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Comparing deliantra/server/include/object.h (file contents):
Revision 1.191 by pippijn, Tue Dec 23 18:52:57 2008 UTC vs.
Revision 1.258 by root, Sat Apr 23 04:56:49 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 * Deliantra 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 <support@deliantra.net> 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
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
35 body_skill, 37{
36 body_combat, 38# define def(name, use, nonuse) body_ ## name,
37 body_range, 39# include "slotinc.h"
38 body_shield, 40# undef def
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS 41 NUM_BODY_LOCATIONS
50}; 42};
51 43
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 44/* See common/item.c */
60 45
61typedef struct Body_Locations 46struct Body_Locations
62{ 47{
48 const char *name; /* Short name/identifier */
63 keyword save_name; /* Name used to load/save it to disk */ 49 keyword kw; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */ 50 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */ 51 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 52};
67 53
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 54extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55
56// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57// contains the wall suffix (0, 1_3, 1_4 and so on).
58extern const char *wall_suffix[16];
69 59
70#define NUM_COINS 4 /* number of coin types */ 60#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 61extern const char *const coins[NUM_COINS + 1];
62
63// restart server when object_count reaches this value
64#define RESTART_COUNT 0xe0000000
72 65
73/* 66/*
74 * Each object (this also means archetypes!) could have a few of these 67 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 68 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 69 *
84{ 77{
85 key_value *next; 78 key_value *next;
86 shstr key, value; 79 shstr key, value;
87}; 80};
88 81
82//-GPL
83
89struct UUID 84struct UUID
90{ 85{
91 uint64 seq; 86 uint64 seq;
87
88 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 89
93 static UUID cur; // last uuid generated 90 static UUID cur; // last uuid generated
94 static void init (); 91 static void init ();
95 static UUID gen (); 92 static UUID gen ();
96 93
97 UUID () { } 94 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 95 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 96 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 97 void operator =(uint64 seq) { this->seq = seq; }
101 98
102 typedef char BUF [32];
103
104 bool parse (const char *s) 99 bool parse (const char *s);
105 { 100 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 101 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 102};
103
104//+GPL
123 105
124/* Definition for WILL_APPLY values. Replaces having harcoded values 106/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 107 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 108 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 109 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 114#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 115#define WILL_APPLY_FOOD 0x10
134 116
135struct body_slot 117struct body_slot
136{ 118{
119 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 120 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 121};
122
123typedef struct oblnk
124{ /* Used to link together several objects */
125 object_ptr ob;
126 struct oblnk *next;
127} objectlink;
128
129typedef struct oblinkpt
130{ /* Used to link together several object links */
131 struct oblnk *link;
132 struct oblinkpt *next;
133 shstr id; /* Used as connected value in buttons/gates */
134} oblinkpt;
140 135
141INTERFACE_CLASS (object) 136INTERFACE_CLASS (object)
142// these are being copied 137// these are being copied
143struct object_copy : attachable 138struct object_copy : attachable
144{ 139{
160 flags_t flag; /* various flags */ 155 flags_t flag; /* various flags */
161#if FOR_PERL 156#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]); 157 bool ACC (RW, flag[NUM_FLAGS]);
163#endif 158#endif
164 159
165 shstr ACC (RW, materialname); /* specific material name */ 160 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 162 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 163 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 164 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 165 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 166 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 169 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 170 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 171
178 float ACC (RW, speed); /* The overall speed of this object */ 172 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 173 float ACC (RW, speed_left); /* How much speed is left to spend this round */
174
180 sint32 ACC (RW, nrof); /* How many of the objects */ 175 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 176 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 177 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 178 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185 179
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 180 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 183 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 184
191 uint16 ACC (RW, materials); /* What materials this object consists of */ 185 uint16 ACC (RW, materials); /* What materials this object consists of */
192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 186 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 187 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 188 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
189
196 /* Note that the last_.. values are sometimes used for non obvious 190 /* Note that the last_.. values are sometimes used for non obvious
197 * meanings by some objects, eg, sp penalty, permanent exp. 191 * meanings by some objects, eg, sp penalty, permanent exp.
198 */ 192 */
199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 193 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 194 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 195 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
202 sint16 ACC (RW, last_eat); /* How long since we last ate */ 196 sint16 ACC (RW, last_eat); /* How long since we last ate */
197
203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 198 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */ 199 sint16 ACC (RW, level); /* Level of creature or object */
205 200
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 201 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 202 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 203 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */ 204 uint8 ACC (RW, weapontype); /* type of weapon */
210 205
206 body_slot slot [NUM_BODY_LOCATIONS];
207
211 faceidx ACC (RW, face); /* the graphical face */ 208 faceidx ACC (RW, face); /* the graphical face */
212 209
213 faceidx ACC (RW, sound); /* the sound face */ 210 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */ 211 faceidx ACC (RW, sound_destroy); /* played on destroy */
215 212
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 sint32 ACC (RW, weight); /* Attributes of the object */ 213 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 214 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
215
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 216 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
217
221 sint64 ACC (RW, perm_exp); /* Permanent exp */ 218 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */ 219 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */ 220 /* See the pod/objects.pod for more info about body locations */
224 221
225 /* Following mostly refers to fields only used for monsters */ 222 /* Following mostly refers to fields only used for monsters */
226
227 /* allows different movement patterns for attackers */
228 sint32 ACC (RW, move_status); /* What stage in attack mode */
229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
232 /* races/classes can need less/more exp to gain levels */
233 223
234 /* Spell related information, may be useful elsewhere 224 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically 225 * Note that other fields are used - these files are basically
236 * only used in spells. 226 * only used in spells.
237 */ 227 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */ 228 sint16 ACC (RW, duration); /* How long the spell lasts */
239 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 229 uint8 ACC (RW, casting_time); /* time left before spell goes off */
240
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 230 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
231
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 232 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */ 233 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 234 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
235 sint8 ACC (RW, item_power); /* power rating of the object */
245 236
237 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 238 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */ 239 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 240 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
241
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 242 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 243 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 244 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253 245
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits 246 // 8 free bits
256 247
248 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
249 // /* races/classes can need less/more exp to gain levels */
250 static const float expmul = 1.0;//D
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259 252
260 /* Following are values used by any object */ 253 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */ 254 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 255 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263 256
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 257 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 258 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 259 uint8 ACC (RW, will_apply); /* See crossfire.doc */
260 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
261 uint16 ACC (RW, animation_id);/* An index into the animation array */
262 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
263
264 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 265 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
266 /* allows different movement patterns for attackers */
267 uint8 ACC (RW, move_status); /* What stage in attack mode */
268 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
271 269
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 270 //16+ free bits
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274 271
275 // rarely-accessed members should be at the end 272 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object 273 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 */ 274 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */ 275 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */ 276 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 277 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281}; 278};
282 279
280const_utf8_string query_weight (const object *op);
281const_utf8_string query_short_name (const object *op);
282const_utf8_string query_name (const object *op);
283const_utf8_string query_base_name (const object *op, int plural);
284sint64 query_cost (const object *tmp, object *who, int flag);
285const char *query_cost_string (const object *tmp, object *who, int flag);
286
287int change_ability_duration (object *spell, object *caster);
288int min_casting_level (object *caster, object *spell);
289int casting_level (object *caster, object *spell);
290sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
291int SP_level_dam_adjust (object *caster, object *spob);
292int SP_level_duration_adjust (object *caster, object *spob);
293int SP_level_range_adjust (object *caster, object *spob);
294
295struct freelist_item
296{
297 freelist_item *next;
298 uint32_t count;
299};
300
283struct object : zero_initialised, object_copy 301struct object : object_copy
284{ 302{
285 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
287 305
288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
289 int ACC (RO, count); 307 uint32_t ACC (RO, count);
290 object_vector_index ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
291 object_vector_index ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
292 310
293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
294 312
296 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
297 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
298 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
299 317
300 //TODO: container must move into client 318 //TODO: container must move into client
301 object_ptr ACC (RW, container); /* Current container being used. I think this 319 object_ptr ACC (RW, container);/* Currently opened container. I think this
302 * is only used by the player right now. 320 * is only used by the player right now.
303 */ 321 */
304 object *ACC (RW, env); /* Pointer to the object which is the environment. 322 object *ACC (RW, env); /* Pointer to the object which is the environment.
305 * This is typically the container that the object is in. 323 * This is typically the container that the object is in.
306 */ 324 */
307 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */ 327 key_value *key_values; /* Fields not explictly known by the loader. */
311 328
329 MTH void set_flag (int flagnum)
330 {
331 flag [flagnum] = true;
332 }
333
334 MTH void clr_flag (int flagnum)
335 {
336 flag [flagnum] = false;
337 }
338
312 // privates / perl 339 // privates / perl
313 const shstr &kv_get (const shstr &key) const; 340 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (const shstr &key); 341 void kv_del (shstr_tmp key);
315 void kv_set (const shstr &key, const shstr &value); 342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
316 345
317 // custom extra fields management 346 // custom extra fields management
318 struct key_value_access_proxy 347 struct key_value_access_proxy
319 { 348 {
320 object &ob; 349 object &ob;
321 shstr key; 350 shstr_tmp key;
322 351
323 key_value_access_proxy (object &ob, const shstr &key) 352 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key) 353 : ob (ob), key (key)
325 { 354 {
326 } 355 }
327 356
328 const key_value_access_proxy &operator =(const shstr &value) const 357 const key_value_access_proxy &operator =(shstr_tmp value) const
329 { 358 {
330 ob.kv_set (key, value); 359 ob.kv_set (key, value);
331 return *this; 360 return *this;
332 } 361 }
333 362
334 operator const shstr &() const { return ob.kv_get (key); } 363 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); } 364 operator const char *() const { return ob.kv_get (key); }
336 365
337 private: 366 private:
338 void operator =(int); 367 void operator =(int);
339 }; 368 };
340 369
341 // operator [] is too annoying to use 370 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key) 371 const key_value_access_proxy kv (shstr_tmp key)
343 { 372 {
344 return key_value_access_proxy (*this, key); 373 return key_value_access_proxy (*this, key);
345 } 374 }
346 375
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing 377 MTH void post_load_check (); // do some adjustments after parsing
349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
350 bool write (object_freezer &f); 379 bool write (object_freezer &f);
351 380
352 MTH int slottype () const;
353 MTH static object *create (); 381 MTH static object *create ();
354 const mapxy &operator =(const mapxy &pos); 382 const mapxy &operator =(const mapxy &pos);
355 MTH void copy_to (object *dst); 383 MTH void copy_to (object *dst);
356 MTH object *clone (); // create + copy_to a single object 384 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory 385 MTH object *deep_clone (); // copy whole more chain and inventory
364 destroy (); 392 destroy ();
365 } 393 }
366 394
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 395 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false); 396 MTH void destroy_inv (bool drop_to_ground = false);
397 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
369 MTH object *insert (object *item); // insert into inventory 398 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound); 399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const_utf8_string msg) const;
371 401
372 void do_remove (); 402 void do_remove ();
373 MTH void remove () 403 MTH void remove ()
374 { 404 {
375 if (!flag [FLAG_REMOVED]) 405 if (!flag [FLAG_REMOVED])
383 remove (); 413 remove ();
384 *this = pos; 414 *this = pos;
385 insert_at (this, this); 415 insert_at (this, this);
386 } 416 }
387 417
418 // high-level move method.
419 // object op is trying to move in direction dir.
420 // originator is typically the same as op, but
421 // can be different if originator is causing op to
422 // move (originator is pushing op)
423 // returns 0 if the object is not able to move to the
424 // desired space, 1 otherwise (in which case we also
425 // move the object accordingly. This function is
426 // very similiar to move_object.
427 int move (int dir, object *originator);
428
429 int move (int dir)
430 {
431 return move (dir, this);
432 }
433
434 // changes move_type to a new value - handles move_on/move_off effects
435 MTH void change_move_type (MoveType mt);
436
388 static bool can_merge_slow (object *op1, object *op2); 437 static bool can_merge_slow (object *op1, object *op2);
389 438
390 // this is often used in time-critical code, so optimise 439 // this is often used in time-critical code, so optimise
391 MTH static bool can_merge (object *op1, object *op2) 440 MTH static bool can_merge (object *op1, object *op2)
392 { 441 {
395 && can_merge_slow (op1, op2); 444 && can_merge_slow (op1, op2);
396 } 445 }
397 446
398 MTH void set_owner (object *owner); 447 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed); 448 MTH void set_speed (float speed);
400 MTH bool change_weapon (object *ob); 449 MTH void set_glow_radius (sint8 rad);
401 MTH bool change_skill (object *ob);
402 450
403 MTH void open_container (object *new_container); 451 MTH void open_container (object *new_container);
404 MTH void close_container () 452 MTH void close_container ()
405 { 453 {
406 open_container (0); 454 open_container (0);
407 } 455 }
408 456
457 // potential future accessor for "container"
458 MTH object *container_ () const
459 {
460 return container;
461 }
462
463 MTH bool is_open_container () const
464 {
465 // strangely enough, using ?: here causes code to inflate
466 return type == CONTAINER
467 && ((env && env->container_ () == this)
468 || (!env && flag [FLAG_APPLIED]));
469 }
470
409 MTH object *force_find (const shstr name); 471 MTH object *force_find (shstr_tmp name);
472 MTH void force_set_timer (int duration);
410 MTH object *force_add (const shstr name, int duration = 0); 473 MTH object *force_add (shstr_tmp name, int duration = 0);
474
475 oblinkpt *find_link () const;
476 MTH void add_link (maptile *map, shstr_tmp id);
477 MTH void remove_link ();
411 478
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 479 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event) 480 bool should_invoke (event_type event)
414 { 481 {
415 return ev_want_event [event] || ev_want_type [type] || cb; 482 return ev_want_event [event] || ev_want_type [type] || cb;
426 MTH void drain_stat (); 493 MTH void drain_stat ();
427 MTH void drain_specific_stat (int deplete_stats); 494 MTH void drain_specific_stat (int deplete_stats);
428 MTH void change_luck (int value); 495 MTH void change_luck (int value);
429 496
430 // info must hold 256 * 3 bytes currently 497 // info must hold 256 * 3 bytes currently
431 const char *debug_desc (char *info) const; 498 const_utf8_string debug_desc (char *info) const;
432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 499 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
433 const char *flag_desc (char *desc, int len) const; 500 const_utf8_string flag_desc (char *desc, int len) const;
434 501
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 502 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure 503 MTH object *split (sint32 nr = 1); // return 0 on failure
437 504
438 MTH int number_of () const 505 MTH int number_of () const
446 } 513 }
447 514
448 MTH void update_weight (); 515 MTH void update_weight ();
449 516
450 // return the dominant material of this item, always return something 517 // return the dominant material of this item, always return something
451 const materialtype_t *dominant_material () const; 518 const materialtype_t *dominant_material () const
519 {
520 return material;
521 }
452 522
453 // return the volume of this object in cm³ 523 // return the volume of this object in cm³
454 MTH uint64 volume () const 524 MTH uint64 volume () const
455 { 525 {
456 return total_weight () 526 return (uint64)total_weight ()
457 * 1000 527 * 1024 // 1000 actually
458 * (type == CONTAINER ? 1000 : 1) 528 * (type == CONTAINER ? 128 : 1)
459 / dominant_material ()->density; 529 / dominant_material ()->density; // ugh, division
460 } 530 }
531
532 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
461 533
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 534 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 535 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 536 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
465 || type == CLOAK || type == BOOTS || type == GLOVES 537 || type == CLOAK || type == BOOTS || type == GLOVES
471 MTH bool is_arrow () const { return type == ARROW 543 MTH bool is_arrow () const { return type == ARROW
472 || (type == SPELL_EFFECT 544 || (type == SPELL_EFFECT
473 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 545 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
474 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 546 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
475 547
548 MTH bool is_dragon () const;
549
550 MTH bool is_immunity () const { return invisible && type == SIGN; }
551
476 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 552 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
477 553
478 // temporary: wether the object can be saved in a map file 554 // temporary: wether the object can be saved in a map file
479 // contr => is a player 555 // contr => is a player
480 // head => only save head of a multitile object 556 // head => only save head of a multitile object
481 // owner => can not reference owner yet 557 // owner => can not reference owner yet
484 /* This return true if object has still randomitems which 560 /* This return true if object has still randomitems which
485 * could be expanded. 561 * could be expanded.
486 */ 562 */
487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 563 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
488 564
489 MTH bool has_dialogue () const { return *&msg == '@'; } 565 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
566
567 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
568
569 /* need_identify returns true if the item should be identified. This
570 * function really should not exist - by default, any item not identified
571 * should need it.
572 */
573 MTH bool need_identify () const;
490 574
491 // returns the outermost owner, never returns 0 575 // returns the outermost owner, never returns 0
492 MTH object *outer_owner () 576 MTH object *outer_owner ()
493 { 577 {
494 object *op; 578 object *op;
498 582
499 return op; 583 return op;
500 } 584 }
501 585
502 // returns the outermost environment, never returns 0 586 // returns the outermost environment, never returns 0
503 MTH object *outer_env () 587 MTH object *outer_env_or_self () const
504 { 588 {
505 object *op; 589 const object *op;
506 590
507 for (op = this; op->env; op = op->env) 591 for (op = this; op->env; op = op->env)
508 ; 592 ;
509 593
510 return op; 594 return const_cast<object *>(op);
595 }
596
597 // returns the outermost environment, may return 0
598 MTH object *outer_env () const
599 {
600 return env ? outer_env_or_self () : 0;
511 } 601 }
512 602
513 // returns the player that has this object in his inventory, or 0 603 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env 604 // we assume the player is always the outer env
515 MTH object *in_player () 605 MTH object *in_player () const
516 { 606 {
517 object *op = outer_env (); 607 object *op = outer_env_or_self ();
518 608
519 return op->type == PLAYER ? op : 0; 609 return op->type == PLAYER ? op : 0;
520 } 610 }
521 611
522 // "temporary" helper function 612 // "temporary" helper function
523 MTH object *head_ () 613 MTH object *head_ () const
524 { 614 {
525 return head ? head : this; 615 return head ? head : const_cast<object *>(this);
526 } 616 }
527 617
528 MTH bool is_head () 618 MTH bool is_head () const
529 { 619 {
530 return head_ () == this; 620 return head_ () == this;
531 } 621 }
532 622
533 MTH bool is_on_map () const 623 MTH bool is_on_map () const
543 MTH bool is_player () const 633 MTH bool is_player () const
544 { 634 {
545 return !!contr; 635 return !!contr;
546 } 636 }
547 637
638 /* elmex: this method checks whether the object is in a shop */
639 MTH bool is_in_shop () const;
640
548 MTH bool affects_los () const 641 MTH bool affects_los () const
549 { 642 {
550 return glow_radius || flag [FLAG_BLOCKSVIEW]; 643 return glow_radius || flag [FLAG_BLOCKSVIEW];
551 } 644 }
552 645
646 MTH bool has_carried_lights () const
647 {
648 return glow_radius;
649 }
650
553 // returns the player that cna see this object, if any 651 // returns the player that can see this object, if any
554 MTH object *visible_to () const; 652 MTH object *visible_to () const;
555 653
556 MTH std::string long_desc (object *who = 0); 654 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
557 MTH std::string describe_monster (object *who = 0); 655 MTH std::string describe_monster (object *who = 0);
558 MTH std::string describe_item (object *who = 0); 656 MTH std::string describe_item (object *who = 0);
559 MTH std::string describe (object *who = 0); 657 MTH std::string describe (object *who = 0); // long description, without name
658
659 MTH const_utf8_string query_weight () { return ::query_weight (this); }
660 MTH const_utf8_string query_name () { return ::query_name (this); }
661 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
662 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
560 663
561 // If this object has no extra parts but should have them, 664 // If this object has no extra parts but should have them,
562 // add them, effectively expanding heads into multipart 665 // add them, effectively expanding heads into multipart
563 // objects. This method only works on objects not inserted 666 // objects. This method only works on objects not inserted
564 // anywhere. 667 // anywhere.
565 MTH void expand_tail (); 668 MTH void expand_tail ();
566 669
567 MTH void create_treasure (treasurelist *tl, int flags = 0); 670 MTH void create_treasure (treasurelist *tl, int flags = 0);
568 671
672 // makes sure the player has the named skill,
673 // and also makes it innate if can_use is true.
674 // returns the new skill or 0 if no such skill exists.
675 MTH object *give_skill (shstr_cmp name, bool can_use = false);
676 MTH void become_follower (object *new_god);
677
569 // insert object at same map position as 'where' 678 // insert object at same map position as 'where'
570 // handles both inventory and map "positions" 679 // handles both inventory and map "positions"
571 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 680 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
681 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
682 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
572 MTH void drop_unpaid_items (); 683 MTH void drop_unpaid_items ();
573 684
574 MTH void activate (); 685 MTH void activate ();
575 MTH void deactivate (); 686 MTH void deactivate ();
576 MTH void activate_recursive (); 687 MTH void activate_recursive ();
577 MTH void deactivate_recursive (); 688 MTH void deactivate_recursive ();
578 689
579 // set the given flag on all objects in the inventory recursively 690 // set the given flag on all objects in the inventory recursively
580 MTH void set_flag_inv (int flag, int value = 1); 691 MTH void set_flag_inv (int flag, int value = 1);
581 692
582 void enter_exit (object *exit);//Perl 693 void enter_exit (object *exit); // perl
583 MTH void enter_map (maptile *newmap, int x, int y); 694 MTH bool enter_map (maptile *newmap, int x, int y);
584 void player_goto (const char *path, int x, int y); // only for players 695 void player_goto (const_utf8_string path, int x, int y); // only for players
696 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
697
698 MTH object *mark () const;
699 MTH void splay_marked ();
585 700
586 // returns the mapspace this object is in 701 // returns the mapspace this object is in
587 mapspace &ms () const; 702 mapspace &ms () const;
588 703
589 // fully recursive iterator 704 // fully recursive iterator
640 return weight + carrying; 755 return weight + carrying;
641 } 756 }
642 757
643 MTH struct region *region () const; 758 MTH struct region *region () const;
644 759
645 void statusmsg (const char *msg, int color = NDI_BLACK); 760 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
646 void failmsg (const char *msg, int color = NDI_RED); 761 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
762 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
647 763
648 const char *query_inventory (object *who = 0, const char *indent = ""); 764 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
649 765
650 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 766 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
651 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 767 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
652 768
653 // make some noise with given item into direction dir, 769 // make some noise with given item into direction dir,
654 // currently only used for players to make them temporarily visible 770 // currently only used for players to make them temporarily visible
655 // when they are invisible. 771 // when they are invisible.
656 MTH void make_noise (); 772 MTH void make_noise ();
657 773
774 /* animation */
775 MTH bool has_anim () const { return animation_id; }
776 const animation &anim () const { return animations [animation_id]; }
777 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
778 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
779 /* anim_frames () returns the number of animations allocated. The last
780 * usuable animation will be anim_frames () - 1 (for example, if an object
781 * has 8 animations, anim_frames () will return 8, but the values will
782 * range from 0 through 7.
783 */
784 MTH int anim_frames () const { return anim ().num_animations; }
785 MTH int anim_facings () const { return anim ().facings; }
786
787 MTH utf8_string as_string ();
788
789 // low-level management, statistics, ...
790 static uint32_t ACC (RW, object_count);
791 static uint32_t ACC (RW, free_count);
792 static uint32_t ACC (RW, create_count);
793 static uint32_t ACC (RW, destroy_count);
794 static freelist_item *freelist;
795 MTH static void freelist_free (int count);
796
658protected: 797protected:
659 void link (); 798 void link ();
660 void unlink (); 799 void unlink ();
800
801 void do_delete ();
661 802
662 object (); 803 object ();
663 ~object (); 804 ~object ();
664 805
665private: 806private:
667 object (const object &); 808 object (const object &);
668}; 809};
669 810
670// move this object to the top of its env's inventory to speed up 811// move this object to the top of its env's inventory to speed up
671// searches for it. 812// searches for it.
672static object * 813static inline object *
673splay (object *ob) 814splay (object *ob)
674{ 815{
675 if (ob->env && ob->env->inv != ob) 816 if (ob->above && ob->env)
676 { 817 {
677 if (ob->above) ob->above->below = ob->below; 818 if (ob->above) ob->above->below = ob->below;
678 if (ob->below) ob->below->above = ob->above; 819 if (ob->below) ob->below->above = ob->above;
679 820
680 ob->above = 0; 821 ob->above = 0;
684 } 825 }
685 826
686 return ob; 827 return ob;
687} 828}
688 829
689typedef struct oblnk 830//+GPL
690{ /* Used to link together several objects */
691 object_ptr ob;
692 struct oblnk *next;
693} objectlink;
694 831
695typedef struct oblinkpt
696{ /* Used to link together several object links */
697 struct oblnk *link;
698 sint32 value; /* Used as connected value in buttons/gates */
699 struct oblinkpt *next;
700} oblinkpt;
701
702object *find_skill_by_name (object *who, const char *name); 832object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
703object *find_skill_by_name (object *who, const shstr &sh); 833object *find_skill_by_name (object *who, shstr_cmp sh);
704object *find_skill_by_number (object *who, int skillno); 834object *find_skill_by_number (object *who, int skillno);
705 835
706/* 836/*
707 * The archetype structure is a set of rules on how to generate and manipulate 837 * The archetype structure is a set of rules on how to generate and manipulate
708 * objects which point to archetypes. 838 * objects which point to archetypes.
710 * be much left in the archetype - all it really is is a holder for the 840 * be much left in the archetype - all it really is is a holder for the
711 * object and pointers. This structure should get removed, and just replaced 841 * object and pointers. This structure should get removed, and just replaced
712 * by the object structure 842 * by the object structure
713 */ 843 */
714 844
845//-GPL
846
715INTERFACE_CLASS (archetype) 847INTERFACE_CLASS (archetype)
716struct archetype : object 848struct archetype : object, zero_initialised
717{ 849{
718 static arch_ptr empty; // the empty_archetype 850 static arch_ptr empty; // the empty_archetype
719 MTH static void gc (); 851 MTH static void gc ();
720 852
721 archetype (const char *name); 853 archetype (const_utf8_string name);
722 ~archetype (); 854 ~archetype ();
723 void gather_callbacks (AV *&callbacks, event_type event) const; 855 void gather_callbacks (AV *&callbacks, event_type event) const;
724 856
725 MTH static archetype *find (const_utf8_string name); 857 MTH static archetype *find (const_utf8_string name);
726 858
727 MTH void link (); 859 MTH void link ();
728 MTH void unlink (); 860 MTH void unlink ();
729 861
730 MTH static object *get (const char *name); // (find() || singularity)->instance() 862 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
731 MTH object *instance (); 863 MTH object *instance ();
864
865 MTH void post_load_check (); // do some adjustments after parsing
732 866
733 object_vector_index ACC (RW, archid); // index in archvector 867 object_vector_index ACC (RW, archid); // index in archvector
734 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 868 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
735 869
736 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 870 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
737 sint8 ACC (RW, max_x), ACC (RW, max_y);
738 871
739 // support for archetype loading 872 // support for archetype loading
740 static archetype *read (object_thawer &f); 873 static archetype *read (object_thawer &f);
741 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 874 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
742 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 875 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
876
877protected:
878 void do_delete ();
743}; 879};
744 880
745// compatbiility, remove once replaced by ->instance 881// returns whether the object is a dragon player, which are often specialcased
746inline object * 882inline bool
747arch_to_object (archetype *at) 883object::is_dragon () const
748{ 884{
749 return at->instance (); 885 return arch->race == shstr_dragon && is_player ();
750} 886}
751 887
752inline void 888inline void
753object_freezer::put (keyword k, archetype *v) 889object_freezer::put (const keyword_string k, archetype *v)
754{ 890{
755 put (k, v ? &v->archname : (const char *)0); 891 if (expect_true (v))
892 put (k, v->archname);
893 else
894 put (k);
756} 895}
757 896
758typedef object_vector<object, &object::index > objectvec; 897typedef object_vector<object, &object::index > objectvec;
759typedef object_vector<object, &object::active> activevec; 898typedef object_vector<object, &object::active> activevec;
760typedef object_vector<archetype, &archetype::archid> archvec; 899typedef object_vector<archetype, &archetype::archid> archvec;
777 statementvar (object *, var, actives [_i]) 916 statementvar (object *, var, actives [_i])
778 917
779#define for_all_archetypes(var) \ 918#define for_all_archetypes(var) \
780 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 919 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
781 statementvar (archetype *, var, archetypes [_i]) 920 statementvar (archetype *, var, archetypes [_i])
921
922//+GPL
782 923
783/* Used by update_object to know if the object being passed is 924/* Used by update_object to know if the object being passed is
784 * being added or removed. 925 * being added or removed.
785 */ 926 */
786#define UP_OBJ_INSERT 1 927#define UP_OBJ_INSERT 1
815#define INS_NO_MERGE 0x0001 956#define INS_NO_MERGE 0x0001
816#define INS_ABOVE_FLOOR_ONLY 0x0002 957#define INS_ABOVE_FLOOR_ONLY 0x0002
817#define INS_NO_WALK_ON 0x0004 958#define INS_NO_WALK_ON 0x0004
818#define INS_ON_TOP 0x0008 959#define INS_ON_TOP 0x0008
819#define INS_BELOW_ORIGINATOR 0x0010 960#define INS_BELOW_ORIGINATOR 0x0010
961#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
820 962
821#define ARCH_DEPLETION "depletion" 963//-GPL
822 964
823#endif 965#endif
824 966

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