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Comparing deliantra/server/include/object.h (file contents):
Revision 1.123 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.230 by root, Fri Apr 2 03:41:24 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
33//+GPL
32 34
33typedef int tag_t; 35typedef int tag_t;
34 36
35enum { 37enum {
36 body_skill, 38 body_skill,
59 61
60/* See common/item.c */ 62/* See common/item.c */
61 63
62typedef struct Body_Locations 64typedef struct Body_Locations
63{ 65{
64 const char *save_name; /* Name used to load/save it to disk */ 66 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 */ 67 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 */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 69} Body_Locations;
68 70
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
70 75
71/* 76/*
72 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 79 *
75 * key and value are shared-strings. 80 * key and value are shared-strings.
76 * 81 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
78 * accessing the list directly. 83 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
80 */ 85 */
81struct key_value 86struct key_value : slice_allocated
82{ 87{
83 key_value *next; 88 key_value *next;
84 shstr key, value; 89 shstr key, value;
85}; 90};
86 91
92//-GPL
93
87struct UUID 94struct UUID
88{ 95{
89 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
90 103
91 UUID () { } 104 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 106 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
95}; 112};
96 113
97extern void init_uuid (); 114//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 115
101/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 117 * 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 118 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 119 * can_apply and will_apply?
107#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
111 126
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 127struct body_slot
118{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
119 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121}; 131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
122 145
123INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
124// these are being copied 147// these are being copied
125struct object_copy : attachable 148struct object_copy : attachable
126{ 149{
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 151
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 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 */ 171 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 */ 172 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 */ 173 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 */ 174 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 */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158 181
159 float ACC (RW, speed); /* The overall speed of this object */ 182 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 */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
161 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
171 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
175 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 202 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 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) */ 212 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 */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
188 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 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 */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
198 231
199 /* Following mostly refers to fields only used for monsters */ 232 /* 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 */
208 233
209 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
211 * only used in spells. 236 * only used in spells.
212 */ 237 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 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 */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 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 */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 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 */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233 262
234 /* Following are values used by any object */ 263 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */ 266
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 */ 267 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 */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
247}; 288};
248 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294
249struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
250{ 296{
251 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
253 299
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 301 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 302 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 303 object_vector_index ACC (RO, active); // index into actives
258 304
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 305 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 306
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 307 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 */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
265 311
266 //TODO: container must move into client 312 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
268 * is only used by the player right now. 314 * is only used by the player right now.
269 */ 315 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
272 */ 318 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 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 320 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. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
277 322
323 // privates / perl
324 shstr_tmp kv_get (shstr_tmp key) const;
325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 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 361 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. 362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 363 bool write (object_freezer &f);
282 364
283 MTH int slottype () const; 365 MTH int slottype () const;
284 MTH static object *create (); 366 MTH static object *create ();
285 object &operator =(const object &src); 367 const mapxy &operator =(const mapxy &pos);
286 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
288 void do_destroy (); 371 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
291 379
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const_utf8_string msg) const;
385
295 void do_remove (); 386 void do_remove ();
296 MTH void remove () 387 MTH void remove ()
297 { 388 {
298 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
299 do_remove (); 390 do_remove ();
300 } 391 }
301 392
302 // move this object to the top of its env's inventory to speed up 393 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;
310 394
311 above = 0; 395 void move_to (const mapxy &pos)
312 below = env->inv; 396 {
313 below->above = this; 397 remove ();
314 env->inv = this; 398 *this = pos;
315 } 399 insert_at (this, this);
316
317 return this;
318 } 400 }
401
402 // high-level move method.
403 // object op is trying to move in direction dir.
404 // originator is typically the same as op, but
405 // can be different if originator is causing op to
406 // move (originator is pushing op)
407 // returns 0 if the object is not able to move to the
408 // desired space, 1 otherwise (in which case we also
409 // move the object accordingly. This function is
410 // very similiar to move_object.
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
418 // changes move_type to a new value - handles move_on/move_off effects
419 MTH void change_move_type (MoveType mt);
319 420
320 static bool can_merge_slow (object *op1, object *op2); 421 static bool can_merge_slow (object *op1, object *op2);
321 422
322 // this is often used in time-critical code, so optimise 423 // this is often used in time-critical code, so optimise
323 MTH static bool can_merge (object *op1, object *op2) 424 MTH static bool can_merge (object *op1, object *op2)
327 && can_merge_slow (op1, op2); 428 && can_merge_slow (op1, op2);
328 } 429 }
329 430
330 MTH void set_owner (object *owner); 431 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed); 432 MTH void set_speed (float speed);
433 MTH void set_glow_radius (sint8 rad);
332 MTH bool change_weapon (object *ob); 434 bool change_weapon (object *ob); // deprecated
333 MTH bool change_skill (object *ob); 435 MTH bool change_skill (object *ob); // deprecated?
334 436
335 MTH void open_container (object *new_container); 437 MTH void open_container (object *new_container);
336 MTH void close_container () 438 MTH void close_container ()
337 { 439 {
338 open_container (0); 440 open_container (0);
441 }
442
443 // potential future accessor for "container"
444 MTH object *container_ () const
445 {
446 return container;
447 }
448
449 MTH bool is_open_container () const
450 {
451 // strangely enough, using ?: here causes code to inflate
452 return type == CONTAINER
453 && ((env && env->container_ () == this)
454 || (!env && flag [FLAG_APPLIED]));
455 }
456
457 MTH object *force_find (shstr_tmp name);
458 MTH void force_set_timer (int duration);
459 MTH object *force_add (shstr_tmp name, int duration = 0);
460
461 oblinkpt *find_link () const;
462 MTH void add_link (maptile *map, shstr_tmp id);
463 MTH void remove_link ();
464
465 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
466 bool should_invoke (event_type event)
467 {
468 return ev_want_event [event] || ev_want_type [type] || cb;
339 } 469 }
340 470
341 MTH void instantiate (); 471 MTH void instantiate ();
342 472
343 // recalculate all stats 473 // recalculate all stats
349 MTH void drain_stat (); 479 MTH void drain_stat ();
350 MTH void drain_specific_stat (int deplete_stats); 480 MTH void drain_specific_stat (int deplete_stats);
351 MTH void change_luck (int value); 481 MTH void change_luck (int value);
352 482
353 // info must hold 256 * 3 bytes currently 483 // info must hold 256 * 3 bytes currently
354 const char *debug_desc (char *info) const; 484 const_utf8_string debug_desc (char *info) const;
355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 485 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
356 const char *flag_desc (char *desc, int len) const; 486 const_utf8_string flag_desc (char *desc, int len) const;
357 487
488 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
489 MTH object *split (sint32 nr = 1); // return 0 on failure
490
358 int number_of () const 491 MTH int number_of () const
359 { 492 {
360 return nrof ? nrof : 1; 493 return nrof ? nrof : 1;
361 } 494 }
362 495
363 uint64 total_weight () const 496 MTH sint32 total_weight () const
364 { 497 {
365 return weight * number_of (); 498 return (weight + carrying) * number_of ();
366 } 499 }
500
501 MTH void update_weight ();
367 502
368 // return the dominant material of this item, always return something 503 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const; 504 const materialtype_t *dominant_material () const
505 {
506 return material;
507 }
370 508
371 // return the volume of this object in cm³ 509 // return the volume of this object in cm³
372 uint64 volume () const 510 MTH uint64 volume () const
373 { 511 {
374 return total_weight () 512 return (uint64)total_weight ()
375 * 1000 513 * 1024 // 1000 actually
376 * (type == CONTAINER ? 1000 : 1) 514 * (type == CONTAINER ? 128 : 1)
377 / dominant_material ()->density; 515 / dominant_material ()->density; // ugh, division
378 } 516 }
379 517
518 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
519
520 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 521 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 522 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
382 || type == CLOAK || type == BOOTS || type == GLOVES 523 || type == CLOAK || type == BOOTS || type == GLOVES
383 || type == BRACERS || type == GIRDLE; } 524 || type == BRACERS || type == GIRDLE; }
384 MTH bool is_alive () const { return (type == PLAYER 525 MTH bool is_alive () const { return (type == PLAYER
388 MTH bool is_arrow () const { return type == ARROW 529 MTH bool is_arrow () const { return type == ARROW
389 || (type == SPELL_EFFECT 530 || (type == SPELL_EFFECT
390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 531 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 532 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392 533
534 MTH bool is_dragon () const;
535
393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 536 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
394 537
395 // temporary: wether the object can be saved in a map file 538 // temporary: wether the object can be saved in a map file
396 // contr => is a player 539 // contr => is a player
397 // head => only save head of a multitile object 540 // head => only save head of a multitile object
398 // owner => can not reference owner yet 541 // owner => can not reference owner yet
399 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 542 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
400 543
401 /* This return true if object has still randomitems which 544 /* This return true if object has still randomitems which
402 * could be expanded. 545 * could be expanded.
403 */ 546 */
404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
405 548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
406 // returns the player that has this object in his inventory, or 0 581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
407 MTH object *in_player () const 583 MTH object *in_player () const
408 { 584 {
409 for (object *op = env; op; op = op->env) 585 object *op = outer_env_or_self ();
410 if (op->type == PLAYER)
411 return op;
412 586
413 return 0; 587 return op->type == PLAYER ? op : 0;
414 } 588 }
415 589
416 // "temporary" helper function 590 // "temporary" helper function
417 MTH object *head_ () 591 MTH object *head_ () const
418 { 592 {
419 return head ? head : this; 593 return head ? head : const_cast<object *>(this);
420 } 594 }
421 595
596 MTH bool is_head () const
597 {
598 return head_ () == this;
599 }
600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
422 MTH std::string long_desc (object *who = 0); 629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
423 MTH std::string describe_monster (object *who = 0); 630 MTH std::string describe_monster (object *who = 0);
424 MTH std::string describe_item (object *who = 0); 631 MTH std::string describe_item (object *who = 0);
425 MTH std::string describe (object *who = 0); 632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const_utf8_string query_weight () { return ::query_weight (this); }
635 MTH const_utf8_string query_name () { return ::query_name (this); }
636 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
637 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
426 638
427 // If this object has no extra parts but should have them, 639 // If this object has no extra parts but should have them,
428 // add them, effectively expanding heads into multipart 640 // add them, effectively expanding heads into multipart
429 // objects. This method only works on objects not inserted 641 // objects. This method only works on objects not inserted
430 // anywhere. 642 // anywhere.
433 MTH void create_treasure (treasurelist *tl, int flags = 0); 645 MTH void create_treasure (treasurelist *tl, int flags = 0);
434 646
435 // insert object at same map position as 'where' 647 // insert object at same map position as 'where'
436 // handles both inventory and map "positions" 648 // handles both inventory and map "positions"
437 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 649 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
651 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
652 MTH void drop_unpaid_items ();
438 653
439 MTH void activate (); 654 MTH void activate ();
440 MTH void deactivate (); 655 MTH void deactivate ();
441 MTH void activate_recursive (); 656 MTH void activate_recursive ();
442 MTH void deactivate_recursive (); 657 MTH void deactivate_recursive ();
443 658
444 // set the givne flag on all objects in the inventory recursively 659 // set the given flag on all objects in the inventory recursively
445 MTH void set_flag_inv (int flag, int value = 1); 660 MTH void set_flag_inv (int flag, int value = 1);
446 661
447 void enter_exit (object *exit);//Perl 662 void enter_exit (object *exit);//Perl
448 MTH void enter_map (maptile *newmap, int x, int y); 663 MTH void enter_map (maptile *newmap, int x, int y);
664 void player_goto (const_utf8_string path, int x, int y); // only for players
665 bool apply (object *ob, int aflags = AP_APPLY);
449 666
450 // returns the mapspace this object is in 667 // returns the mapspace this object is in
451 mapspace &ms () const; 668 mapspace &ms () const;
452 669
453 // fully recursive iterator 670 // fully recursive iterator
489 { 706 {
490 return this; 707 return this;
491 } 708 }
492 709
493 /* This returns TRUE if the object is something that 710 /* This returns TRUE if the object is something that
494 * should be displayed in the floorbox/inventory window 711 * a client might want to know about.
495 */ 712 */
496 MTH bool client_visible () const 713 MTH bool client_visible () const
497 { 714 {
498 return !invisible && type != PLAYER; 715 return !invisible && type != PLAYER;
499 } 716 }
500 717
718 // the client does nrof * this weight
719 MTH sint32 client_weight () const
720 {
721 return weight + carrying;
722 }
723
501 MTH struct region *region () const; 724 MTH struct region *region () const;
502 725
726 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
727 void failmsg (const_utf8_string msg, int color = NDI_RED);
728
729 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
730
731 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
732 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
733
734 // make some noise with given item into direction dir,
735 // currently only used for players to make them temporarily visible
736 // when they are invisible.
737 MTH void make_noise ();
738
739 /* animation */
740 MTH bool has_anim () const { return animation_id; }
741 const animation &anim () const { return animations [animation_id]; }
742 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
743 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
744 /* anim_frames () returns the number of animations allocated. The last
745 * usuable animation will be anim_frames () - 1 (for example, if an object
746 * has 8 animations, anim_frames () will return 8, but the values will
747 * range from 0 through 7.
748 */
749 MTH int anim_frames () const { return anim ().num_animations; }
750 MTH int anim_facings () const { return anim ().facings; }
751
752 MTH utf8_string as_string ();
753
503protected: 754protected:
504 friend struct archetype;
505
506 void link (); 755 void link ();
507 void unlink (); 756 void unlink ();
508 757
509 object (); 758 object ();
510 ~object (); 759 ~object ();
760
761private:
762 object &operator =(const object &);
763 object (const object &);
511}; 764};
512 765
513typedef object_vector<object, &object::index > objectvec; 766// move this object to the top of its env's inventory to speed up
514typedef object_vector<object, &object::active> activevec; 767// searches for it.
768static inline object *
769splay (object *ob)
770{
771 if (ob->above && ob->env)
772 {
773 if (ob->above) ob->above->below = ob->below;
774 if (ob->below) ob->below->above = ob->above;
515 775
516extern objectvec objects; 776 ob->above = 0;
517extern activevec actives; 777 ob->below = ob->env->inv;
778 ob->below->above = ob;
779 ob->env->inv = ob;
780 }
518 781
519#define for_all_objects(var) \ 782 return ob;
520 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 783}
521 declvar (object *, var, objects [_i])
522 784
523#define for_all_actives(var) \ 785//+GPL
524 for (unsigned _i = 0; _i < actives.size (); ++_i) \
525 declvar (object *, var, actives [_i])
526 786
527typedef struct oblnk
528{ /* Used to link together several objects */
529 object_ptr ob;
530 struct oblnk *next;
531} objectlink;
532
533typedef struct oblinkpt
534{ /* Used to link together several object links */
535 struct oblnk *link;
536 long value; /* Used as connected value in buttons/gates */
537 struct oblinkpt *next;
538} oblinkpt;
539
540object *find_skill_by_name (object *who, const char *name); 787object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
541object *find_skill_by_name (object *who, const shstr &sh); 788object *find_skill_by_name (object *who, shstr_cmp sh);
542object *find_skill_by_number (object *who, int skillno); 789object *find_skill_by_number (object *who, int skillno);
543 790
544/* 791/*
545 * The archetype structure is a set of rules on how to generate and manipulate 792 * The archetype structure is a set of rules on how to generate and manipulate
546 * objects which point to archetypes. 793 * objects which point to archetypes.
548 * be much left in the archetype - all it really is is a holder for the 795 * 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 796 * object and pointers. This structure should get removed, and just replaced
550 * by the object structure 797 * by the object structure
551 */ 798 */
552 799
800//-GPL
801
553INTERFACE_CLASS (archetype) 802INTERFACE_CLASS (archetype)
554struct archetype : zero_initialised, attachable 803struct archetype : object
555{ 804{
556 archetype (); 805 static arch_ptr empty; // the empty_archetype
806 MTH static void gc ();
807
808 archetype (const_utf8_string name);
557 ~archetype (); 809 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const; 810 void gather_callbacks (AV *&callbacks, event_type event) const;
559 811
812 MTH static archetype *find (const_utf8_string name);
813
814 MTH void link ();
815 MTH void unlink ();
816
817 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
818 MTH object *instance ();
819
820 MTH void post_load_check (); // do some adjustments after parsing
821
822 object_vector_index ACC (RW, archid); // index in archvector
823 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
824
825 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
826
827 // support for archetype loading
560 static archetype *read (object_thawer &f); 828 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create 829 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
562 static archetype *find (const char *name); 830 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}; 831};
832
833// returns whether the object is a dragon player, which are often specialcased
834inline bool
835object::is_dragon () const
836{
837 return arch->race == shstr_dragon && is_player ();
838}
839
840inline void
841object_freezer::put (const keyword_string k, archetype *v)
842{
843 if (expect_true (v))
844 put (k, v->archname);
845 else
846 put (k);
847}
848
849typedef object_vector<object, &object::index > objectvec;
850typedef object_vector<object, &object::active> activevec;
851typedef object_vector<archetype, &archetype::archid> archvec;
852
853extern objectvec objects;
854extern activevec actives;
855extern archvec archetypes;
856
857// "safely" iterate over inv in a way such that the current item is removable
858// quite horrible, that's why its hidden in some macro
859#define for_inv_removable(op,var) \
860 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
861
862#define for_all_objects(var) \
863 for (unsigned _i = 0; _i < objects.size (); ++_i) \
864 statementvar (object *, var, objects [_i])
865
866#define for_all_actives(var) \
867 for (unsigned _i = 0; _i < actives.size (); ++_i) \
868 statementvar (object *, var, actives [_i])
869
870#define for_all_archetypes(var) \
871 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
872 statementvar (archetype *, var, archetypes [_i])
873
874//+GPL
578 875
579/* Used by update_object to know if the object being passed is 876/* Used by update_object to know if the object being passed is
580 * being added or removed. 877 * being added or removed.
581 */ 878 */
582#define UP_OBJ_INSERT 1 879#define UP_OBJ_INSERT 1
599 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 896 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
600 * Use for treasure chests so the new object is the highest thing 897 * Use for treasure chests so the new object is the highest thing
601 * beneath the player, but not actually above it. Note - the 898 * beneath the player, but not actually above it. Note - the
602 * map and x,y coordinates for the object to be inserted must 899 * map and x,y coordinates for the object to be inserted must
603 * match the originator. 900 * 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 * 901 *
608 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 902 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
609 * are mutually exclusive. The behaviour for passing more than one 903 * are mutually exclusive. The behaviour for passing more than one
610 * should be considered undefined - while you may notice what happens 904 * should be considered undefined - while you may notice what happens
611 * right now if you pass more than one, that could very well change 905 * right now if you pass more than one, that could very well change
614#define INS_NO_MERGE 0x0001 908#define INS_NO_MERGE 0x0001
615#define INS_ABOVE_FLOOR_ONLY 0x0002 909#define INS_ABOVE_FLOOR_ONLY 0x0002
616#define INS_NO_WALK_ON 0x0004 910#define INS_NO_WALK_ON 0x0004
617#define INS_ON_TOP 0x0008 911#define INS_ON_TOP 0x0008
618#define INS_BELOW_ORIGINATOR 0x0010 912#define INS_BELOW_ORIGINATOR 0x0010
619#define INS_MAP_LOAD 0x0020
620 913
621#define ARCH_SINGULARITY "singularity" 914//-GPL
622#define ARCH_DETECT_MAGIC "detect_magic"
623#define ARCH_DEPLETION "depletion"
624#define ARCH_SYMPTOM "symptom"
625 915
626#endif 916#endif
627 917

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