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Comparing deliantra/server/include/object.h (file contents):
Revision 1.122 by root, Mon May 14 21:32:26 2007 UTC vs.
Revision 1.232 by root, Sat Apr 3 02:29:40 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33//+GPL
34
33typedef int tag_t; 35typedef int tag_t;
34 36
37// also see common/item.C
35enum { 38enum {
36 body_skill, 39 body_skill,
37 body_combat, 40 body_combat,
38 body_range, 41 body_range,
39 body_shield, 42 body_shield,
48 body_wrist, 51 body_wrist,
49 body_waist, 52 body_waist,
50 NUM_BODY_LOCATIONS 53 NUM_BODY_LOCATIONS
51}; 54};
52 55
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
59
60/* See common/item.c */ 56/* See common/item.c */
61 57
62typedef struct Body_Locations 58typedef struct Body_Locations
63{ 59{
64 const char *save_name; /* Name used to load/save it to disk */ 60 keyword save_name; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */ 61 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */ 62 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 63} Body_Locations;
68 64
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 65extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
66
67#define NUM_COINS 4 /* number of coin types */
68extern const char *const coins[NUM_COINS + 1];
70 69
71/* 70/*
72 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 73 *
75 * key and value are shared-strings. 74 * key and value are shared-strings.
76 * 75 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use kv_get/kv_set/kv_del from object rather than
78 * accessing the list directly. 77 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
80 */ 79 */
81struct key_value 80struct key_value : slice_allocated
82{ 81{
83 key_value *next; 82 key_value *next;
84 shstr key, value; 83 shstr key, value;
85}; 84};
86 85
86//-GPL
87
87struct UUID 88struct UUID
88{ 89{
89 uint64 seq; 90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
90 97
91 UUID () { } 98 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 99 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 100 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 101 void operator =(uint64 seq) { this->seq = seq; }
102
103 bool parse (const char *s);
104 char *append (char *buf) const;
105 char *c_str () const;
95}; 106};
96 107
97extern void init_uuid (); 108//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 109
101/* Definition for WILL_APPLY values. Replaces having harcoded values 110/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 111 * sprinkled in the code. Note that some of these also replace fields
103 * that were in the can_apply area. What is the point of having both 112 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 113 * can_apply and will_apply?
107#define WILL_APPLY_TREASURE 0x02 116#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 117#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 118#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 119#define WILL_APPLY_FOOD 0x10
111 120
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116
117struct body_slot 121struct body_slot
118{ 122{
123 signed char used:4; /* Calculated value based on items equipped */
119 signed char info:4; /* body info as loaded from the file */ 124 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121}; 125};
126
127typedef struct oblnk
128{ /* Used to link together several objects */
129 object_ptr ob;
130 struct oblnk *next;
131} objectlink;
132
133typedef struct oblinkpt
134{ /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138} oblinkpt;
122 139
123INTERFACE_CLASS (object) 140INTERFACE_CLASS (object)
124// these are being copied 141// these are being copied
125struct object_copy : attachable 142struct object_copy : attachable
126{ 143{
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 144 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 145
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */ 147 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 152 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 153 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 155 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 156 /* If this is an exit, this is the filename */
157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160#if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162#endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 165 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */
147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// materialtype_t *ACC (RW, material); /* What material this object consists of */
149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158 175
159 float ACC (RW, speed); /* The overall speed of this object */ 176 float ACC (RW, speed); /* The overall speed of this object */
160 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
161 uint32 ACC (RW, nrof); /* How many of the objects */ 179 sint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */ 180 /* This next big block is basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
188
171 uint16 ACC (RW, materials); /* What materials this object consists of */ 189 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
193
175 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 196 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */ 203 sint16 ACC (RW, level); /* Level of creature or object */
204
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 205 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185 sint8 ACC (RW, item_power); /* power rating of the object */
186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
188 sint32 ACC (RW, weight); /* Attributes of the object */ 217 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 222 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 223 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 224 /* See the pod/objects.pod for more info about body locations */
198 225
199 /* Following mostly refers to fields only used for monsters */ 226 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208 227
209 /* Spell related information, may be useful elsewhere 228 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 229 * Note that other fields are used - these files are basically
211 * only used in spells. 230 * only used in spells.
212 */ 231 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 232 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
235
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */ 237 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */ 243 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233 256
234 /* Following are values used by any object */ 257 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */ 258 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */ 260
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 261 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
267
268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
269 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
270 /* allows different movement patterns for attackers */
271 uint8 ACC (RW, move_status); /* What stage in attack mode */
272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
273
274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
247}; 282};
283
284const_utf8_string query_weight (const object *op);
285const_utf8_string query_short_name (const object *op);
286const_utf8_string query_name (const object *op);
287const_utf8_string query_base_name (const object *op, int plural);
248 288
249struct object : zero_initialised, object_copy 289struct object : zero_initialised, object_copy
250{ 290{
251 // These variables are not changed by ->copy_to 291 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 292 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
253 293
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 294 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 295 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 296 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 297 object_vector_index ACC (RO, active); // index into actives
258 298
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 299 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 300
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 301 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 302 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 303 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 304 object *inv; /* Pointer to the first object in the inventory */
265 305
266 //TODO: container must move into client 306 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this 307 object_ptr ACC (RW, container);/* Currently opened container. I think this
268 * is only used by the player right now. 308 * is only used by the player right now.
269 */ 309 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment. 310 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in. 311 * This is typically the container that the object is in.
272 */ 312 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 313 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 314 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 315 key_value *key_values; /* Fields not explictly known by the loader. */
277 316
317 // privates / perl
318 shstr_tmp kv_get (shstr_tmp key) const;
319 void kv_del (shstr_tmp key);
320 void kv_set (shstr_tmp key, shstr_tmp value);
321
322//-GPL
323
324 // custom extra fields management
325 struct key_value_access_proxy
326 {
327 object &ob;
328 shstr_tmp key;
329
330 key_value_access_proxy (object &ob, shstr_tmp key)
331 : ob (ob), key (key)
332 {
333 }
334
335 const key_value_access_proxy &operator =(shstr_tmp value) const
336 {
337 ob.kv_set (key, value);
338 return *this;
339 }
340
341 operator const shstr_tmp () const { return ob.kv_get (key); }
342 operator const char *() const { return ob.kv_get (key); }
343
344 private:
345 void operator =(int);
346 };
347
348 // operator [] is too annoying to use
349 const key_value_access_proxy kv (shstr_tmp key)
350 {
351 return key_value_access_proxy (*this, key);
352 }
353
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 354 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing 355 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 356 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 357 bool write (object_freezer &f);
282 358
283 MTH int slottype () const;
284 MTH static object *create (); 359 MTH static object *create ();
285 object &operator =(const object &src); 360 const mapxy &operator =(const mapxy &pos);
286 MTH void copy_to (object *dst); 361 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 362 MTH object *clone (); // create + copy_to a single object
363 MTH object *deep_clone (); // copy whole more chain and inventory
288 void do_destroy (); 364 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 365 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 366 MTH void destroy ();
367 MTH void drop_and_destroy ()
368 {
369 destroy_inv (true);
370 destroy ();
371 }
291 372
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 373 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 374 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 375 MTH object *insert (object *item); // insert into inventory
376 MTH void play_sound (faceidx sound) const;
377 MTH void say_msg (const_utf8_string msg) const;
378
295 void do_remove (); 379 void do_remove ();
296 MTH void remove () 380 MTH void remove ()
297 { 381 {
298 if (!flag [FLAG_REMOVED]) 382 if (!flag [FLAG_REMOVED])
299 do_remove (); 383 do_remove ();
300 } 384 }
301 385
302 // move this object to the top of its env's inventory to speed up 386 MTH bool blocked (maptile *m, int x, int y) const;
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310 387
311 above = 0; 388 void move_to (const mapxy &pos)
312 below = env->inv; 389 {
313 below->above = this; 390 remove ();
314 env->inv = this; 391 *this = pos;
315 } 392 insert_at (this, this);
316
317 return this;
318 } 393 }
394
395 // high-level move method.
396 // object op is trying to move in direction dir.
397 // originator is typically the same as op, but
398 // can be different if originator is causing op to
399 // move (originator is pushing op)
400 // returns 0 if the object is not able to move to the
401 // desired space, 1 otherwise (in which case we also
402 // move the object accordingly. This function is
403 // very similiar to move_object.
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
411 // changes move_type to a new value - handles move_on/move_off effects
412 MTH void change_move_type (MoveType mt);
319 413
320 static bool can_merge_slow (object *op1, object *op2); 414 static bool can_merge_slow (object *op1, object *op2);
321 415
322 // this is often used in time-critical code, so optimise 416 // this is often used in time-critical code, so optimise
323 MTH static bool can_merge (object *op1, object *op2) 417 MTH static bool can_merge (object *op1, object *op2)
327 && can_merge_slow (op1, op2); 421 && can_merge_slow (op1, op2);
328 } 422 }
329 423
330 MTH void set_owner (object *owner); 424 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed); 425 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob); 426 MTH void set_glow_radius (sint8 rad);
427 MTH bool change_skill (object *ob); // deprecated?
333 428
334 MTH void open_container (object *new_container); 429 MTH void open_container (object *new_container);
335 MTH void close_container () 430 MTH void close_container ()
336 { 431 {
337 open_container (0); 432 open_container (0);
433 }
434
435 // potential future accessor for "container"
436 MTH object *container_ () const
437 {
438 return container;
439 }
440
441 MTH bool is_open_container () const
442 {
443 // strangely enough, using ?: here causes code to inflate
444 return type == CONTAINER
445 && ((env && env->container_ () == this)
446 || (!env && flag [FLAG_APPLIED]));
447 }
448
449 MTH object *force_find (shstr_tmp name);
450 MTH void force_set_timer (int duration);
451 MTH object *force_add (shstr_tmp name, int duration = 0);
452
453 oblinkpt *find_link () const;
454 MTH void add_link (maptile *map, shstr_tmp id);
455 MTH void remove_link ();
456
457 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
458 bool should_invoke (event_type event)
459 {
460 return ev_want_event [event] || ev_want_type [type] || cb;
338 } 461 }
339 462
340 MTH void instantiate (); 463 MTH void instantiate ();
341 464
342 // recalculate all stats 465 // recalculate all stats
348 MTH void drain_stat (); 471 MTH void drain_stat ();
349 MTH void drain_specific_stat (int deplete_stats); 472 MTH void drain_specific_stat (int deplete_stats);
350 MTH void change_luck (int value); 473 MTH void change_luck (int value);
351 474
352 // info must hold 256 * 3 bytes currently 475 // info must hold 256 * 3 bytes currently
353 const char *debug_desc (char *info) const; 476 const_utf8_string debug_desc (char *info) const;
354 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 477 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
355 const char *flag_desc (char *desc, int len) const; 478 const_utf8_string flag_desc (char *desc, int len) const;
356 479
480 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
481 MTH object *split (sint32 nr = 1); // return 0 on failure
482
357 int number_of () const 483 MTH int number_of () const
358 { 484 {
359 return nrof ? nrof : 1; 485 return nrof ? nrof : 1;
360 } 486 }
361 487
362 uint64 total_weight () const 488 MTH sint32 total_weight () const
363 { 489 {
364 return weight * number_of (); 490 return (weight + carrying) * number_of ();
365 } 491 }
492
493 MTH void update_weight ();
366 494
367 // return the dominant material of this item, always return something 495 // return the dominant material of this item, always return something
368 const materialtype_t *dominant_material () const; 496 const materialtype_t *dominant_material () const
497 {
498 return material;
499 }
369 500
370 // return the volume of this object in cm³ 501 // return the volume of this object in cm³
371 uint64 volume () const 502 MTH uint64 volume () const
372 { 503 {
373 return total_weight () 504 return (uint64)total_weight ()
374 * 1000 505 * 1024 // 1000 actually
375 * (type == CONTAINER ? 1000 : 1) 506 * (type == CONTAINER ? 128 : 1)
376 / dominant_material ()->density; 507 / dominant_material ()->density; // ugh, division
377 } 508 }
378 509
510 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
511
512 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
379 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 513 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
380 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 514 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
381 || type == CLOAK || type == BOOTS || type == GLOVES 515 || type == CLOAK || type == BOOTS || type == GLOVES
382 || type == BRACERS || type == GIRDLE; } 516 || type == BRACERS || type == GIRDLE; }
383 MTH bool is_alive () const { return (type == PLAYER 517 MTH bool is_alive () const { return (type == PLAYER
387 MTH bool is_arrow () const { return type == ARROW 521 MTH bool is_arrow () const { return type == ARROW
388 || (type == SPELL_EFFECT 522 || (type == SPELL_EFFECT
389 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 523 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
390 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 524 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
391 525
526 MTH bool is_dragon () const;
527
392 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 528 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
393 529
394 // temporary: wether the object can be saved in a map file 530 // temporary: wether the object can be saved in a map file
395 // contr => is a player 531 // contr => is a player
396 // head => only save head of a multitile object 532 // head => only save head of a multitile object
397 // owner => can not reference owner yet 533 // owner => can not reference owner yet
398 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 534 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
399 535
400 /* This return true if object has still randomitems which 536 /* This return true if object has still randomitems which
401 * could be expanded. 537 * could be expanded.
402 */ 538 */
403 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
404 540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
405 // returns the player that has this object in his inventory, or 0 573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
406 MTH object *in_player () const 575 MTH object *in_player () const
407 { 576 {
408 for (object *op = env; op; op = op->env) 577 object *op = outer_env_or_self ();
409 if (op->type == PLAYER)
410 return op;
411 578
412 return 0; 579 return op->type == PLAYER ? op : 0;
413 } 580 }
414 581
415 // "temporary" helper function 582 // "temporary" helper function
416 MTH object *head_ () 583 MTH object *head_ () const
417 { 584 {
418 return head ? head : this; 585 return head ? head : const_cast<object *>(this);
419 } 586 }
420 587
588 MTH bool is_head () const
589 {
590 return head_ () == this;
591 }
592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
421 MTH std::string long_desc (object *who = 0); 621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
422 MTH std::string describe_monster (object *who = 0); 622 MTH std::string describe_monster (object *who = 0);
423 MTH std::string describe_item (object *who = 0); 623 MTH std::string describe_item (object *who = 0);
424 MTH std::string describe (object *who = 0); 624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const_utf8_string query_weight () { return ::query_weight (this); }
627 MTH const_utf8_string query_name () { return ::query_name (this); }
628 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
629 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
425 630
426 // If this object has no extra parts but should have them, 631 // If this object has no extra parts but should have them,
427 // add them, effectively expanding heads into multipart 632 // add them, effectively expanding heads into multipart
428 // objects. This method only works on objects not inserted 633 // objects. This method only works on objects not inserted
429 // anywhere. 634 // anywhere.
432 MTH void create_treasure (treasurelist *tl, int flags = 0); 637 MTH void create_treasure (treasurelist *tl, int flags = 0);
433 638
434 // insert object at same map position as 'where' 639 // insert object at same map position as 'where'
435 // handles both inventory and map "positions" 640 // handles both inventory and map "positions"
436 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 641 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
643 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
644 MTH void drop_unpaid_items ();
437 645
438 MTH void activate (); 646 MTH void activate ();
439 MTH void deactivate (); 647 MTH void deactivate ();
440 MTH void activate_recursive (); 648 MTH void activate_recursive ();
441 MTH void deactivate_recursive (); 649 MTH void deactivate_recursive ();
442 650
443 // set the givne flag on all objects in the inventory recursively 651 // set the given flag on all objects in the inventory recursively
444 MTH void set_flag_inv (int flag, int value = 1); 652 MTH void set_flag_inv (int flag, int value = 1);
445 653
446 void enter_exit (object *exit);//Perl 654 void enter_exit (object *exit);//Perl
447 MTH void enter_map (maptile *newmap, int x, int y); 655 MTH void enter_map (maptile *newmap, int x, int y);
656 void player_goto (const_utf8_string path, int x, int y); // only for players
657 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
448 658
449 // returns the mapspace this object is in 659 // returns the mapspace this object is in
450 mapspace &ms () const; 660 mapspace &ms () const;
451 661
452 // fully recursive iterator 662 // fully recursive iterator
488 { 698 {
489 return this; 699 return this;
490 } 700 }
491 701
492 /* This returns TRUE if the object is something that 702 /* This returns TRUE if the object is something that
493 * should be displayed in the floorbox/inventory window 703 * a client might want to know about.
494 */ 704 */
495 MTH bool client_visible () const 705 MTH bool client_visible () const
496 { 706 {
497 return !invisible && type != PLAYER; 707 return !invisible && type != PLAYER;
498 } 708 }
499 709
710 // the client does nrof * this weight
711 MTH sint32 client_weight () const
712 {
713 return weight + carrying;
714 }
715
500 MTH struct region *region () const; 716 MTH struct region *region () const;
501 717
718 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
719 void failmsg (const_utf8_string msg, int color = NDI_RED);
720
721 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
722
723 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
724 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
725
726 // make some noise with given item into direction dir,
727 // currently only used for players to make them temporarily visible
728 // when they are invisible.
729 MTH void make_noise ();
730
731 /* animation */
732 MTH bool has_anim () const { return animation_id; }
733 const animation &anim () const { return animations [animation_id]; }
734 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
735 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
736 /* anim_frames () returns the number of animations allocated. The last
737 * usuable animation will be anim_frames () - 1 (for example, if an object
738 * has 8 animations, anim_frames () will return 8, but the values will
739 * range from 0 through 7.
740 */
741 MTH int anim_frames () const { return anim ().num_animations; }
742 MTH int anim_facings () const { return anim ().facings; }
743
744 MTH utf8_string as_string ();
745
502protected: 746protected:
503 friend struct archetype;
504
505 void link (); 747 void link ();
506 void unlink (); 748 void unlink ();
507 749
508 object (); 750 object ();
509 ~object (); 751 ~object ();
752
753private:
754 object &operator =(const object &);
755 object (const object &);
510}; 756};
511 757
512typedef object_vector<object, &object::index > objectvec; 758// move this object to the top of its env's inventory to speed up
513typedef object_vector<object, &object::active> activevec; 759// searches for it.
760static inline object *
761splay (object *ob)
762{
763 if (ob->above && ob->env)
764 {
765 if (ob->above) ob->above->below = ob->below;
766 if (ob->below) ob->below->above = ob->above;
514 767
515extern objectvec objects; 768 ob->above = 0;
516extern activevec actives; 769 ob->below = ob->env->inv;
770 ob->below->above = ob;
771 ob->env->inv = ob;
772 }
517 773
518#define for_all_objects(var) \ 774 return ob;
519 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 775}
520 declvar (object *, var, objects [_i])
521 776
522#define for_all_actives(var) \ 777//+GPL
523 for (unsigned _i = 0; _i < actives.size (); ++_i) \
524 declvar (object *, var, actives [_i])
525 778
526typedef struct oblnk
527{ /* Used to link together several objects */
528 object_ptr ob;
529 struct oblnk *next;
530} objectlink;
531
532typedef struct oblinkpt
533{ /* Used to link together several object links */
534 struct oblnk *link;
535 long value; /* Used as connected value in buttons/gates */
536 struct oblinkpt *next;
537} oblinkpt;
538
539object *find_skill_by_name (object *who, const char *name); 779object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
540object *find_skill_by_name (object *who, const shstr &sh); 780object *find_skill_by_name (object *who, shstr_cmp sh);
541object *find_skill_by_number (object *who, int skillno); 781object *find_skill_by_number (object *who, int skillno);
542int change_skill (object *who, object *new_skill, int flag);
543 782
544/* 783/*
545 * The archetype structure is a set of rules on how to generate and manipulate 784 * The archetype structure is a set of rules on how to generate and manipulate
546 * objects which point to archetypes. 785 * objects which point to archetypes.
547 * This probably belongs in arch.h, but there really doesn't appear to 786 * This probably belongs in arch.h, but there really doesn't appear to
548 * be much left in the archetype - all it really is is a holder for the 787 * be much left in the archetype - all it really is is a holder for the
549 * object and pointers. This structure should get removed, and just replaced 788 * object and pointers. This structure should get removed, and just replaced
550 * by the object structure 789 * by the object structure
551 */ 790 */
552 791
792//-GPL
793
553INTERFACE_CLASS (archetype) 794INTERFACE_CLASS (archetype)
554struct archetype : zero_initialised, attachable 795struct archetype : object
555{ 796{
556 archetype (); 797 static arch_ptr empty; // the empty_archetype
798 MTH static void gc ();
799
800 archetype (const_utf8_string name);
557 ~archetype (); 801 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const; 802 void gather_callbacks (AV *&callbacks, event_type event) const;
559 803
804 MTH static archetype *find (const_utf8_string name);
805
806 MTH void link ();
807 MTH void unlink ();
808
809 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
810 MTH object *instance ();
811
812 MTH void post_load_check (); // do some adjustments after parsing
813
814 object_vector_index ACC (RW, archid); // index in archvector
815 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
816
817 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
818
819 // support for archetype loading
560 static archetype *read (object_thawer &f); 820 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create 821 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
562 static archetype *find (const char *name); 822 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
563
564 void hash_add (); // add to hashtable
565 void hash_del (); // remove from hashtable
566
567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
569 struct archetype *ACC (RW, head); /* The main part of a linked object */
570 struct archetype *ACC (RW, more); /* Next part of a linked object */
571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 bool ACC (RW, linked); // linked into list of heads
574 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
575 * in comparison to the head.
576 */
577}; 823};
824
825// returns whether the object is a dragon player, which are often specialcased
826inline bool
827object::is_dragon () const
828{
829 return arch->race == shstr_dragon && is_player ();
830}
831
832inline void
833object_freezer::put (const keyword_string k, archetype *v)
834{
835 if (expect_true (v))
836 put (k, v->archname);
837 else
838 put (k);
839}
840
841typedef object_vector<object, &object::index > objectvec;
842typedef object_vector<object, &object::active> activevec;
843typedef object_vector<archetype, &archetype::archid> archvec;
844
845extern objectvec objects;
846extern activevec actives;
847extern archvec archetypes;
848
849// "safely" iterate over inv in a way such that the current item is removable
850// quite horrible, that's why its hidden in some macro
851#define for_inv_removable(op,var) \
852 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
853
854#define for_all_objects(var) \
855 for (unsigned _i = 0; _i < objects.size (); ++_i) \
856 statementvar (object *, var, objects [_i])
857
858#define for_all_actives(var) \
859 for (unsigned _i = 0; _i < actives.size (); ++_i) \
860 statementvar (object *, var, actives [_i])
861
862#define for_all_archetypes(var) \
863 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
864 statementvar (archetype *, var, archetypes [_i])
865
866//+GPL
578 867
579/* Used by update_object to know if the object being passed is 868/* Used by update_object to know if the object being passed is
580 * being added or removed. 869 * being added or removed.
581 */ 870 */
582#define UP_OBJ_INSERT 1 871#define UP_OBJ_INSERT 1
599 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 888 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
600 * Use for treasure chests so the new object is the highest thing 889 * Use for treasure chests so the new object is the highest thing
601 * beneath the player, but not actually above it. Note - the 890 * beneath the player, but not actually above it. Note - the
602 * map and x,y coordinates for the object to be inserted must 891 * map and x,y coordinates for the object to be inserted must
603 * match the originator. 892 * match the originator.
604 * INS_MAP_LOAD: disable lots of checkings done at insertion to
605 * speed up map loading process, as we assume the ordering in
606 * loaded map is correct.
607 * 893 *
608 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 894 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
609 * are mutually exclusive. The behaviour for passing more than one 895 * are mutually exclusive. The behaviour for passing more than one
610 * should be considered undefined - while you may notice what happens 896 * should be considered undefined - while you may notice what happens
611 * right now if you pass more than one, that could very well change 897 * right now if you pass more than one, that could very well change
614#define INS_NO_MERGE 0x0001 900#define INS_NO_MERGE 0x0001
615#define INS_ABOVE_FLOOR_ONLY 0x0002 901#define INS_ABOVE_FLOOR_ONLY 0x0002
616#define INS_NO_WALK_ON 0x0004 902#define INS_NO_WALK_ON 0x0004
617#define INS_ON_TOP 0x0008 903#define INS_ON_TOP 0x0008
618#define INS_BELOW_ORIGINATOR 0x0010 904#define INS_BELOW_ORIGINATOR 0x0010
619#define INS_MAP_LOAD 0x0020
620 905
621#define ARCH_SINGULARITY "singularity" 906//-GPL
622#define ARCH_DETECT_MAGIC "detect_magic"
623#define ARCH_DEPLETION "depletion"
624#define ARCH_SYMPTOM "symptom"
625 907
626#endif 908#endif
627 909

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