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Comparing deliantra/server/include/object.h (file contents):
Revision 1.101 by root, Fri Feb 16 22:21:46 2007 UTC vs.
Revision 1.227 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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#define NUM_BODY_LOCATIONS 12 36
35#define BODY_ARMS 1 37enum {
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};
36 61
37/* See common/item.c */ 62/* See common/item.c */
38 63
39typedef struct Body_Locations 64typedef struct Body_Locations
40{ 65{
41 const char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 69} Body_Locations;
45 70
46extern 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];
47 75
48/* 76/*
49 * 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
50 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 79 *
52 * key and value are shared-strings. 80 * key and value are shared-strings.
53 * 81 *
54 * 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
55 * accessing the list directly. 83 * accessing the list directly.
56 * 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.
57 */ 85 */
58struct key_value 86struct key_value : slice_allocated
59{ 87{
60 key_value *next; 88 key_value *next;
61 shstr key, value; 89 shstr key, value;
62}; 90};
63 91
92//-GPL
93
64struct UUID 94struct UUID
65{ 95{
66 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 ();
67 103
68 UUID () { } 104 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 106 operator uint64() { return seq; }
71 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;
72}; 112};
73 113
74extern void init_uuid (); 114//+GPL
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 115
78/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * 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
80 * 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
81 * can_apply and will_apply? 119 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
88 126
89/* However, if you're keeping a pointer of some sort, you probably 127struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 128{
91 * e.g. ->copy_to () 129 signed char used:4; /* Calculated value based on items equipped */
92 */ 130 signed char info:4; /* body info as loaded from the file */
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;
93 145
94INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
95// these are being copied 147// these are being copied
96struct object_copy : attachable 148struct object_copy : attachable
97{ 149{
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 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 */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 157 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* 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
109 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 */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 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 */
117 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 */
118 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 */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 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 */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 177 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 178 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 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 */
125 181
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
128 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
129 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
130
131 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 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 */
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 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
140 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
143 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
144 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
145 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
146 */ 202 */
147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
148 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 */
149 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
150 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
151 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 */
152 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
153 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 ACC (RW, item_power); /* power rating of the object */
155 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) */
156 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
157 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
159 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
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
167 231
168 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
170
171 /* allows different movement patterns for attackers */
172 sint32 ACC (RW, move_status); /* What stage in attack mode */
173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
176 /* races/classes can need less/more exp to gain levels */
177 233
178 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
179 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
180 * only used in spells. 236 * only used in spells.
181 */ 237 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
184 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
186 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 */
187 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
188 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 */
189 246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
193 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 */
194 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 */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
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
196 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 */
197
198 char *ACC (RW, spellarg);
199 262
200 /* Following are values used by any object */ 263 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */ 266
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 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 */
214}; 288};
215 289
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
216struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
217{ 296{
218 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
219 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 */
220 299
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 301 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 302 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 303 object_vector_index ACC (RO, active); // index into actives
225 304
226 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 */
227 306
228 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 */
229 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 */
230 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
232 311
233 //TODO: container must move into client 312 //TODO: container must move into client
234 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
235 * is only used by the player right now. 314 * is only used by the player right now.
236 */ 315 */
237 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.
238 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
239 */ 318 */
240 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 */
241 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
242 client_container *seen_by; // seen by which player/container currently? 321 key_value *key_values; /* Fields not explictly known by the loader. */
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 }
243 359
244 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
245 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.
246 bool write (object_freezer &f); 363 bool write (object_freezer &f);
247 364
365 MTH int slottype () const;
248 MTH static object *create (); 366 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos);
249 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
250 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
251 void do_destroy (); 371 void do_destroy ();
252 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
253 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 }
254 379
255 // 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
256 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
257 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
258 void do_remove (); 386 void do_remove ();
259 MTH void remove () 387 MTH void remove ()
260 { 388 {
261 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
262 do_remove (); 390 do_remove ();
263 } 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);
408 }
409
410 // changes move_type to a new value - handles move_on/move_off effects
411 void change_move_type (MoveType mt);
264 412
265 static bool can_merge_slow (object *op1, object *op2); 413 static bool can_merge_slow (object *op1, object *op2);
266 414
267 // this is often used in time-critical code, so optimise 415 // this is often used in time-critical code, so optimise
268 MTH static bool can_merge (object *op1, object *op2) 416 MTH static bool can_merge (object *op1, object *op2)
272 && can_merge_slow (op1, op2); 420 && can_merge_slow (op1, op2);
273 } 421 }
274 422
275 MTH void set_owner (object *owner); 423 MTH void set_owner (object *owner);
276 MTH void set_speed (float speed); 424 MTH void set_speed (float speed);
425 MTH void set_glow_radius (sint8 rad);
426 MTH bool change_weapon (object *ob);
427 MTH bool change_skill (object *ob);
277 428
278 MTH void open_container (object *new_container); 429 MTH void open_container (object *new_container);
279 MTH void close_container () 430 MTH void close_container ()
280 { 431 {
281 open_container (0); 432 open_container (0);
433 }
434
435 // potential future accessor for "container"
436 MTH object *container_ () const
437 {
438 return container;
439 }
440
441 MTH bool is_open_container () const
442 {
443 // strangely enough, using ?: here causes code to inflate
444 return type == CONTAINER
445 && ((env && env->container_ () == this)
446 || (!env && flag [FLAG_APPLIED]));
447 }
448
449 MTH object *force_find (shstr_tmp name);
450 MTH void force_set_timer (int duration);
451 MTH object *force_add (shstr_tmp name, int duration = 0);
452
453 oblinkpt *find_link () const;
454 MTH void add_link (maptile *map, shstr_tmp id);
455 MTH void remove_link ();
456
457 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
458 bool should_invoke (event_type event)
459 {
460 return ev_want_event [event] || ev_want_type [type] || cb;
282 } 461 }
283 462
284 MTH void instantiate (); 463 MTH void instantiate ();
285 464
286 // recalculate all stats 465 // recalculate all stats
292 MTH void drain_stat (); 471 MTH void drain_stat ();
293 MTH void drain_specific_stat (int deplete_stats); 472 MTH void drain_specific_stat (int deplete_stats);
294 MTH void change_luck (int value); 473 MTH void change_luck (int value);
295 474
296 // info must hold 256 * 3 bytes currently 475 // info must hold 256 * 3 bytes currently
297 const char *debug_desc (char *info) const; 476 const_utf8_string debug_desc (char *info) const;
298 MTH const char *debug_desc () const; 477 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 const char *flag_desc (char *desc, int len) const; 478 const_utf8_string flag_desc (char *desc, int len) const;
301 479
480 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
481 MTH object *split (sint32 nr = 1); // return 0 on failure
482
302 int number_of () const 483 MTH int number_of () const
303 { 484 {
304 return nrof ? nrof : 1; 485 return nrof ? nrof : 1;
305 } 486 }
306 487
307 uint64 total_weight () const 488 MTH sint32 total_weight () const
308 { 489 {
309 return weight * number_of (); 490 return (weight + carrying) * number_of ();
310 } 491 }
492
493 MTH void update_weight ();
311 494
312 // return the dominant material of this item, always return something 495 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const; 496 const materialtype_t *dominant_material () const
497 {
498 return material;
499 }
314 500
315 // return the volume of this object in cm³ 501 // return the volume of this object in cm³
316 uint64 volume () const 502 MTH uint64 volume () const
317 { 503 {
318 return total_weight () 504 return (uint64)total_weight ()
319 * 1000 505 * 1024 // 1000 actually
320 * (type == CONTAINER ? 1000 : 1) 506 * (type == CONTAINER ? 128 : 1)
321 / dominant_material ()->density; 507 / dominant_material ()->density; // ugh, division
322 } 508 }
323 509
510 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
511
512 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
324 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 513 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
325 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 514 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
326 || type == CLOAK || type == BOOTS || type == GLOVES 515 || type == CLOAK || type == BOOTS || type == GLOVES
327 || type == BRACERS || type == GIRDLE; } 516 || type == BRACERS || type == GIRDLE; }
328 MTH bool is_alive () const { return (type == PLAYER 517 MTH bool is_alive () const { return (type == PLAYER
330 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 519 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
331 && !flag [FLAG_IS_A_TEMPLATE]; } 520 && !flag [FLAG_IS_A_TEMPLATE]; }
332 MTH bool is_arrow () const { return type == ARROW 521 MTH bool is_arrow () const { return type == ARROW
333 || (type == SPELL_EFFECT 522 || (type == SPELL_EFFECT
334 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 523 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
524 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
335 525
526 MTH bool is_dragon () const;
527
336 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 528 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
337 529
338 // temporary: wether the object can be saved in a map file 530 // temporary: wether the object can be saved in a map file
339 // contr => is a player 531 // contr => is a player
340 // head => only save head of a multitile object 532 // head => only save head of a multitile object
341 // owner => can not reference owner yet 533 // owner => can not reference owner yet
342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 534 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
343 535
344 /* This return true if object has still randomitems which 536 /* This return true if object has still randomitems which
345 * could be expanded. 537 * could be expanded.
346 */ 538 */
347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
348 540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
349 // returns the player that has this object in his inventory, or 0 573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
350 MTH object *in_player () const 575 MTH object *in_player () const
351 { 576 {
352 for (object *op = env; op; op = op->env) 577 object *op = outer_env_or_self ();
353 if (op->type == PLAYER)
354 return op;
355 578
356 return 0; 579 return op->type == PLAYER ? op : 0;
357 } 580 }
358 581
359 // "temporary" helper function 582 // "temporary" helper function
360 MTH object *head_ () 583 MTH object *head_ () const
361 { 584 {
362 return head ? head : this; 585 return head ? head : const_cast<object *>(this);
363 } 586 }
587
588 MTH bool is_head () const
589 {
590 return head_ () == this;
591 }
592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
622 MTH std::string describe_monster (object *who = 0);
623 MTH std::string describe_item (object *who = 0);
624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const_utf8_string query_weight () { return ::query_weight (this); }
627 MTH const_utf8_string query_name () { return ::query_name (this); }
628 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
629 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
630
631 // If this object has no extra parts but should have them,
632 // add them, effectively expanding heads into multipart
633 // objects. This method only works on objects not inserted
634 // anywhere.
635 MTH void expand_tail ();
636
637 MTH void create_treasure (treasurelist *tl, int flags = 0);
364 638
365 // insert object at same map position as 'where' 639 // insert object at same map position as 'where'
366 // handles both inventory and map "positions" 640 // handles both inventory and map "positions"
367 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 641 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
643 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
644 MTH void drop_unpaid_items ();
368 645
369 MTH void activate (); 646 MTH void activate ();
370 MTH void deactivate (); 647 MTH void deactivate ();
371 MTH void activate_recursive (); 648 MTH void activate_recursive ();
372 MTH void deactivate_recursive (); 649 MTH void deactivate_recursive ();
373 650
374 // set the givne flag on all objects in the inventory recursively 651 // set the given flag on all objects in the inventory recursively
375 MTH void set_flag_inv (int flag, int value = 1); 652 MTH void set_flag_inv (int flag, int value = 1);
376 653
377 void enter_exit (object *exit);//PERL 654 void enter_exit (object *exit);//Perl
378 MTH void enter_map (maptile *newmap, int x, int y); 655 MTH void enter_map (maptile *newmap, int x, int y);
656 void player_goto (const_utf8_string path, int x, int y); // only for players
379 657
380 // returns the mapspace this object is in 658 // returns the mapspace this object is in
381 mapspace &ms () const; 659 mapspace &ms () const;
382 660
383 // fully recursive iterator 661 // fully recursive iterator
419 { 697 {
420 return this; 698 return this;
421 } 699 }
422 700
423 /* This returns TRUE if the object is something that 701 /* This returns TRUE if the object is something that
424 * should be displayed in the floorbox/inventory window 702 * a client might want to know about.
425 */ 703 */
426 MTH bool client_visible () const 704 MTH bool client_visible () const
427 { 705 {
428 return !invisible && type != PLAYER; 706 return !invisible && type != PLAYER;
429 } 707 }
430 708
709 // the client does nrof * this weight
710 MTH sint32 client_weight () const
711 {
712 return weight + carrying;
713 }
714
431 MTH struct region *region () const; 715 MTH struct region *region () const;
432 716
717 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
718 void failmsg (const_utf8_string msg, int color = NDI_RED);
719
720 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
721
722 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
723 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
724
725 // make some noise with given item into direction dir,
726 // currently only used for players to make them temporarily visible
727 // when they are invisible.
728 MTH void make_noise ();
729
730 /* animation */
731 MTH bool has_anim () const { return animation_id; }
732 const animation &anim () const { return animations [animation_id]; }
733 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
734 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
735 /* anim_frames () returns the number of animations allocated. The last
736 * usuable animation will be anim_frames () - 1 (for example, if an object
737 * has 8 animations, anim_frames () will return 8, but the values will
738 * range from 0 through 7.
739 */
740 MTH int anim_frames () const { return anim ().num_animations; }
741 MTH int anim_facings () const { return anim ().facings; }
742
743 MTH utf8_string as_string ();
744
433protected: 745protected:
434 friend struct archetype;
435
436 void link (); 746 void link ();
437 void unlink (); 747 void unlink ();
438 748
439 object (); 749 object ();
440 ~object (); 750 ~object ();
751
752private:
753 object &operator =(const object &);
754 object (const object &);
441}; 755};
442 756
443typedef object_vector<object, &object::index > objectvec; 757// move this object to the top of its env's inventory to speed up
444typedef object_vector<object, &object::active> activevec; 758// searches for it.
759static inline object *
760splay (object *ob)
761{
762 if (ob->above && ob->env)
763 {
764 if (ob->above) ob->above->below = ob->below;
765 if (ob->below) ob->below->above = ob->above;
445 766
446extern objectvec objects; 767 ob->above = 0;
447extern activevec actives; 768 ob->below = ob->env->inv;
769 ob->below->above = ob;
770 ob->env->inv = ob;
771 }
448 772
449#define for_all_objects(var) \ 773 return ob;
450 for (int _i = 0; _i < objects.size (); ++_i) \ 774}
451 declvar (object *, var, objects [_i])
452 775
453#define for_all_actives(var) \ 776//+GPL
454 for (int _i = 0; _i < actives.size (); ++_i) \
455 declvar (object *, var, actives [_i])
456 777
457typedef struct oblnk 778object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
458{ /* Used to link together several objects */ 779object *find_skill_by_name (object *who, shstr_cmp sh);
459 object_ptr ob; 780object *find_skill_by_number (object *who, int skillno);
460 struct oblnk *next;
461} objectlink;
462
463typedef struct oblinkpt
464{ /* Used to link together several object links */
465 struct oblnk *link;
466 long value; /* Used as connected value in buttons/gates */
467 struct oblinkpt *next;
468} oblinkpt;
469 781
470/* 782/*
471 * The archetype structure is a set of rules on how to generate and manipulate 783 * The archetype structure is a set of rules on how to generate and manipulate
472 * objects which point to archetypes. 784 * objects which point to archetypes.
473 * This probably belongs in arch.h, but there really doesn't appear to 785 * This probably belongs in arch.h, but there really doesn't appear to
474 * be much left in the archetype - all it really is is a holder for the 786 * be much left in the archetype - all it really is is a holder for the
475 * object and pointers. This structure should get removed, and just replaced 787 * object and pointers. This structure should get removed, and just replaced
476 * by the object structure 788 * by the object structure
477 */ 789 */
478 790
791//-GPL
792
479INTERFACE_CLASS (archetype) 793INTERFACE_CLASS (archetype)
480struct archetype : zero_initialised, attachable 794struct archetype : object
481{ 795{
482 archetype (); 796 static arch_ptr empty; // the empty_archetype
797 MTH static void gc ();
798
799 archetype (const_utf8_string name);
483 ~archetype (); 800 ~archetype ();
484 void gather_callbacks (AV *&callbacks, event_type event) const; 801 void gather_callbacks (AV *&callbacks, event_type event) const;
485 802
803 MTH static archetype *find (const_utf8_string name);
804
805 MTH void link ();
806 MTH void unlink ();
807
808 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
809 MTH object *instance ();
810
811 MTH void post_load_check (); // do some adjustments after parsing
812
813 object_vector_index ACC (RW, archid); // index in archvector
814 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
815
816 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
817
818 // support for archetype loading
486 static archetype *read (object_thawer &f); 819 static archetype *read (object_thawer &f);
487 static archetype *find (const char *name); 820 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
488 821 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
489 void hash_add (); // add to hashtable
490 void hash_del (); // remove from hashtable
491
492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
493 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
494 struct archetype *ACC (RW, head); /* The main part of a linked object */
495 struct archetype *ACC (RW, more); /* Next part of a linked object */
496 object ACC (RO, clone); /* An object from which to do ->copy_to () */
497 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
498 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
499 * in comparison to the head.
500 */
501}; 822};
823
824// returns whether the object is a dragon player, which are often specialcased
825inline bool
826object::is_dragon () const
827{
828 return arch->race == shstr_dragon && is_player ();
829}
830
831inline void
832object_freezer::put (const keyword_string k, archetype *v)
833{
834 if (expect_true (v))
835 put (k, v->archname);
836 else
837 put (k);
838}
839
840typedef object_vector<object, &object::index > objectvec;
841typedef object_vector<object, &object::active> activevec;
842typedef object_vector<archetype, &archetype::archid> archvec;
843
844extern objectvec objects;
845extern activevec actives;
846extern archvec archetypes;
847
848// "safely" iterate over inv in a way such that the current item is removable
849// quite horrible, that's why its hidden in some macro
850#define for_inv_removable(op,var) \
851 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
852
853#define for_all_objects(var) \
854 for (unsigned _i = 0; _i < objects.size (); ++_i) \
855 statementvar (object *, var, objects [_i])
856
857#define for_all_actives(var) \
858 for (unsigned _i = 0; _i < actives.size (); ++_i) \
859 statementvar (object *, var, actives [_i])
860
861#define for_all_archetypes(var) \
862 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
863 statementvar (archetype *, var, archetypes [_i])
864
865//+GPL
502 866
503/* Used by update_object to know if the object being passed is 867/* Used by update_object to know if the object being passed is
504 * being added or removed. 868 * being added or removed.
505 */ 869 */
506#define UP_OBJ_INSERT 1 870#define UP_OBJ_INSERT 1
523 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 887 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
524 * Use for treasure chests so the new object is the highest thing 888 * Use for treasure chests so the new object is the highest thing
525 * beneath the player, but not actually above it. Note - the 889 * beneath the player, but not actually above it. Note - the
526 * map and x,y coordinates for the object to be inserted must 890 * map and x,y coordinates for the object to be inserted must
527 * match the originator. 891 * match the originator.
528 * INS_MAP_LOAD: disable lots of checkings done at insertion to
529 * speed up map loading process, as we assume the ordering in
530 * loaded map is correct.
531 * 892 *
532 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 893 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
533 * are mutually exclusive. The behaviour for passing more than one 894 * are mutually exclusive. The behaviour for passing more than one
534 * should be considered undefined - while you may notice what happens 895 * should be considered undefined - while you may notice what happens
535 * right now if you pass more than one, that could very well change 896 * right now if you pass more than one, that could very well change
538#define INS_NO_MERGE 0x0001 899#define INS_NO_MERGE 0x0001
539#define INS_ABOVE_FLOOR_ONLY 0x0002 900#define INS_ABOVE_FLOOR_ONLY 0x0002
540#define INS_NO_WALK_ON 0x0004 901#define INS_NO_WALK_ON 0x0004
541#define INS_ON_TOP 0x0008 902#define INS_ON_TOP 0x0008
542#define INS_BELOW_ORIGINATOR 0x0010 903#define INS_BELOW_ORIGINATOR 0x0010
543#define INS_MAP_LOAD 0x0020
544 904
545#define ARCH_SINGULARITY "singularity" 905//-GPL
546#define ARCH_SINGULARITY_LEN 11
547#define ARCH_DETECT_MAGIC "detect_magic"
548#define ARCH_DEPLETION "depletion"
549#define ARCH_SYMPTOM "symptom"
550 906
551#endif 907#endif
552 908

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