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Comparing deliantra/server/include/object.h (file contents):
Revision 1.120 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.160 by root, Sun Apr 20 00:44:12 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
49 body_waist, 48 body_waist,
50 NUM_BODY_LOCATIONS 49 NUM_BODY_LOCATIONS
51}; 50};
52 51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
53/* See common/item.c */ 59/* See common/item.c */
54 60
55typedef struct Body_Locations 61typedef struct Body_Locations
56{ 62{
57 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
58 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 */
59 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 */
60} Body_Locations; 66} Body_Locations;
61 67
62extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
63 72
64/* 73/*
65 * 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
66 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
67 * 76 *
79 88
80struct UUID 89struct UUID
81{ 90{
82 uint64 seq; 91 uint64 seq;
83 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
84 UUID () { } 97 UUID () { }
85 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
86 operator uint64() { return seq; } 99 operator uint64() { return seq; }
87 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
88};
89 101
90extern void init_uuid (); 102 typedef char BUF [32];
91extern UUID gen_uuid (); 103
92extern const uint64 UUID_SKIP; 104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
93 123
94/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
95 * 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
96 * 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
97 * can_apply and will_apply? 127 * can_apply and will_apply?
100#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
101#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
102#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
103#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
104 134
105/* However, if you're keeping a pointer of some sort, you probably
106 * don't just want it copied, so you'll need to add to common/object.C,
107 * e.g. ->copy_to ()
108 */
109
110struct body_slot 135struct body_slot
111{ 136{
112 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
114}; 139};
130 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
131 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
132 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
133 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
134 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
135 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 */
136 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 */
137 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
138 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
139 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
188 faceidx ACC (RW, face); /* Face with colors */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
191 219
192 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
244 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246 274
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count); 276 int ACC (RO, count);
249 int ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
251 279
252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
253 281
254 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
255 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
256 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
257 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
268 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
270 298
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
272 void post_load_check (); // do some adjustments after parsing 300 MTH void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f); 302 bool write (object_freezer &f);
275 303
304 MTH int slottype () const;
276 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
277 object &operator =(const object &src); 307 object &operator =(const object &src);
278 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
280 void do_destroy (); 310 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
282 MTH void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
283 313
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false); 315 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const;
318
287 void do_remove (); 319 void do_remove ();
288 MTH void remove () 320 MTH void remove ()
289 { 321 {
290 if (!flag [FLAG_REMOVED]) 322 if (!flag [FLAG_REMOVED])
291 do_remove (); 323 do_remove ();
292 } 324 }
293 325
294 // move this object to the top of its env's inventory to speed up 326 MTH bool blocked (maptile *m, int x, int y) const;
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302 327
303 above = 0; 328 void move_to (const mapxy &pos)
304 below = env->inv; 329 {
305 below->above = this; 330 remove ();
306 env->inv = this; 331 *this = pos;
307 } 332 insert_at (this, this);
308 } 333 }
309 334
310 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
311 336
312 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
318 } 343 }
319 344
320 MTH void set_owner (object *owner); 345 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed); 346 MTH void set_speed (float speed);
322 MTH bool change_weapon (object *ob); 347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
323 349
324 MTH void open_container (object *new_container); 350 MTH void open_container (object *new_container);
325 MTH void close_container () 351 MTH void close_container ()
326 { 352 {
327 open_container (0); 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;
328 } 363 }
329 364
330 MTH void instantiate (); 365 MTH void instantiate ();
331 366
332 // recalculate all stats 367 // recalculate all stats
383 418
384 // temporary: wether the object can be saved in a map file 419 // temporary: wether the object can be saved in a map file
385 // contr => is a player 420 // contr => is a player
386 // head => only save head of a multitile object 421 // head => only save head of a multitile object
387 // owner => can not reference owner yet 422 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
389 424
390 /* This return true if object has still randomitems which 425 /* This return true if object has still randomitems which
391 * could be expanded. 426 * could be expanded.
392 */ 427 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
404 439
405 // "temporary" helper function 440 // "temporary" helper function
406 MTH object *head_ () 441 MTH object *head_ ()
407 { 442 {
408 return head ? head : this; 443 return head ? head : this;
444 }
445
446 MTH bool is_head ()
447 {
448 return head_ () == this;
409 } 449 }
410 450
411 MTH std::string long_desc (object *who = 0); 451 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0); 452 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0); 453 MTH std::string describe_item (object *who = 0);
422 MTH void create_treasure (treasurelist *tl, int flags = 0); 462 MTH void create_treasure (treasurelist *tl, int flags = 0);
423 463
424 // insert object at same map position as 'where' 464 // insert object at same map position as 'where'
425 // handles both inventory and map "positions" 465 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
427 468
428 MTH void activate (); 469 MTH void activate ();
429 MTH void deactivate (); 470 MTH void deactivate ();
430 MTH void activate_recursive (); 471 MTH void activate_recursive ();
431 MTH void deactivate_recursive (); 472 MTH void deactivate_recursive ();
432 473
433 // set the givne flag on all objects in the inventory recursively 474 // set the given flag on all objects in the inventory recursively
434 MTH void set_flag_inv (int flag, int value = 1); 475 MTH void set_flag_inv (int flag, int value = 1);
435 476
436 void enter_exit (object *exit);//Perl 477 void enter_exit (object *exit);//Perl
437 MTH void enter_map (maptile *newmap, int x, int y); 478 MTH void enter_map (maptile *newmap, int x, int y);
438 479
487 return !invisible && type != PLAYER; 528 return !invisible && type != PLAYER;
488 } 529 }
489 530
490 MTH struct region *region () const; 531 MTH struct region *region () const;
491 532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
540
492protected: 541protected:
493 friend struct archetype;
494
495 void link (); 542 void link ();
496 void unlink (); 543 void unlink ();
497 544
498 object (); 545 object ();
499 ~object (); 546 ~object ();
500}; 547};
501 548
502typedef object_vector<object, &object::index > objectvec; 549// move this object to the top of its env's inventory to speed up
503typedef object_vector<object, &object::active> activevec; 550// searches for it.
551static object *
552splay (object *ob)
553{
554 if (ob->env && ob->env->inv != ob)
555 {
556 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above;
504 558
505extern objectvec objects; 559 ob->above = 0;
506extern activevec actives; 560 ob->below = ob->env->inv;
561 ob->below->above = ob;
562 ob->env->inv = ob;
563 }
507 564
508#define for_all_objects(var) \ 565 return ob;
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 566}
510 declvar (object *, var, objects [_i])
511
512#define for_all_actives(var) \
513 for (unsigned _i = 0; _i < actives.size (); ++_i) \
514 declvar (object *, var, actives [_i])
515 567
516typedef struct oblnk 568typedef struct oblnk
517{ /* Used to link together several objects */ 569{ /* Used to link together several objects */
518 object_ptr ob; 570 object_ptr ob;
519 struct oblnk *next; 571 struct oblnk *next;
520} objectlink; 572} objectlink;
521 573
522typedef struct oblinkpt 574typedef struct oblinkpt
523{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
524 struct oblnk *link; 576 struct oblnk *link;
525 long value; /* Used as connected value in buttons/gates */ 577 sint32 value; /* Used as connected value in buttons/gates */
526 struct oblinkpt *next; 578 struct oblinkpt *next;
527} oblinkpt; 579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh);
583object *find_skill_by_number (object *who, int skillno);
528 584
529/* 585/*
530 * The archetype structure is a set of rules on how to generate and manipulate 586 * The archetype structure is a set of rules on how to generate and manipulate
531 * objects which point to archetypes. 587 * objects which point to archetypes.
532 * This probably belongs in arch.h, but there really doesn't appear to 588 * This probably belongs in arch.h, but there really doesn't appear to
534 * object and pointers. This structure should get removed, and just replaced 590 * object and pointers. This structure should get removed, and just replaced
535 * by the object structure 591 * by the object structure
536 */ 592 */
537 593
538INTERFACE_CLASS (archetype) 594INTERFACE_CLASS (archetype)
539struct archetype : zero_initialised, attachable 595struct archetype : object
540{ 596{
541 archetype (); 597 static archetype *empty; // the empty_archetype
598
599 archetype (const char *name);
542 ~archetype (); 600 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const; 601 void gather_callbacks (AV *&callbacks, event_type event) const;
544 602
603 MTH static archetype *find (const_utf8_string name);
604
605 MTH void link ();
606 MTH void unlink ();
607
608 MTH object *instance ();
609
610 object_vector_index ACC (RW, archid); // index in archvector
611 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
612
613 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
614 sint8 ACC (RW, max_x), ACC (RW, max_y);
615
616 // support for archetype loading
545 static archetype *read (object_thawer &f); 617 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create 618 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
547 static archetype *find (const char *name); 619 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
548
549 void hash_add (); // add to hashtable
550 void hash_del (); // remove from hashtable
551
552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
554 struct archetype *ACC (RW, head); /* The main part of a linked object */
555 struct archetype *ACC (RW, more); /* Next part of a linked object */
556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
560 * in comparison to the head.
561 */
562}; 620};
621
622inline void
623object_freezer::put (keyword k, archetype *v)
624{
625 put (k, v ? &v->archname : (const char *)0);
626}
627
628typedef object_vector<object, &object::index > objectvec;
629typedef object_vector<object, &object::active> activevec;
630typedef object_vector<archetype, &archetype::archid> archvec;
631
632extern objectvec objects;
633extern activevec actives;
634extern archvec archetypes;
635
636#define for_all_objects(var) \
637 for (unsigned _i = 0; _i < objects.size (); ++_i) \
638 statementvar (object *, var, objects [_i])
639
640#define for_all_actives(var) \
641 for (unsigned _i = 0; _i < actives.size (); ++_i) \
642 statementvar (object *, var, actives [_i])
643
644#define for_all_archetypes(var) \
645 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
646 statementvar (archetype *, var, archetypes [_i])
563 647
564/* Used by update_object to know if the object being passed is 648/* Used by update_object to know if the object being passed is
565 * being added or removed. 649 * being added or removed.
566 */ 650 */
567#define UP_OBJ_INSERT 1 651#define UP_OBJ_INSERT 1
584 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 668 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
585 * Use for treasure chests so the new object is the highest thing 669 * Use for treasure chests so the new object is the highest thing
586 * beneath the player, but not actually above it. Note - the 670 * beneath the player, but not actually above it. Note - the
587 * map and x,y coordinates for the object to be inserted must 671 * map and x,y coordinates for the object to be inserted must
588 * match the originator. 672 * match the originator.
589 * INS_MAP_LOAD: disable lots of checkings done at insertion to
590 * speed up map loading process, as we assume the ordering in
591 * loaded map is correct.
592 * 673 *
593 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 674 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
594 * are mutually exclusive. The behaviour for passing more than one 675 * are mutually exclusive. The behaviour for passing more than one
595 * should be considered undefined - while you may notice what happens 676 * should be considered undefined - while you may notice what happens
596 * right now if you pass more than one, that could very well change 677 * right now if you pass more than one, that could very well change
599#define INS_NO_MERGE 0x0001 680#define INS_NO_MERGE 0x0001
600#define INS_ABOVE_FLOOR_ONLY 0x0002 681#define INS_ABOVE_FLOOR_ONLY 0x0002
601#define INS_NO_WALK_ON 0x0004 682#define INS_NO_WALK_ON 0x0004
602#define INS_ON_TOP 0x0008 683#define INS_ON_TOP 0x0008
603#define INS_BELOW_ORIGINATOR 0x0010 684#define INS_BELOW_ORIGINATOR 0x0010
604#define INS_MAP_LOAD 0x0020
605 685
606#define ARCH_SINGULARITY "singularity"
607#define ARCH_DETECT_MAGIC "detect_magic"
608#define ARCH_DEPLETION "depletion" 686#define ARCH_DEPLETION "depletion"
609#define ARCH_SYMPTOM "symptom"
610 687
611#endif 688#endif
612 689

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