point to archetypes.
474 * This probably belongs in arch.h, but there really doesn't appear to 541 * This probably belongs in arch.h, but there really doesn't appear to
476 * object and pointers. This structure should get removed, and just replaced 543 * object and pointers. This structure should get removed, and just replaced
477 * by the object structure 544 * by the object structure
478 */ 545 */
479 546
480INTERFACE_CLASS (archetype) 547INTERFACE_CLASS (archetype)
481struct archetype : zero_initialised, attachable 548struct archetype : object
482{ 549{
483 archetype (); 550 archetype (const char *name);
484 ~archetype (); 551 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const; 552 void gather_callbacks (AV *&callbacks, event_type event) const;
486 553
487 static bool load (object_thawer &f); 554 static archetype *read (object_thawer &f);
488 static archetype *get (const char *name); // find or create 555 static archetype *get (const char *name); // find or create
489 static archetype *find (const char *name); 556 static archetype *find (const char *name);
490 557
491 void hash_add (); // add to hashtable 558 void link ();
492 void hash_del (); // remove from hashtable 559 void unlink ();
493 560
561 object_vector_index ACC (RW, archid); // index in archvector
494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 562 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 563 bool ACC (RW, stub); // if true, this is an invalid archetype
496 struct archetype *ACC (RW, head); /* The main part of a linked object */
497 struct archetype *ACC (RW, more); /* Next part of a linked object */
498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 564 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 565
501 * in comparison to the head. 566 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
502 */ 567 sint8 ACC (RW, max_x), ACC (RW, max_y);
503}; 568};
569
570inline void
571object_freezer::put (keyword k, archetype *v)
572{
573 put (k, v ? &v->archname : (const char *)0);
574}
575
576typedef object_vector<object, &object::index > objectvec;
577typedef object_vector<object, &object::active> activevec;
578typedef object_vector<archetype, &archetype::archid> archvec;
579
580extern objectvec objects;
581extern activevec actives;
582extern archvec archetypes;
583
584#define for_all_objects(var) \
585 for (unsigned _i = 0; _i < objects.size (); ++_i) \
586 statementvar (object *, var, objects [_i])
587
588#define for_all_actives(var) \
589 for (unsigned _i = 0; _i < actives.size (); ++_i) \
590 statementvar (object *, var, actives [_i])
591
592#define for_all_archetypes(var) \
593 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
594 statementvar (archetype *, var, archetypes [_i])
504 595
505/* Used by update_object to know if the object being passed is 596/* Used by update_object to know if the object being passed is
506 * being added or removed. 597 * being added or removed.
507 */ 598 */
508#define UP_OBJ_INSERT 1 599#define UP_OBJ_INSERT 1
542#define INS_NO_WALK_ON 0x0004 633#define INS_NO_WALK_ON 0x0004
543#define INS_ON_TOP 0x0008 634#define INS_ON_TOP 0x0008
544#define INS_BELOW_ORIGINATOR 0x0010 635#define INS_BELOW_ORIGINATOR 0x0010
545#define INS_MAP_LOAD 0x0020 636#define INS_MAP_LOAD 0x0020
546 637
547#define ARCH_SINGULARITY "singularity"
548#define ARCH_SINGULARITY_LEN 11
549#define ARCH_DETECT_MAGIC "detect_magic"
550#define ARCH_DEPLETION "depletion" 638#define ARCH_DEPLETION "depletion"
551#define ARCH_SYMPTOM "symptom"
552 639
553#endif 640#endif
554 641

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