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Comparing deliantra/server/include/object.h (file contents):
Revision 1.135 by root, Sun Jul 1 05:00:18 2007 UTC vs.
Revision 1.231 by root, Sat Apr 3 02:27:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
33//+GPL
34
32typedef int tag_t; 35typedef int tag_t;
33 36
37// also see common/item.C
34enum { 38enum {
35 body_skill, 39 body_skill,
36 body_combat, 40 body_combat,
37 body_range, 41 body_range,
38 body_shield, 42 body_shield,
65 const char *nonuse_name; /* Name to describe objects we can't use */ 69 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 70} Body_Locations;
67 71
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 72extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 73
74#define NUM_COINS 4 /* number of coin types */
75extern const char *const coins[NUM_COINS + 1];
76
70/* 77/*
71 * Each object (this also means archetypes!) could have a few of these 78 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 79 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 80 *
74 * key and value are shared-strings. 81 * key and value are shared-strings.
75 * 82 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 83 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly. 84 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason. 85 * Exception is if you want to walk this list for some reason.
79 */ 86 */
80struct key_value 87struct key_value : slice_allocated
81{ 88{
82 key_value *next; 89 key_value *next;
83 shstr key, value; 90 shstr key, value;
84}; 91};
85 92
93//-GPL
94
86struct UUID 95struct UUID
87{ 96{
88 uint64 seq; 97 uint64 seq;
98
99 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
100
101 static UUID cur; // last uuid generated
102 static void init ();
103 static UUID gen ();
89 104
90 UUID () { } 105 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 106 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 107 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; } 108 void operator =(uint64 seq) { this->seq = seq; }
109
110 bool parse (const char *s);
111 char *append (char *buf) const;
112 char *c_str () const;
94}; 113};
95 114
96extern void init_uuid (); 115//+GPL
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 116
100/* Definition for WILL_APPLY values. Replaces having harcoded values 117/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields 118 * sprinkled in the code. Note that some of these also replace fields
102 * that were in the can_apply area. What is the point of having both 119 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply? 120 * can_apply and will_apply?
108#define WILL_APPLY_DOOR 0x08 125#define WILL_APPLY_DOOR 0x08
109#define WILL_APPLY_FOOD 0x10 126#define WILL_APPLY_FOOD 0x10
110 127
111struct body_slot 128struct body_slot
112{ 129{
130 signed char used:4; /* Calculated value based on items equipped */
113 signed char info:4; /* body info as loaded from the file */ 131 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115}; 132};
133
134typedef struct oblnk
135{ /* Used to link together several objects */
136 object_ptr ob;
137 struct oblnk *next;
138} objectlink;
139
140typedef struct oblinkpt
141{ /* Used to link together several object links */
142 struct oblnk *link;
143 struct oblinkpt *next;
144 shstr id; /* Used as connected value in buttons/gates */
145} oblinkpt;
116 146
117INTERFACE_CLASS (object) 147INTERFACE_CLASS (object)
118// these are being copied 148// these are being copied
119struct object_copy : attachable 149struct object_copy : attachable
120{ 150{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 151 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 152
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 154 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 155 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 159 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 160 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 161 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 162 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 163 /* If this is an exit, this is the filename */
164
165 typedef bitset<NUM_FLAGS> flags_t;
166 flags_t flag; /* various flags */
167#if FOR_PERL
168 bool ACC (RW, flag[NUM_FLAGS]);
169#endif
170
171 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 172 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 173 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 174 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 175 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 176 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 177 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 180 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 181 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 182
153 float ACC (RW, speed); /* The overall speed of this object */ 183 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 184 float ACC (RW, speed_left); /* How much speed is left to spend this round */
185
155 uint32 ACC (RW, nrof); /* How many of the objects */ 186 sint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */ 187 /* This next big block is basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 188 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 189 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 191 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 192 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 193 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 194 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
195
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 196 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 197 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 198 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 199 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
200
169 /* Note that the last_.. values are sometimes used for non obvious 201 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 202 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 203 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 204 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 205 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 206 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 207 sint16 ACC (RW, last_eat); /* How long since we last ate */
208
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 209 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */ 210 sint16 ACC (RW, level); /* Level of creature or object */
211
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 212 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 213 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 214 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
215 uint8 ACC (RW, weapontype); /* type of weapon */
216
217 body_slot slot [NUM_BODY_LOCATIONS];
218
219 faceidx ACC (RW, face); /* the graphical face */
220
221 faceidx ACC (RW, sound); /* the sound face */
222 faceidx ACC (RW, sound_destroy); /* played on destroy */
223
182 sint32 ACC (RW, weight); /* Attributes of the object */ 224 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 225 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 227 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 229 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* Face with colors */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 230 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 231 /* See the pod/objects.pod for more info about body locations */
192 232
193 /* Following mostly refers to fields only used for monsters */ 233 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
195
196 /* allows different movement patterns for attackers */
197 sint32 ACC (RW, move_status); /* What stage in attack mode */
198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */
202 234
203 /* Spell related information, may be useful elsewhere 235 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 236 * Note that other fields are used - these files are basically
205 * only used in spells. 237 * only used in spells.
206 */ 238 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 239 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 240 uint8 ACC (RW, casting_time); /* time left before spell goes off */
209
210 uint16 ACC (RW, start_holding);
211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242
212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 243 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
214 sint8 ACC (RW, range); /* Range of the spell */ 244 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 245 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
246 sint8 ACC (RW, item_power); /* power rating of the object */
247
248 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
216 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 249 MoveType ACC (RW, move_type); /* Type of movement this object uses */
217 MoveType ACC (RW, move_block);/* What movement types this blocks */ 250 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 251 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252
220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 253 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 254 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
222 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 255 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223 256
257 // 8 free bits
258
259 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
260 // /* races/classes can need less/more exp to gain levels */
261 static const float expmul = 1.0;//D
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 262 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225
226 char *ACC (RW, spellarg);
227 263
228 /* Following are values used by any object */ 264 /* Following are values used by any object */
229 /* this objects turns into or what this object creates */ 265 /* this objects turns into or what this object creates */
230 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 266 treasurelist *ACC (RW, randomitems); /* Items to be generated */
231 flags_t flag; /* various flags */ 267
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235 uint16 ACC (RW, animation_id);/* An index into the animation array */
236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 268 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 269 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 270 uint8 ACC (RW, will_apply); /* See crossfire.doc */
271 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
272 uint16 ACC (RW, animation_id);/* An index into the animation array */
273 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
274
275 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
276 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
277 /* allows different movement patterns for attackers */
278 uint8 ACC (RW, move_status); /* What stage in attack mode */
279 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
280
281 //16+ free bits
282
283 // rarely-accessed members should be at the end
284 shstr ACC (RW, tag); // a tag used to tracking this object
285 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
286 shstr ACC (RW, lore); /* Obscure information about this object, */
287 /* To get put into books and the like. */
288 shstr ACC (RW, custom_name); /* Custom name assigned by player */
241}; 289};
242 290
291const_utf8_string query_weight (const object *op);
292const_utf8_string query_short_name (const object *op);
293const_utf8_string query_name (const object *op);
294const_utf8_string query_base_name (const object *op, int plural);
295
243struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
244{ 297{
245 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
247 300
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 302 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
252 305
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
254 307
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 308 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */ 310 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
259 312
260 //TODO: container must move into client 313 //TODO: container must move into client
261 object_ptr ACC (RW, container); /* Current container being used. I think this 314 object_ptr ACC (RW, container);/* Currently opened container. I think this
262 * is only used by the player right now. 315 * is only used by the player right now.
263 */ 316 */
264 object *ACC (RW, env); /* Pointer to the object which is the environment. 317 object *ACC (RW, env); /* Pointer to the object which is the environment.
265 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
266 */ 319 */
267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 320 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */ 322 key_value *key_values; /* Fields not explictly known by the loader. */
271 323
324 // privates / perl
325 shstr_tmp kv_get (shstr_tmp key) const;
326 void kv_del (shstr_tmp key);
327 void kv_set (shstr_tmp key, shstr_tmp value);
328
329//-GPL
330
331 // custom extra fields management
332 struct key_value_access_proxy
333 {
334 object &ob;
335 shstr_tmp key;
336
337 key_value_access_proxy (object &ob, shstr_tmp key)
338 : ob (ob), key (key)
339 {
340 }
341
342 const key_value_access_proxy &operator =(shstr_tmp value) const
343 {
344 ob.kv_set (key, value);
345 return *this;
346 }
347
348 operator const shstr_tmp () const { return ob.kv_get (key); }
349 operator const char *() const { return ob.kv_get (key); }
350
351 private:
352 void operator =(int);
353 };
354
355 // operator [] is too annoying to use
356 const key_value_access_proxy kv (shstr_tmp key)
357 {
358 return key_value_access_proxy (*this, key);
359 }
360
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 361 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing 362 MTH void post_load_check (); // do some adjustments after parsing
274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 363 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f); 364 bool write (object_freezer &f);
276 365
277 MTH int slottype () const; 366 MTH int slottype () const;
278 MTH static object *create (); 367 MTH static object *create ();
279 object &operator =(const object &src); 368 const mapxy &operator =(const mapxy &pos);
280 MTH void copy_to (object *dst); 369 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to 370 MTH object *clone (); // create + copy_to a single object
371 MTH object *deep_clone (); // copy whole more chain and inventory
282 void do_destroy (); 372 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const; 373 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false); 374 MTH void destroy ();
375 MTH void drop_and_destroy ()
376 {
377 destroy_inv (true);
378 destroy ();
379 }
285 380
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 381 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false); 382 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory 383 MTH object *insert (object *item); // insert into inventory
384 MTH void play_sound (faceidx sound) const;
385 MTH void say_msg (const_utf8_string msg) const;
386
289 void do_remove (); 387 void do_remove ();
290 MTH void remove () 388 MTH void remove ()
291 { 389 {
292 if (!flag [FLAG_REMOVED]) 390 if (!flag [FLAG_REMOVED])
293 do_remove (); 391 do_remove ();
294 } 392 }
393
394 MTH bool blocked (maptile *m, int x, int y) const;
395
396 void move_to (const mapxy &pos)
397 {
398 remove ();
399 *this = pos;
400 insert_at (this, this);
401 }
402
403 // high-level move method.
404 // object op is trying to move in direction dir.
405 // originator is typically the same as op, but
406 // can be different if originator is causing op to
407 // move (originator is pushing op)
408 // returns 0 if the object is not able to move to the
409 // desired space, 1 otherwise (in which case we also
410 // move the object accordingly. This function is
411 // very similiar to move_object.
412 int move (int dir, object *originator);
413
414 int move (int dir)
415 {
416 return move (dir, this);
417 }
418
419 // changes move_type to a new value - handles move_on/move_off effects
420 MTH void change_move_type (MoveType mt);
295 421
296 static bool can_merge_slow (object *op1, object *op2); 422 static bool can_merge_slow (object *op1, object *op2);
297 423
298 // this is often used in time-critical code, so optimise 424 // this is often used in time-critical code, so optimise
299 MTH static bool can_merge (object *op1, object *op2) 425 MTH static bool can_merge (object *op1, object *op2)
303 && can_merge_slow (op1, op2); 429 && can_merge_slow (op1, op2);
304 } 430 }
305 431
306 MTH void set_owner (object *owner); 432 MTH void set_owner (object *owner);
307 MTH void set_speed (float speed); 433 MTH void set_speed (float speed);
308 MTH bool change_weapon (object *ob); 434 MTH void set_glow_radius (sint8 rad);
309 MTH bool change_skill (object *ob); 435 MTH bool change_skill (object *ob); // deprecated?
310 436
311 MTH void open_container (object *new_container); 437 MTH void open_container (object *new_container);
312 MTH void close_container () 438 MTH void close_container ()
313 { 439 {
314 open_container (0); 440 open_container (0);
315 } 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 ();
316 464
317 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 465 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
318 bool should_invoke (event_type event) 466 bool should_invoke (event_type event)
319 { 467 {
320 return ev_want_event [event] || ev_want_type [type] || cb; 468 return ev_want_event [event] || ev_want_type [type] || cb;
331 MTH void drain_stat (); 479 MTH void drain_stat ();
332 MTH void drain_specific_stat (int deplete_stats); 480 MTH void drain_specific_stat (int deplete_stats);
333 MTH void change_luck (int value); 481 MTH void change_luck (int value);
334 482
335 // info must hold 256 * 3 bytes currently 483 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const; 484 const_utf8_string debug_desc (char *info) const;
337 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
338 const char *flag_desc (char *desc, int len) const; 486 const_utf8_string flag_desc (char *desc, int len) const;
339 487
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
340 int number_of () const 491 MTH int number_of () const
341 { 492 {
342 return nrof ? nrof : 1; 493 return nrof ? nrof : 1;
343 } 494 }
344 495
345 uint64 total_weight () const 496 MTH sint32 total_weight () const
346 { 497 {
347 return weight * number_of (); 498 return (weight + carrying) * number_of ();
348 } 499 }
500
501 MTH void update_weight ();
349 502
350 // return the dominant material of this item, always return something 503 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const; 504 const materialtype_t *dominant_material () const
505 {
506 return material;
507 }
352 508
353 // return the volume of this object in cm³ 509 // return the volume of this object in cm³
354 uint64 volume () const 510 MTH uint64 volume () const
355 { 511 {
356 return total_weight () 512 return (uint64)total_weight ()
357 * 1000 513 * 1024 // 1000 actually
358 * (type == CONTAINER ? 1000 : 1) 514 * (type == CONTAINER ? 128 : 1)
359 / dominant_material ()->density; 515 / dominant_material ()->density; // ugh, division
360 } 516 }
361 517
518 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
519
520 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
362 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; }
363 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
364 || type == CLOAK || type == BOOTS || type == GLOVES 523 || type == CLOAK || type == BOOTS || type == GLOVES
365 || type == BRACERS || type == GIRDLE; } 524 || type == BRACERS || type == GIRDLE; }
366 MTH bool is_alive () const { return (type == PLAYER 525 MTH bool is_alive () const { return (type == PLAYER
370 MTH bool is_arrow () const { return type == ARROW 529 MTH bool is_arrow () const { return type == ARROW
371 || (type == SPELL_EFFECT 530 || (type == SPELL_EFFECT
372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 531 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 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; }
374 533
534 MTH bool is_dragon () const;
535
375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 536 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
376 537
377 // temporary: wether the object can be saved in a map file 538 // temporary: wether the object can be saved in a map file
378 // contr => is a player 539 // contr => is a player
379 // head => only save head of a multitile object 540 // head => only save head of a multitile object
380 // owner => can not reference owner yet 541 // owner => can not reference owner yet
381 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]; }
382 543
383 /* This return true if object has still randomitems which 544 /* This return true if object has still randomitems which
384 * could be expanded. 545 * could be expanded.
385 */ 546 */
386 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]; }
387 548
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
388 // 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
389 MTH object *in_player () const 583 MTH object *in_player () const
390 { 584 {
391 for (object *op = env; op; op = op->env) 585 object *op = outer_env_or_self ();
392 if (op->type == PLAYER)
393 return op;
394 586
395 return 0; 587 return op->type == PLAYER ? op : 0;
396 } 588 }
397 589
398 // "temporary" helper function 590 // "temporary" helper function
399 MTH object *head_ () 591 MTH object *head_ () const
400 { 592 {
401 return head ? head : this; 593 return head ? head : const_cast<object *>(this);
402 } 594 }
403 595
404 MTH bool is_head () 596 MTH bool is_head () const
405 { 597 {
406 return head_ () == this; 598 return head_ () == this;
407 } 599 }
408 600
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
409 MTH std::string long_desc (object *who = 0); 629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
410 MTH std::string describe_monster (object *who = 0); 630 MTH std::string describe_monster (object *who = 0);
411 MTH std::string describe_item (object *who = 0); 631 MTH std::string describe_item (object *who = 0);
412 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); }
413 638
414 // If this object has no extra parts but should have them, 639 // If this object has no extra parts but should have them,
415 // add them, effectively expanding heads into multipart 640 // add them, effectively expanding heads into multipart
416 // objects. This method only works on objects not inserted 641 // objects. This method only works on objects not inserted
417 // anywhere. 642 // anywhere.
420 MTH void create_treasure (treasurelist *tl, int flags = 0); 645 MTH void create_treasure (treasurelist *tl, int flags = 0);
421 646
422 // insert object at same map position as 'where' 647 // insert object at same map position as 'where'
423 // handles both inventory and map "positions" 648 // handles both inventory and map "positions"
424 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 ();
425 653
426 MTH void activate (); 654 MTH void activate ();
427 MTH void deactivate (); 655 MTH void deactivate ();
428 MTH void activate_recursive (); 656 MTH void activate_recursive ();
429 MTH void deactivate_recursive (); 657 MTH void deactivate_recursive ();
430 658
431 // set the givne flag on all objects in the inventory recursively 659 // set the given flag on all objects in the inventory recursively
432 MTH void set_flag_inv (int flag, int value = 1); 660 MTH void set_flag_inv (int flag, int value = 1);
433 661
434 void enter_exit (object *exit);//Perl 662 void enter_exit (object *exit);//Perl
435 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 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
436 666
437 // returns the mapspace this object is in 667 // returns the mapspace this object is in
438 mapspace &ms () const; 668 mapspace &ms () const;
439 669
440 // fully recursive iterator 670 // fully recursive iterator
476 { 706 {
477 return this; 707 return this;
478 } 708 }
479 709
480 /* This returns TRUE if the object is something that 710 /* This returns TRUE if the object is something that
481 * should be displayed in the floorbox/inventory window 711 * a client might want to know about.
482 */ 712 */
483 MTH bool client_visible () const 713 MTH bool client_visible () const
484 { 714 {
485 return !invisible && type != PLAYER; 715 return !invisible && type != PLAYER;
486 } 716 }
487 717
718 // the client does nrof * this weight
719 MTH sint32 client_weight () const
720 {
721 return weight + carrying;
722 }
723
488 MTH struct region *region () const; 724 MTH struct region *region () const;
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 ();
489 753
490protected: 754protected:
491 void link (); 755 void link ();
492 void unlink (); 756 void unlink ();
493 757
494 object (); 758 object ();
495 ~object (); 759 ~object ();
760
761private:
762 object &operator =(const object &);
763 object (const object &);
496}; 764};
497 765
498// move this object to the top of its env's inventory to speed up 766// move this object to the top of its env's inventory to speed up
499// searches for it. 767// searches for it.
500static object * 768static inline object *
501splay (object *ob) 769splay (object *ob)
502{ 770{
503 if (ob->env && ob->env->inv != ob) 771 if (ob->above && ob->env)
504 { 772 {
505 if (ob->above) ob->above->below = ob->below; 773 if (ob->above) ob->above->below = ob->below;
506 if (ob->below) ob->below->above = ob->above; 774 if (ob->below) ob->below->above = ob->above;
507 775
508 ob->above = 0; 776 ob->above = 0;
512 } 780 }
513 781
514 return ob; 782 return ob;
515} 783}
516 784
517typedef struct oblnk 785//+GPL
518{ /* Used to link together several objects */
519 object_ptr ob;
520 struct oblnk *next;
521} objectlink;
522 786
523typedef struct oblinkpt
524{ /* Used to link together several object links */
525 struct oblnk *link;
526 long value; /* Used as connected value in buttons/gates */
527 struct oblinkpt *next;
528} oblinkpt;
529
530object *find_skill_by_name (object *who, const char *name); 787object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
531object *find_skill_by_name (object *who, const shstr &sh); 788object *find_skill_by_name (object *who, shstr_cmp sh);
532object *find_skill_by_number (object *who, int skillno); 789object *find_skill_by_number (object *who, int skillno);
533 790
534/* 791/*
535 * 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
536 * objects which point to archetypes. 793 * objects which point to archetypes.
538 * 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
539 * object and pointers. This structure should get removed, and just replaced 796 * object and pointers. This structure should get removed, and just replaced
540 * by the object structure 797 * by the object structure
541 */ 798 */
542 799
800//-GPL
801
543INTERFACE_CLASS (archetype) 802INTERFACE_CLASS (archetype)
544struct archetype : object 803struct archetype : object
545{ 804{
546 archetype (const char *name); 805 static arch_ptr empty; // the empty_archetype
806 MTH static void gc ();
807
808 archetype (const_utf8_string name);
547 ~archetype (); 809 ~archetype ();
548 void gather_callbacks (AV *&callbacks, event_type event) const; 810 void gather_callbacks (AV *&callbacks, event_type event) const;
549 811
550 static archetype *read (object_thawer &f);
551 static archetype *get (const char *name); // find or create
552 static archetype *find (const char *name); 812 MTH static archetype *find (const_utf8_string name);
553 813
554 void link (); 814 MTH void link ();
555 void unlink (); 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
556 821
557 object_vector_index ACC (RW, archid); // index in archvector 822 object_vector_index ACC (RW, archid); // index in archvector
558 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 823 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
559 bool ACC (RW, stub); // if true, this is an invalid archetype
560 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
561 824
562 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 825 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
563 sint8 ACC (RW, max_x), ACC (RW, max_y); 826
827 // support for archetype loading
828 static archetype *read (object_thawer &f);
829 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
830 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
564}; 831};
565 832
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
566inline void 840inline void
567object_freezer::put (keyword k, archetype *v) 841object_freezer::put (const keyword_string k, archetype *v)
568{ 842{
569 put (k, v ? &v->archname : (const char *)0); 843 if (expect_true (v))
844 put (k, v->archname);
845 else
846 put (k);
570} 847}
571 848
572typedef object_vector<object, &object::index > objectvec; 849typedef object_vector<object, &object::index > objectvec;
573typedef object_vector<object, &object::active> activevec; 850typedef object_vector<object, &object::active> activevec;
574typedef object_vector<archetype, &archetype::archid> archvec; 851typedef object_vector<archetype, &archetype::archid> archvec;
575 852
576extern objectvec objects; 853extern objectvec objects;
577extern activevec actives; 854extern activevec actives;
578extern archvec archetypes; 855extern archvec archetypes;
579 856
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
580#define for_all_objects(var) \ 862#define for_all_objects(var) \
581 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 863 for (unsigned _i = 0; _i < objects.size (); ++_i) \
582 statementvar (object *, var, objects [_i]) 864 statementvar (object *, var, objects [_i])
583 865
584#define for_all_actives(var) \ 866#define for_all_actives(var) \
585 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 867 for (unsigned _i = 0; _i < actives.size (); ++_i) \
586 statementvar (object *, var, actives [_i]) 868 statementvar (object *, var, actives [_i])
587 869
588#define for_all_archetypes(var) \ 870#define for_all_archetypes(var) \
589 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 871 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
590 statementvar (archetype *, var, archetypes [_i]) 872 statementvar (archetype *, var, archetypes [_i])
873
874//+GPL
591 875
592/* 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
593 * being added or removed. 877 * being added or removed.
594 */ 878 */
595#define UP_OBJ_INSERT 1 879#define UP_OBJ_INSERT 1
612 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 896 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
613 * 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
614 * beneath the player, but not actually above it. Note - the 898 * beneath the player, but not actually above it. Note - the
615 * 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
616 * match the originator. 900 * match the originator.
617 * INS_MAP_LOAD: disable lots of checkings done at insertion to
618 * speed up map loading process, as we assume the ordering in
619 * loaded map is correct.
620 * 901 *
621 * 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
622 * are mutually exclusive. The behaviour for passing more than one 903 * are mutually exclusive. The behaviour for passing more than one
623 * should be considered undefined - while you may notice what happens 904 * should be considered undefined - while you may notice what happens
624 * 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
627#define INS_NO_MERGE 0x0001 908#define INS_NO_MERGE 0x0001
628#define INS_ABOVE_FLOOR_ONLY 0x0002 909#define INS_ABOVE_FLOOR_ONLY 0x0002
629#define INS_NO_WALK_ON 0x0004 910#define INS_NO_WALK_ON 0x0004
630#define INS_ON_TOP 0x0008 911#define INS_ON_TOP 0x0008
631#define INS_BELOW_ORIGINATOR 0x0010 912#define INS_BELOW_ORIGINATOR 0x0010
632#define INS_MAP_LOAD 0x0020
633 913
634#define ARCH_DEPLETION "depletion" 914//-GPL
635 915
636#endif 916#endif
637 917

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