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Comparing deliantra/server/include/object.h (file contents):
Revision 1.124 by root, Fri May 18 12:13:02 2007 UTC vs.
Revision 1.236 by root, Wed Apr 7 19:54:45 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>
29
30#include "cfperl.h" 28#include "cfperl.h"
31#include "shstr.h" 29#include "shstr.h"
32 30
31//+GPL
32
33typedef int tag_t; 33typedef int tag_t;
34 34
35// also see common/item.C
35enum { 36enum
37{
36 body_skill, 38 body_skill,
37 body_combat, 39 body_combat,
38 body_range, 40 body_range,
39 body_shield, 41 body_shield,
40 body_arm, 42 body_arm,
48 body_wrist, 50 body_wrist,
49 body_waist, 51 body_waist,
50 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
51}; 53};
52 54
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
59
60/* See common/item.c */ 55/* See common/item.c */
61 56
62typedef struct Body_Locations 57typedef struct Body_Locations
63{ 58{
64 const char *save_name; /* Name used to load/save it to disk */ 59 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 */ 60 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 */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 62} Body_Locations;
68 63
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66#define NUM_COINS 4 /* number of coin types */
67extern const char *const coins[NUM_COINS + 1];
70 68
71/* 69/*
72 * Each object (this also means archetypes!) could have a few of these 70 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 71 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 72 *
75 * key and value are shared-strings. 73 * key and value are shared-strings.
76 * 74 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 75 * Please use kv_get/kv_set/kv_del from object rather than
78 * accessing the list directly. 76 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason. 77 * Exception is if you want to walk this list for some reason.
80 */ 78 */
81struct key_value 79struct key_value : slice_allocated
82{ 80{
83 key_value *next; 81 key_value *next;
84 shstr key, value; 82 shstr key, value;
85}; 83};
86 84
85//-GPL
86
87struct UUID 87struct UUID
88{ 88{
89 uint64 seq; 89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
90 96
91 UUID () { } 97 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 99 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
95}; 105};
96 106
97extern void init_uuid (); 107//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 108
101/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 112 * can_apply and will_apply?
107#define WILL_APPLY_TREASURE 0x02 115#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 116#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 117#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
111 119
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 120struct body_slot
118{ 121{
122 signed char used:4; /* Calculated value based on items equipped */
119 signed char info:4; /* body info as loaded from the file */ 123 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121}; 124};
125
126typedef struct oblnk
127{ /* Used to link together several objects */
128 object_ptr ob;
129 struct oblnk *next;
130} objectlink;
131
132typedef struct oblinkpt
133{ /* Used to link together several object links */
134 struct oblnk *link;
135 struct oblinkpt *next;
136 shstr id; /* Used as connected value in buttons/gates */
137} oblinkpt;
122 138
123INTERFACE_CLASS (object) 139INTERFACE_CLASS (object)
124// these are being copied 140// these are being copied
125struct object_copy : attachable 141struct object_copy : attachable
126{ 142{
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 144
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */ 146 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 151 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 152 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 154 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 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 */ 164 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 */ 165 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 */ 166 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 */ 167 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 */ 168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158 174
159 float ACC (RW, speed); /* The overall speed of this object */ 175 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 */ 176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
161 uint32 ACC (RW, nrof); /* How many of the objects */ 178 sint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */ 179 /* This next big block is basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
171 uint16 ACC (RW, materials); /* What materials this object consists of */ 188 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
175 /* Note that the last_.. values are sometimes used for non obvious 193 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 194 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 195 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */ 199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
203
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 204 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) */ 205 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 */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
188 sint32 ACC (RW, weight); /* Attributes of the object */ 216 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 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 */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
198 224
199 /* Following mostly refers to fields only used for monsters */ 225 /* 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 */
208 226
209 /* Spell related information, may be useful elsewhere 227 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 228 * Note that other fields are used - these files are basically
211 * only used in spells. 229 * only used in spells.
212 */ 230 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 231 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 232 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 */ 233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */ 236 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 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 */ 241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */ 242 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 245 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 */ 246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233 255
234 /* Following are values used by any object */ 256 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */ 257 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */ 259
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 */ 260 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 */ 261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
247}; 281};
248 282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
249struct object : zero_initialised, object_copy 298struct object : zero_initialised, object_copy
250{ 299{
251 // These variables are not changed by ->copy_to 300 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 301 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
253 302
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 303 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 304 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 305 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 306 object_vector_index ACC (RO, active); // index into actives
258 307
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 308 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 309
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 310 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 */ 311 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 312 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 313 object *inv; /* Pointer to the first object in the inventory */
265 314
266 //TODO: container must move into client 315 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this 316 object_ptr ACC (RW, container);/* Currently opened container. I think this
268 * is only used by the player right now. 317 * is only used by the player right now.
269 */ 318 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment. 319 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in. 320 * This is typically the container that the object is in.
272 */ 321 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 322 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 323 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. */ 324 key_value *key_values; /* Fields not explictly known by the loader. */
277 325
326 // privates / perl
327 shstr_tmp kv_get (shstr_tmp key) const;
328 void kv_del (shstr_tmp key);
329 void kv_set (shstr_tmp key, shstr_tmp value);
330
331//-GPL
332
333 // custom extra fields management
334 struct key_value_access_proxy
335 {
336 object &ob;
337 shstr_tmp key;
338
339 key_value_access_proxy (object &ob, shstr_tmp key)
340 : ob (ob), key (key)
341 {
342 }
343
344 const key_value_access_proxy &operator =(shstr_tmp value) const
345 {
346 ob.kv_set (key, value);
347 return *this;
348 }
349
350 operator const shstr_tmp () const { return ob.kv_get (key); }
351 operator const char *() const { return ob.kv_get (key); }
352
353 private:
354 void operator =(int);
355 };
356
357 // operator [] is too annoying to use
358 const key_value_access_proxy kv (shstr_tmp key)
359 {
360 return key_value_access_proxy (*this, key);
361 }
362
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 363 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 364 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. 365 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 366 bool write (object_freezer &f);
282 367
283 MTH int slottype () const;
284 MTH static object *create (); 368 MTH static object *create ();
285 object &operator =(const object &src); 369 const mapxy &operator =(const mapxy &pos);
286 MTH void copy_to (object *dst); 370 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 371 MTH object *clone (); // create + copy_to a single object
372 MTH object *deep_clone (); // copy whole more chain and inventory
288 void do_destroy (); 373 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 374 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 375 MTH void destroy ();
376 MTH void drop_and_destroy ()
377 {
378 destroy_inv (true);
379 destroy ();
380 }
291 381
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 382 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 383 MTH void destroy_inv (bool drop_to_ground = false);
384 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
294 MTH object *insert (object *item); // insert into inventory 385 MTH object *insert (object *item); // insert into inventory
386 MTH void play_sound (faceidx sound) const;
387 MTH void say_msg (const_utf8_string msg) const;
388
295 void do_remove (); 389 void do_remove ();
296 MTH void remove () 390 MTH void remove ()
297 { 391 {
298 if (!flag [FLAG_REMOVED]) 392 if (!flag [FLAG_REMOVED])
299 do_remove (); 393 do_remove ();
300 } 394 }
395
396 MTH bool blocked (maptile *m, int x, int y) const;
397
398 void move_to (const mapxy &pos)
399 {
400 remove ();
401 *this = pos;
402 insert_at (this, this);
403 }
404
405 // high-level move method.
406 // object op is trying to move in direction dir.
407 // originator is typically the same as op, but
408 // can be different if originator is causing op to
409 // move (originator is pushing op)
410 // returns 0 if the object is not able to move to the
411 // desired space, 1 otherwise (in which case we also
412 // move the object accordingly. This function is
413 // very similiar to move_object.
414 int move (int dir, object *originator);
415
416 int move (int dir)
417 {
418 return move (dir, this);
419 }
420
421 // changes move_type to a new value - handles move_on/move_off effects
422 MTH void change_move_type (MoveType mt);
301 423
302 static bool can_merge_slow (object *op1, object *op2); 424 static bool can_merge_slow (object *op1, object *op2);
303 425
304 // this is often used in time-critical code, so optimise 426 // this is often used in time-critical code, so optimise
305 MTH static bool can_merge (object *op1, object *op2) 427 MTH static bool can_merge (object *op1, object *op2)
309 && can_merge_slow (op1, op2); 431 && can_merge_slow (op1, op2);
310 } 432 }
311 433
312 MTH void set_owner (object *owner); 434 MTH void set_owner (object *owner);
313 MTH void set_speed (float speed); 435 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob); 436 MTH void set_glow_radius (sint8 rad);
315 MTH bool change_skill (object *ob); 437 MTH bool change_skill (object *ob); // deprecated?
316 438
317 MTH void open_container (object *new_container); 439 MTH void open_container (object *new_container);
318 MTH void close_container () 440 MTH void close_container ()
319 { 441 {
320 open_container (0); 442 open_container (0);
443 }
444
445 // potential future accessor for "container"
446 MTH object *container_ () const
447 {
448 return container;
449 }
450
451 MTH bool is_open_container () const
452 {
453 // strangely enough, using ?: here causes code to inflate
454 return type == CONTAINER
455 && ((env && env->container_ () == this)
456 || (!env && flag [FLAG_APPLIED]));
457 }
458
459 MTH object *force_find (shstr_tmp name);
460 MTH void force_set_timer (int duration);
461 MTH object *force_add (shstr_tmp name, int duration = 0);
462
463 oblinkpt *find_link () const;
464 MTH void add_link (maptile *map, shstr_tmp id);
465 MTH void remove_link ();
466
467 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
468 bool should_invoke (event_type event)
469 {
470 return ev_want_event [event] || ev_want_type [type] || cb;
321 } 471 }
322 472
323 MTH void instantiate (); 473 MTH void instantiate ();
324 474
325 // recalculate all stats 475 // recalculate all stats
331 MTH void drain_stat (); 481 MTH void drain_stat ();
332 MTH void drain_specific_stat (int deplete_stats); 482 MTH void drain_specific_stat (int deplete_stats);
333 MTH void change_luck (int value); 483 MTH void change_luck (int value);
334 484
335 // info must hold 256 * 3 bytes currently 485 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const; 486 const_utf8_string debug_desc (char *info) const;
337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 487 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
338 const char *flag_desc (char *desc, int len) const; 488 const_utf8_string flag_desc (char *desc, int len) const;
339 489
490 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
491 MTH object *split (sint32 nr = 1); // return 0 on failure
492
340 int number_of () const 493 MTH int number_of () const
341 { 494 {
342 return nrof ? nrof : 1; 495 return nrof ? nrof : 1;
343 } 496 }
344 497
345 uint64 total_weight () const 498 MTH sint32 total_weight () const
346 { 499 {
347 return weight * number_of (); 500 return (weight + carrying) * number_of ();
348 } 501 }
502
503 MTH void update_weight ();
349 504
350 // return the dominant material of this item, always return something 505 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const; 506 const materialtype_t *dominant_material () const
507 {
508 return material;
509 }
352 510
353 // return the volume of this object in cm³ 511 // return the volume of this object in cm³
354 uint64 volume () const 512 MTH uint64 volume () const
355 { 513 {
356 return total_weight () 514 return (uint64)total_weight ()
357 * 1000 515 * 1024 // 1000 actually
358 * (type == CONTAINER ? 1000 : 1) 516 * (type == CONTAINER ? 128 : 1)
359 / dominant_material ()->density; 517 / dominant_material ()->density; // ugh, division
360 } 518 }
361 519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
362 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
364 || type == CLOAK || type == BOOTS || type == GLOVES 525 || type == CLOAK || type == BOOTS || type == GLOVES
365 || type == BRACERS || type == GIRDLE; } 526 || type == BRACERS || type == GIRDLE; }
366 MTH bool is_alive () const { return (type == PLAYER 527 MTH bool is_alive () const { return (type == PLAYER
370 MTH bool is_arrow () const { return type == ARROW 531 MTH bool is_arrow () const { return type == ARROW
371 || (type == SPELL_EFFECT 532 || (type == SPELL_EFFECT
372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
374 535
536 MTH bool is_dragon () const;
537
375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 538 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
376 539
377 // temporary: wether the object can be saved in a map file 540 // temporary: wether the object can be saved in a map file
378 // contr => is a player 541 // contr => is a player
379 // head => only save head of a multitile object 542 // head => only save head of a multitile object
380 // owner => can not reference owner yet 543 // owner => can not reference owner yet
381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 544 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
382 545
383 /* This return true if object has still randomitems which 546 /* This return true if object has still randomitems which
384 * could be expanded. 547 * could be expanded.
385 */ 548 */
386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 549 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
387 550
551 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
552
553 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
554
555 // returns the outermost owner, never returns 0
556 MTH object *outer_owner ()
557 {
558 object *op;
559
560 for (op = this; op->owner; op = op->owner)
561 ;
562
563 return op;
564 }
565
566 // returns the outermost environment, never returns 0
567 MTH object *outer_env_or_self () const
568 {
569 const object *op;
570
571 for (op = this; op->env; op = op->env)
572 ;
573
574 return const_cast<object *>(op);
575 }
576
577 // returns the outermost environment, may return 0
578 MTH object *outer_env () const
579 {
580 return env ? outer_env_or_self () : 0;
581 }
582
388 // returns the player that has this object in his inventory, or 0 583 // returns the player that has this object in his inventory, or 0
584 // we assume the player is always the outer env
389 MTH object *in_player () const 585 MTH object *in_player () const
390 { 586 {
391 for (object *op = env; op; op = op->env) 587 object *op = outer_env_or_self ();
392 if (op->type == PLAYER)
393 return op;
394 588
395 return 0; 589 return op->type == PLAYER ? op : 0;
396 } 590 }
397 591
398 // "temporary" helper function 592 // "temporary" helper function
399 MTH object *head_ () 593 MTH object *head_ () const
400 { 594 {
401 return head ? head : this; 595 return head ? head : const_cast<object *>(this);
402 } 596 }
403 597
598 MTH bool is_head () const
599 {
600 return head_ () == this;
601 }
602
603 MTH bool is_on_map () const
604 {
605 return !env && !flag [FLAG_REMOVED];
606 }
607
608 MTH bool is_inserted () const
609 {
610 return !flag [FLAG_REMOVED];
611 }
612
613 MTH bool is_player () const
614 {
615 return !!contr;
616 }
617
618 /* elmex: this method checks whether the object is in a shop */
619 MTH bool is_in_shop () const;
620
621 MTH bool affects_los () const
622 {
623 return glow_radius || flag [FLAG_BLOCKSVIEW];
624 }
625
626 MTH bool has_carried_lights () const
627 {
628 return glow_radius;
629 }
630
631 // returns the player that cna see this object, if any
632 MTH object *visible_to () const;
633
404 MTH std::string long_desc (object *who = 0); 634 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
405 MTH std::string describe_monster (object *who = 0); 635 MTH std::string describe_monster (object *who = 0);
406 MTH std::string describe_item (object *who = 0); 636 MTH std::string describe_item (object *who = 0);
407 MTH std::string describe (object *who = 0); 637 MTH std::string describe (object *who = 0); // long description, without name
638
639 MTH const_utf8_string query_weight () { return ::query_weight (this); }
640 MTH const_utf8_string query_name () { return ::query_name (this); }
641 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
642 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
408 643
409 // If this object has no extra parts but should have them, 644 // If this object has no extra parts but should have them,
410 // add them, effectively expanding heads into multipart 645 // add them, effectively expanding heads into multipart
411 // objects. This method only works on objects not inserted 646 // objects. This method only works on objects not inserted
412 // anywhere. 647 // anywhere.
415 MTH void create_treasure (treasurelist *tl, int flags = 0); 650 MTH void create_treasure (treasurelist *tl, int flags = 0);
416 651
417 // insert object at same map position as 'where' 652 // insert object at same map position as 'where'
418 // handles both inventory and map "positions" 653 // handles both inventory and map "positions"
419 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 654 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
655 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
656 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
657 MTH void drop_unpaid_items ();
420 658
421 MTH void activate (); 659 MTH void activate ();
422 MTH void deactivate (); 660 MTH void deactivate ();
423 MTH void activate_recursive (); 661 MTH void activate_recursive ();
424 MTH void deactivate_recursive (); 662 MTH void deactivate_recursive ();
425 663
426 // set the givne flag on all objects in the inventory recursively 664 // set the given flag on all objects in the inventory recursively
427 MTH void set_flag_inv (int flag, int value = 1); 665 MTH void set_flag_inv (int flag, int value = 1);
428 666
429 void enter_exit (object *exit);//Perl 667 void enter_exit (object *exit);//Perl
430 MTH void enter_map (maptile *newmap, int x, int y); 668 MTH void enter_map (maptile *newmap, int x, int y);
669 void player_goto (const_utf8_string path, int x, int y); // only for players
670 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
431 671
432 // returns the mapspace this object is in 672 // returns the mapspace this object is in
433 mapspace &ms () const; 673 mapspace &ms () const;
434 674
435 // fully recursive iterator 675 // fully recursive iterator
471 { 711 {
472 return this; 712 return this;
473 } 713 }
474 714
475 /* This returns TRUE if the object is something that 715 /* This returns TRUE if the object is something that
476 * should be displayed in the floorbox/inventory window 716 * a client might want to know about.
477 */ 717 */
478 MTH bool client_visible () const 718 MTH bool client_visible () const
479 { 719 {
480 return !invisible && type != PLAYER; 720 return !invisible && type != PLAYER;
481 } 721 }
482 722
723 // the client does nrof * this weight
724 MTH sint32 client_weight () const
725 {
726 return weight + carrying;
727 }
728
483 MTH struct region *region () const; 729 MTH struct region *region () const;
484 730
731 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
732 void failmsg (const_utf8_string msg, int color = NDI_RED);
733
734 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
735
736 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
737 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
738
739 // make some noise with given item into direction dir,
740 // currently only used for players to make them temporarily visible
741 // when they are invisible.
742 MTH void make_noise ();
743
744 /* animation */
745 MTH bool has_anim () const { return animation_id; }
746 const animation &anim () const { return animations [animation_id]; }
747 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
748 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
749 /* anim_frames () returns the number of animations allocated. The last
750 * usuable animation will be anim_frames () - 1 (for example, if an object
751 * has 8 animations, anim_frames () will return 8, but the values will
752 * range from 0 through 7.
753 */
754 MTH int anim_frames () const { return anim ().num_animations; }
755 MTH int anim_facings () const { return anim ().facings; }
756
757 MTH utf8_string as_string ();
758
485protected: 759protected:
486 friend struct archetype;
487
488 void link (); 760 void link ();
489 void unlink (); 761 void unlink ();
490 762
491 object (); 763 object ();
492 ~object (); 764 ~object ();
765
766private:
767 object &operator =(const object &);
768 object (const object &);
493}; 769};
494 770
495// move this object to the top of its env's inventory to speed up 771// move this object to the top of its env's inventory to speed up
496// searches for it. 772// searches for it.
497static object * 773static inline object *
498splay (object *ob) 774splay (object *ob)
499{ 775{
500 if (ob->env && ob->env->inv != ob) 776 if (ob->above && ob->env)
501 { 777 {
502 if (ob->above) ob->above->below = ob->below; 778 if (ob->above) ob->above->below = ob->below;
503 if (ob->below) ob->below->above = ob->above; 779 if (ob->below) ob->below->above = ob->above;
504 780
505 ob->above = 0; 781 ob->above = 0;
509 } 785 }
510 786
511 return ob; 787 return ob;
512} 788}
513 789
514typedef object_vector<object, &object::index > objectvec; 790//+GPL
515typedef object_vector<object, &object::active> activevec;
516 791
517extern objectvec objects;
518extern activevec actives;
519
520#define for_all_objects(var) \
521 for (unsigned _i = 0; _i < objects.size (); ++_i) \
522 declvar (object *, var, objects [_i])
523
524#define for_all_actives(var) \
525 for (unsigned _i = 0; _i < actives.size (); ++_i) \
526 declvar (object *, var, actives [_i])
527
528typedef struct oblnk
529{ /* Used to link together several objects */
530 object_ptr ob;
531 struct oblnk *next;
532} objectlink;
533
534typedef struct oblinkpt
535{ /* Used to link together several object links */
536 struct oblnk *link;
537 long value; /* Used as connected value in buttons/gates */
538 struct oblinkpt *next;
539} oblinkpt;
540
541object *find_skill_by_name (object *who, const char *name); 792object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
542object *find_skill_by_name (object *who, const shstr &sh); 793object *find_skill_by_name (object *who, shstr_cmp sh);
543object *find_skill_by_number (object *who, int skillno); 794object *find_skill_by_number (object *who, int skillno);
544 795
545/* 796/*
546 * The archetype structure is a set of rules on how to generate and manipulate 797 * The archetype structure is a set of rules on how to generate and manipulate
547 * objects which point to archetypes. 798 * objects which point to archetypes.
549 * be much left in the archetype - all it really is is a holder for the 800 * be much left in the archetype - all it really is is a holder for the
550 * object and pointers. This structure should get removed, and just replaced 801 * object and pointers. This structure should get removed, and just replaced
551 * by the object structure 802 * by the object structure
552 */ 803 */
553 804
805//-GPL
806
554INTERFACE_CLASS (archetype) 807INTERFACE_CLASS (archetype)
555struct archetype : zero_initialised, attachable 808struct archetype : object
556{ 809{
557 archetype (); 810 static arch_ptr empty; // the empty_archetype
811 MTH static void gc ();
812
813 archetype (const_utf8_string name);
558 ~archetype (); 814 ~archetype ();
559 void gather_callbacks (AV *&callbacks, event_type event) const; 815 void gather_callbacks (AV *&callbacks, event_type event) const;
560 816
817 MTH static archetype *find (const_utf8_string name);
818
819 MTH void link ();
820 MTH void unlink ();
821
822 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
823 MTH object *instance ();
824
825 MTH void post_load_check (); // do some adjustments after parsing
826
827 object_vector_index ACC (RW, archid); // index in archvector
828 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
829
830 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
831
832 // support for archetype loading
561 static archetype *read (object_thawer &f); 833 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create 834 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
563 static archetype *find (const char *name); 835 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
564
565 void hash_add (); // add to hashtable
566 void hash_del (); // remove from hashtable
567
568 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
569 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
570 struct archetype *ACC (RW, head); /* The main part of a linked object */
571 struct archetype *ACC (RW, more); /* Next part of a linked object */
572 object ACC (RO, clone); /* An object from which to do ->copy_to () */
573 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
574 bool ACC (RW, linked); // linked into list of heads
575 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
576 * in comparison to the head.
577 */
578}; 836};
837
838// returns whether the object is a dragon player, which are often specialcased
839inline bool
840object::is_dragon () const
841{
842 return arch->race == shstr_dragon && is_player ();
843}
844
845inline void
846object_freezer::put (const keyword_string k, archetype *v)
847{
848 if (expect_true (v))
849 put (k, v->archname);
850 else
851 put (k);
852}
853
854typedef object_vector<object, &object::index > objectvec;
855typedef object_vector<object, &object::active> activevec;
856typedef object_vector<archetype, &archetype::archid> archvec;
857
858extern objectvec objects;
859extern activevec actives;
860extern archvec archetypes;
861
862// "safely" iterate over inv in a way such that the current item is removable
863// quite horrible, that's why its hidden in some macro
864#define for_inv_removable(op,var) \
865 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
866
867#define for_all_objects(var) \
868 for (unsigned _i = 0; _i < objects.size (); ++_i) \
869 statementvar (object *, var, objects [_i])
870
871#define for_all_actives(var) \
872 for (unsigned _i = 0; _i < actives.size (); ++_i) \
873 statementvar (object *, var, actives [_i])
874
875#define for_all_archetypes(var) \
876 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
877 statementvar (archetype *, var, archetypes [_i])
878
879//+GPL
579 880
580/* Used by update_object to know if the object being passed is 881/* Used by update_object to know if the object being passed is
581 * being added or removed. 882 * being added or removed.
582 */ 883 */
583#define UP_OBJ_INSERT 1 884#define UP_OBJ_INSERT 1
600 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 901 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
601 * Use for treasure chests so the new object is the highest thing 902 * Use for treasure chests so the new object is the highest thing
602 * beneath the player, but not actually above it. Note - the 903 * beneath the player, but not actually above it. Note - the
603 * map and x,y coordinates for the object to be inserted must 904 * map and x,y coordinates for the object to be inserted must
604 * match the originator. 905 * match the originator.
605 * INS_MAP_LOAD: disable lots of checkings done at insertion to
606 * speed up map loading process, as we assume the ordering in
607 * loaded map is correct.
608 * 906 *
609 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 907 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
610 * are mutually exclusive. The behaviour for passing more than one 908 * are mutually exclusive. The behaviour for passing more than one
611 * should be considered undefined - while you may notice what happens 909 * should be considered undefined - while you may notice what happens
612 * right now if you pass more than one, that could very well change 910 * right now if you pass more than one, that could very well change
615#define INS_NO_MERGE 0x0001 913#define INS_NO_MERGE 0x0001
616#define INS_ABOVE_FLOOR_ONLY 0x0002 914#define INS_ABOVE_FLOOR_ONLY 0x0002
617#define INS_NO_WALK_ON 0x0004 915#define INS_NO_WALK_ON 0x0004
618#define INS_ON_TOP 0x0008 916#define INS_ON_TOP 0x0008
619#define INS_BELOW_ORIGINATOR 0x0010 917#define INS_BELOW_ORIGINATOR 0x0010
620#define INS_MAP_LOAD 0x0020
621 918
622#define ARCH_SINGULARITY "singularity" 919//-GPL
623#define ARCH_DETECT_MAGIC "detect_magic"
624#define ARCH_DEPLETION "depletion"
625#define ARCH_SYMPTOM "symptom"
626 920
627#endif 921#endif
628 922

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