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Comparing deliantra/server/include/object.h (file contents):
Revision 1.117 by root, Mon May 7 04:21:11 2007 UTC vs.
Revision 1.225 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33//+GPL
34
33typedef int tag_t; 35typedef int tag_t;
34 36
35#define NUM_BODY_LOCATIONS 14 37enum {
36#define BODY_ARMS 1 38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
52 NUM_BODY_LOCATIONS
53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
37 61
38/* See common/item.c */ 62/* See common/item.c */
39 63
40typedef struct Body_Locations 64typedef struct Body_Locations
41{ 65{
42 const char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 67 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 69} Body_Locations;
46 70
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
48 75
49/* 76/*
50 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 79 *
53 * key and value are shared-strings. 80 * key and value are shared-strings.
54 * 81 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
56 * accessing the list directly. 83 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
58 */ 85 */
59struct key_value 86struct key_value : slice_allocated
60{ 87{
61 key_value *next; 88 key_value *next;
62 shstr key, value; 89 shstr key, value;
63}; 90};
64 91
92//-GPL
93
65struct UUID 94struct UUID
66{ 95{
67 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
68 103
69 UUID () { } 104 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 106 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
73}; 112};
74 113
75extern void init_uuid (); 114//+GPL
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 115
79/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply? 119 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
89 126
90/* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94
95struct body_slot 127struct body_slot
96{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
97 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
98 signed char used:4; /* Calculated value based on items equipped */
99}; 131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
100 145
101INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
102// these are being copied 147// these are being copied
103struct object_copy : attachable 148struct object_copy : attachable
104{ 149{
105 typedef bitset<NUM_FLAGS> flags_t;
106
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108 151
109 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
111 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
115 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
116 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
117 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
118 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
119 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
120 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
121 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
122 shstr ACC (RW, lore); /* Obscure information about this object, */
123 /* To get put into books and the like. */
124 shstr ACC (RW, materialname); /* specific material name */
125 shstr ACC (RW, custom_name); /* Custom name assigned by player */
126// materialtype_t *ACC (RW, material); /* What material this object consists of */
127 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
128 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
129 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
130 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
131 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
134 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
135 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
136 181
137 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
139 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
140
141 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
142 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
143
144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
149 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
150 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
153 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
154 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
155 */ 202 */
156 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
157 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
158 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
159 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
160 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
161 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
162 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
166 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
168 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
169 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
170 uint32 ACC (RW, weapontype); /* type of weapon */
171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
172 body_slot slot [NUM_BODY_LOCATIONS];
173 faceidx ACC (RW, face); /* Face with colors */
174 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
175 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
176 231
177 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179
180 /* allows different movement patterns for attackers */
181 sint32 ACC (RW, move_status); /* What stage in attack mode */
182 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
183 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
184 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
185 /* races/classes can need less/more exp to gain levels */
186 233
187 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
188 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
189 * only used in spells. 236 * only used in spells.
190 */ 237 */
191 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
192 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
193
194 uint16 ACC (RW, start_holding);
195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
196 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
197
198 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
199 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
201 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
208 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
209
210 char *ACC (RW, spellarg);
211 262
212 /* Following are values used by any object */ 263 /* Following are values used by any object */
213 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 flags_t flag; /* various flags */ 266
216#if FOR_PERL
217 bool ACC (RW, flag[NUM_FLAGS]);
218#endif
219 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
225}; 288};
226 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294
227struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
228{ 296{
229 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
230 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
231 299
232 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
233 int ACC (RO, count); 301 int ACC (RO, count);
234 int ACC (RO, index); // index into objects 302 object_vector_index ACC (RO, index); // index into objects
235 int ACC (RO, active); // index into actives 303 object_vector_index ACC (RO, active); // index into actives
236 304
237 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 305 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
238 306
239 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 307 object *ACC (RW, below); /* Pointer to the object stacked below this one */
240 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
241 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
242 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
243 311
244 //TODO: container must move into client 312 //TODO: container must move into client
245 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
246 * is only used by the player right now. 314 * is only used by the player right now.
247 */ 315 */
248 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
249 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
250 */ 318 */
251 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
253 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
255 322
323 // privates / perl
324 shstr_tmp kv_get (shstr_tmp key) const;
325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 MTH void post_load_check (); // do some adjustments after parsing
257 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
258 bool write (object_freezer &f); 363 bool write (object_freezer &f);
259 364
365 MTH int slottype () const;
260 MTH static object *create (); 366 MTH static object *create ();
261 object &operator =(const object &src); 367 const mapxy &operator =(const mapxy &pos);
262 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
263 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
264 void do_destroy (); 371 void do_destroy ();
265 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
266 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
267 379
268 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
269 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
270 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const_utf8_string msg) const;
385
271 void do_remove (); 386 void do_remove ();
272 MTH void remove () 387 MTH void remove ()
273 { 388 {
274 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
275 do_remove (); 390 do_remove ();
391 }
392
393 MTH bool blocked (maptile *m, int x, int y) const;
394
395 void move_to (const mapxy &pos)
396 {
397 remove ();
398 *this = pos;
399 insert_at (this, this);
400 }
401
402 // high-level move functions, return true if successful
403 int move (int dir, object *originator);
404
405 int move (int dir)
406 {
407 return move (dir, this);
276 } 408 }
277 409
278 static bool can_merge_slow (object *op1, object *op2); 410 static bool can_merge_slow (object *op1, object *op2);
279 411
280 // this is often used in time-critical code, so optimise 412 // this is often used in time-critical code, so optimise
285 && can_merge_slow (op1, op2); 417 && can_merge_slow (op1, op2);
286 } 418 }
287 419
288 MTH void set_owner (object *owner); 420 MTH void set_owner (object *owner);
289 MTH void set_speed (float speed); 421 MTH void set_speed (float speed);
422 MTH void set_glow_radius (sint8 rad);
290 MTH void set_weapon (object *ob); 423 MTH bool change_weapon (object *ob);
424 MTH bool change_skill (object *ob);
291 425
292 MTH void open_container (object *new_container); 426 MTH void open_container (object *new_container);
293 MTH void close_container () 427 MTH void close_container ()
294 { 428 {
295 open_container (0); 429 open_container (0);
430 }
431
432 // potential future accessor for "container"
433 MTH object *container_ () const
434 {
435 return container;
436 }
437
438 MTH bool is_open_container () const
439 {
440 // strangely enough, using ?: here causes code to inflate
441 return type == CONTAINER
442 && ((env && env->container_ () == this)
443 || (!env && flag [FLAG_APPLIED]));
444 }
445
446 MTH object *force_find (shstr_tmp name);
447 MTH void force_set_timer (int duration);
448 MTH object *force_add (shstr_tmp name, int duration = 0);
449
450 oblinkpt *find_link () const;
451 MTH void add_link (maptile *map, shstr_tmp id);
452 MTH void remove_link ();
453
454 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
455 bool should_invoke (event_type event)
456 {
457 return ev_want_event [event] || ev_want_type [type] || cb;
296 } 458 }
297 459
298 MTH void instantiate (); 460 MTH void instantiate ();
299 461
300 // recalculate all stats 462 // recalculate all stats
306 MTH void drain_stat (); 468 MTH void drain_stat ();
307 MTH void drain_specific_stat (int deplete_stats); 469 MTH void drain_specific_stat (int deplete_stats);
308 MTH void change_luck (int value); 470 MTH void change_luck (int value);
309 471
310 // info must hold 256 * 3 bytes currently 472 // info must hold 256 * 3 bytes currently
311 const char *debug_desc (char *info) const; 473 const_utf8_string debug_desc (char *info) const;
312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 474 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
313 const char *flag_desc (char *desc, int len) const; 475 const_utf8_string flag_desc (char *desc, int len) const;
314 476
477 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
478 MTH object *split (sint32 nr = 1); // return 0 on failure
479
315 int number_of () const 480 MTH int number_of () const
316 { 481 {
317 return nrof ? nrof : 1; 482 return nrof ? nrof : 1;
318 } 483 }
319 484
320 uint64 total_weight () const 485 MTH sint32 total_weight () const
321 { 486 {
322 return weight * number_of (); 487 return (weight + carrying) * number_of ();
323 } 488 }
489
490 MTH void update_weight ();
324 491
325 // return the dominant material of this item, always return something 492 // return the dominant material of this item, always return something
326 const materialtype_t *dominant_material () const; 493 const materialtype_t *dominant_material () const
494 {
495 return material;
496 }
327 497
328 // return the volume of this object in cm³ 498 // return the volume of this object in cm³
329 uint64 volume () const 499 MTH uint64 volume () const
330 { 500 {
331 return total_weight () 501 return (uint64)total_weight ()
332 * 1000 502 * 1024 // 1000 actually
333 * (type == CONTAINER ? 1000 : 1) 503 * (type == CONTAINER ? 128 : 1)
334 / dominant_material ()->density; 504 / dominant_material ()->density; // ugh, division
335 } 505 }
336 506
507 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
508
509 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
337 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
338 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
339 || type == CLOAK || type == BOOTS || type == GLOVES 512 || type == CLOAK || type == BOOTS || type == GLOVES
340 || type == BRACERS || type == GIRDLE; } 513 || type == BRACERS || type == GIRDLE; }
341 MTH bool is_alive () const { return (type == PLAYER 514 MTH bool is_alive () const { return (type == PLAYER
345 MTH bool is_arrow () const { return type == ARROW 518 MTH bool is_arrow () const { return type == ARROW
346 || (type == SPELL_EFFECT 519 || (type == SPELL_EFFECT
347 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 520 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
348 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 521 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
349 522
523 MTH bool is_dragon () const;
524
350 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 525 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
351 526
352 // temporary: wether the object can be saved in a map file 527 // temporary: wether the object can be saved in a map file
353 // contr => is a player 528 // contr => is a player
354 // head => only save head of a multitile object 529 // head => only save head of a multitile object
355 // owner => can not reference owner yet 530 // owner => can not reference owner yet
356 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 531 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
357 532
358 /* This return true if object has still randomitems which 533 /* This return true if object has still randomitems which
359 * could be expanded. 534 * could be expanded.
360 */ 535 */
361 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 536 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
362 537
538 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
539
540 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
541
542 // returns the outermost owner, never returns 0
543 MTH object *outer_owner ()
544 {
545 object *op;
546
547 for (op = this; op->owner; op = op->owner)
548 ;
549
550 return op;
551 }
552
553 // returns the outermost environment, never returns 0
554 MTH object *outer_env_or_self () const
555 {
556 const object *op;
557
558 for (op = this; op->env; op = op->env)
559 ;
560
561 return const_cast<object *>(op);
562 }
563
564 // returns the outermost environment, may return 0
565 MTH object *outer_env () const
566 {
567 return env ? outer_env_or_self () : 0;
568 }
569
363 // returns the player that has this object in his inventory, or 0 570 // returns the player that has this object in his inventory, or 0
571 // we assume the player is always the outer env
364 MTH object *in_player () const 572 MTH object *in_player () const
365 { 573 {
366 for (object *op = env; op; op = op->env) 574 object *op = outer_env_or_self ();
367 if (op->type == PLAYER)
368 return op;
369 575
370 return 0; 576 return op->type == PLAYER ? op : 0;
371 } 577 }
372 578
373 // "temporary" helper function 579 // "temporary" helper function
374 MTH object *head_ () 580 MTH object *head_ () const
375 { 581 {
376 return head ? head : this; 582 return head ? head : const_cast<object *>(this);
377 } 583 }
378 584
585 MTH bool is_head () const
586 {
587 return head_ () == this;
588 }
589
590 MTH bool is_on_map () const
591 {
592 return !env && !flag [FLAG_REMOVED];
593 }
594
595 MTH bool is_inserted () const
596 {
597 return !flag [FLAG_REMOVED];
598 }
599
600 MTH bool is_player () const
601 {
602 return !!contr;
603 }
604
605 MTH bool affects_los () const
606 {
607 return glow_radius || flag [FLAG_BLOCKSVIEW];
608 }
609
610 MTH bool has_carried_lights () const
611 {
612 return glow_radius;
613 }
614
615 // returns the player that cna see this object, if any
616 MTH object *visible_to () const;
617
379 MTH std::string long_desc (object *who = 0); 618 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
380 MTH std::string describe_monster (object *who = 0); 619 MTH std::string describe_monster (object *who = 0);
381 MTH std::string describe_item (object *who = 0); 620 MTH std::string describe_item (object *who = 0);
382 MTH std::string describe (object *who = 0); 621 MTH std::string describe (object *who = 0); // long description, without name
622
623 MTH const_utf8_string query_weight () { return ::query_weight (this); }
624 MTH const_utf8_string query_name () { return ::query_name (this); }
625 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
626 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
383 627
384 // If this object has no extra parts but should have them, 628 // If this object has no extra parts but should have them,
385 // add them, effectively expanding heads into multipart 629 // add them, effectively expanding heads into multipart
386 // objects. This method only works on objects not inserted 630 // objects. This method only works on objects not inserted
387 // anywhere. 631 // anywhere.
390 MTH void create_treasure (treasurelist *tl, int flags = 0); 634 MTH void create_treasure (treasurelist *tl, int flags = 0);
391 635
392 // insert object at same map position as 'where' 636 // insert object at same map position as 'where'
393 // handles both inventory and map "positions" 637 // handles both inventory and map "positions"
394 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 638 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
639 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
640 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
641 MTH void drop_unpaid_items ();
395 642
396 MTH void activate (); 643 MTH void activate ();
397 MTH void deactivate (); 644 MTH void deactivate ();
398 MTH void activate_recursive (); 645 MTH void activate_recursive ();
399 MTH void deactivate_recursive (); 646 MTH void deactivate_recursive ();
400 647
401 // set the givne flag on all objects in the inventory recursively 648 // set the given flag on all objects in the inventory recursively
402 MTH void set_flag_inv (int flag, int value = 1); 649 MTH void set_flag_inv (int flag, int value = 1);
403 650
404 void enter_exit (object *exit);//Perl 651 void enter_exit (object *exit);//Perl
405 MTH void enter_map (maptile *newmap, int x, int y); 652 MTH void enter_map (maptile *newmap, int x, int y);
653 void player_goto (const_utf8_string path, int x, int y); // only for players
406 654
407 // returns the mapspace this object is in 655 // returns the mapspace this object is in
408 mapspace &ms () const; 656 mapspace &ms () const;
409 657
410 // fully recursive iterator 658 // fully recursive iterator
446 { 694 {
447 return this; 695 return this;
448 } 696 }
449 697
450 /* This returns TRUE if the object is something that 698 /* This returns TRUE if the object is something that
451 * should be displayed in the floorbox/inventory window 699 * a client might want to know about.
452 */ 700 */
453 MTH bool client_visible () const 701 MTH bool client_visible () const
454 { 702 {
455 return !invisible && type != PLAYER; 703 return !invisible && type != PLAYER;
456 } 704 }
457 705
706 // the client does nrof * this weight
707 MTH sint32 client_weight () const
708 {
709 return weight + carrying;
710 }
711
458 MTH struct region *region () const; 712 MTH struct region *region () const;
459 713
714 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
715 void failmsg (const_utf8_string msg, int color = NDI_RED);
716
717 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
718
719 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
720 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
721
722 // make some noise with given item into direction dir,
723 // currently only used for players to make them temporarily visible
724 // when they are invisible.
725 MTH void make_noise ();
726
727 /* animation */
728 MTH bool has_anim () const { return animation_id; }
729 const animation &anim () const { return animations [animation_id]; }
730 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
731 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
732 /* anim_frames () returns the number of animations allocated. The last
733 * usuable animation will be anim_frames () - 1 (for example, if an object
734 * has 8 animations, anim_frames () will return 8, but the values will
735 * range from 0 through 7.
736 */
737 MTH int anim_frames () const { return anim ().num_animations; }
738 MTH int anim_facings () const { return anim ().facings; }
739
740 MTH utf8_string as_string ();
741
460protected: 742protected:
461 friend struct archetype;
462
463 void link (); 743 void link ();
464 void unlink (); 744 void unlink ();
465 745
466 object (); 746 object ();
467 ~object (); 747 ~object ();
748
749private:
750 object &operator =(const object &);
751 object (const object &);
468}; 752};
469 753
470typedef object_vector<object, &object::index > objectvec; 754// move this object to the top of its env's inventory to speed up
471typedef object_vector<object, &object::active> activevec; 755// searches for it.
756static inline object *
757splay (object *ob)
758{
759 if (ob->above && ob->env)
760 {
761 if (ob->above) ob->above->below = ob->below;
762 if (ob->below) ob->below->above = ob->above;
472 763
473extern objectvec objects; 764 ob->above = 0;
474extern activevec actives; 765 ob->below = ob->env->inv;
766 ob->below->above = ob;
767 ob->env->inv = ob;
768 }
475 769
476#define for_all_objects(var) \ 770 return ob;
477 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 771}
478 declvar (object *, var, objects [_i])
479 772
480#define for_all_actives(var) \ 773//+GPL
481 for (unsigned _i = 0; _i < actives.size (); ++_i) \
482 declvar (object *, var, actives [_i])
483 774
484typedef struct oblnk 775object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
485{ /* Used to link together several objects */ 776object *find_skill_by_name (object *who, shstr_cmp sh);
486 object_ptr ob; 777object *find_skill_by_number (object *who, int skillno);
487 struct oblnk *next;
488} objectlink;
489
490typedef struct oblinkpt
491{ /* Used to link together several object links */
492 struct oblnk *link;
493 long value; /* Used as connected value in buttons/gates */
494 struct oblinkpt *next;
495} oblinkpt;
496 778
497/* 779/*
498 * The archetype structure is a set of rules on how to generate and manipulate 780 * The archetype structure is a set of rules on how to generate and manipulate
499 * objects which point to archetypes. 781 * objects which point to archetypes.
500 * This probably belongs in arch.h, but there really doesn't appear to 782 * This probably belongs in arch.h, but there really doesn't appear to
501 * be much left in the archetype - all it really is is a holder for the 783 * be much left in the archetype - all it really is is a holder for the
502 * object and pointers. This structure should get removed, and just replaced 784 * object and pointers. This structure should get removed, and just replaced
503 * by the object structure 785 * by the object structure
504 */ 786 */
505 787
788//-GPL
789
506INTERFACE_CLASS (archetype) 790INTERFACE_CLASS (archetype)
507struct archetype : zero_initialised, attachable 791struct archetype : object
508{ 792{
509 archetype (); 793 static arch_ptr empty; // the empty_archetype
794 MTH static void gc ();
795
796 archetype (const_utf8_string name);
510 ~archetype (); 797 ~archetype ();
511 void gather_callbacks (AV *&callbacks, event_type event) const; 798 void gather_callbacks (AV *&callbacks, event_type event) const;
512 799
800 MTH static archetype *find (const_utf8_string name);
801
802 MTH void link ();
803 MTH void unlink ();
804
805 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
806 MTH object *instance ();
807
808 MTH void post_load_check (); // do some adjustments after parsing
809
810 object_vector_index ACC (RW, archid); // index in archvector
811 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
812
813 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
814 sint8 ACC (RW, max_x), ACC (RW, max_y);
815
816 // support for archetype loading
513 static archetype *read (object_thawer &f); 817 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create 818 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
515 static archetype *find (const char *name); 819 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
516
517 void hash_add (); // add to hashtable
518 void hash_del (); // remove from hashtable
519
520 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
522 struct archetype *ACC (RW, head); /* The main part of a linked object */
523 struct archetype *ACC (RW, more); /* Next part of a linked object */
524 object ACC (RO, clone); /* An object from which to do ->copy_to () */
525 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
526 bool ACC (RW, linked); // linked into list of heads
527 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
528 * in comparison to the head.
529 */
530}; 820};
821
822// returns whether the objetc is a dragon player, which are often specialcased
823inline bool
824object::is_dragon () const
825{
826 return arch->race == shstr_dragon && is_player ();
827}
828
829inline void
830object_freezer::put (const keyword_string k, archetype *v)
831{
832 if (expect_true (v))
833 put (k, v->archname);
834 else
835 put (k);
836}
837
838typedef object_vector<object, &object::index > objectvec;
839typedef object_vector<object, &object::active> activevec;
840typedef object_vector<archetype, &archetype::archid> archvec;
841
842extern objectvec objects;
843extern activevec actives;
844extern archvec archetypes;
845
846// "safely" iterate over inv in a way such that the current item is removable
847// quite horrible, that's why its hidden in some macro
848#define for_inv_removable(op,var) \
849 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
850
851#define for_all_objects(var) \
852 for (unsigned _i = 0; _i < objects.size (); ++_i) \
853 statementvar (object *, var, objects [_i])
854
855#define for_all_actives(var) \
856 for (unsigned _i = 0; _i < actives.size (); ++_i) \
857 statementvar (object *, var, actives [_i])
858
859#define for_all_archetypes(var) \
860 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
861 statementvar (archetype *, var, archetypes [_i])
862
863//+GPL
531 864
532/* Used by update_object to know if the object being passed is 865/* Used by update_object to know if the object being passed is
533 * being added or removed. 866 * being added or removed.
534 */ 867 */
535#define UP_OBJ_INSERT 1 868#define UP_OBJ_INSERT 1
552 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 885 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
553 * Use for treasure chests so the new object is the highest thing 886 * Use for treasure chests so the new object is the highest thing
554 * beneath the player, but not actually above it. Note - the 887 * beneath the player, but not actually above it. Note - the
555 * map and x,y coordinates for the object to be inserted must 888 * map and x,y coordinates for the object to be inserted must
556 * match the originator. 889 * match the originator.
557 * INS_MAP_LOAD: disable lots of checkings done at insertion to
558 * speed up map loading process, as we assume the ordering in
559 * loaded map is correct.
560 * 890 *
561 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 891 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
562 * are mutually exclusive. The behaviour for passing more than one 892 * are mutually exclusive. The behaviour for passing more than one
563 * should be considered undefined - while you may notice what happens 893 * should be considered undefined - while you may notice what happens
564 * right now if you pass more than one, that could very well change 894 * right now if you pass more than one, that could very well change
567#define INS_NO_MERGE 0x0001 897#define INS_NO_MERGE 0x0001
568#define INS_ABOVE_FLOOR_ONLY 0x0002 898#define INS_ABOVE_FLOOR_ONLY 0x0002
569#define INS_NO_WALK_ON 0x0004 899#define INS_NO_WALK_ON 0x0004
570#define INS_ON_TOP 0x0008 900#define INS_ON_TOP 0x0008
571#define INS_BELOW_ORIGINATOR 0x0010 901#define INS_BELOW_ORIGINATOR 0x0010
572#define INS_MAP_LOAD 0x0020
573 902
574#define ARCH_SINGULARITY "singularity" 903//-GPL
575#define ARCH_DETECT_MAGIC "detect_magic"
576#define ARCH_DEPLETION "depletion"
577#define ARCH_SYMPTOM "symptom"
578 904
579#endif 905#endif
580 906

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