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Comparing deliantra/server/include/object.h (file contents):
Revision 1.181 by root, Fri Sep 19 01:39:45 2008 UTC vs.
Revision 1.233 by root, Sun Apr 4 02:51:56 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
33//+GPL
34
32typedef int tag_t; 35typedef int tag_t;
33 36
37// also see common/item.C
34enum { 38enum {
35 body_skill, 39 body_skill,
36 body_combat, 40 body_combat,
37 body_range, 41 body_range,
38 body_shield, 42 body_shield,
47 body_wrist, 51 body_wrist,
48 body_waist, 52 body_waist,
49 NUM_BODY_LOCATIONS 53 NUM_BODY_LOCATIONS
50}; 54};
51 55
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 56/* See common/item.c */
60 57
61typedef struct Body_Locations 58typedef struct Body_Locations
62{ 59{
63 keyword save_name; /* Name used to load/save it to disk */ 60 keyword save_name; /* Name used to load/save it to disk */
84{ 81{
85 key_value *next; 82 key_value *next;
86 shstr key, value; 83 shstr key, value;
87}; 84};
88 85
86//-GPL
87
89struct UUID 88struct UUID
90{ 89{
91 uint64 seq; 90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 93
93 static UUID cur; // last uuid generated 94 static UUID cur; // last uuid generated
94 static void init (); 95 static void init ();
95 static UUID gen (); 96 static UUID gen ();
96 97
97 UUID () { } 98 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 99 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 100 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 101 void operator =(uint64 seq) { this->seq = seq; }
101 102
102 typedef char BUF [32];
103
104 bool parse (const char *s) 103 bool parse (const char *s);
105 { 104 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 105 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 106};
107
108//+GPL
123 109
124/* Definition for WILL_APPLY values. Replaces having harcoded values 110/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 111 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 112 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 113 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 118#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 119#define WILL_APPLY_FOOD 0x10
134 120
135struct body_slot 121struct body_slot
136{ 122{
123 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 124 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 125};
126
127typedef struct oblnk
128{ /* Used to link together several objects */
129 object_ptr ob;
130 struct oblnk *next;
131} objectlink;
132
133typedef struct oblinkpt
134{ /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138} oblinkpt;
140 139
141INTERFACE_CLASS (object) 140INTERFACE_CLASS (object)
142// these are being copied 141// these are being copied
143struct object_copy : attachable 142struct object_copy : attachable
144{ 143{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 144 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 145
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 147 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 152 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 153 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 155 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 156 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160#if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162#endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 165 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 175
178 float ACC (RW, speed); /* The overall speed of this object */ 176 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
180 sint32 ACC (RW, nrof); /* How many of the objects */ 179 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 180 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
188
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 189 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
193
194 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 196 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 203 sint16 ACC (RW, level); /* Level of creature or object */
204
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 205 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
207 sint32 ACC (RW, weight); /* Attributes of the object */ 217 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 222 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 223 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 224 /* See the pod/objects.pod for more info about body locations */
219 225
220 /* Following mostly refers to fields only used for monsters */ 226 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229 227
230 /* Spell related information, may be useful elsewhere 228 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 229 * Note that other fields are used - these files are basically
232 * only used in spells. 230 * only used in spells.
233 */ 231 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 232 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
235
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 237 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 243 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 256
255 /* Following are values used by any object */ 257 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 258 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 260
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 261 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
267
268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 269 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 270 /* allows different movement patterns for attackers */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 271 uint8 ACC (RW, move_status); /* What stage in attack mode */
272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
273
274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 282};
283
284const_utf8_string query_weight (const object *op);
285const_utf8_string query_short_name (const object *op);
286const_utf8_string query_name (const object *op);
287const_utf8_string query_base_name (const object *op, int plural);
288sint64 query_cost (const object *tmp, object *who, int flag);
289const char *query_cost_string (const object *tmp, object *who, int flag);
290
291int change_ability_duration (object *spell, object *caster);
292int min_casting_level (object *caster, object *spell);
293int casting_level (object *caster, object *spell);
294sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
295int SP_level_dam_adjust (object *caster, object *spob);
296int SP_level_duration_adjust (object *caster, object *spob);
297int SP_level_range_adjust (object *caster, object *spob);
271 298
272struct object : zero_initialised, object_copy 299struct object : zero_initialised, object_copy
273{ 300{
274 // These variables are not changed by ->copy_to 301 // These variables are not changed by ->copy_to
275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 302 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
276 303
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 304 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count); 305 int ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects 306 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives 307 object_vector_index ACC (RO, active); // index into actives
285 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 312 object *ACC (RW, above); /* Pointer to the object stacked above this one */
286 /* Note: stacked in the *same* environment */ 313 /* Note: stacked in the *same* environment */
287 object *inv; /* Pointer to the first object in the inventory */ 314 object *inv; /* Pointer to the first object in the inventory */
288 315
289 //TODO: container must move into client 316 //TODO: container must move into client
290 object_ptr ACC (RW, container); /* Current container being used. I think this 317 object_ptr ACC (RW, container);/* Currently opened container. I think this
291 * is only used by the player right now. 318 * is only used by the player right now.
292 */ 319 */
293 object *ACC (RW, env); /* Pointer to the object which is the environment. 320 object *ACC (RW, env); /* Pointer to the object which is the environment.
294 * This is typically the container that the object is in. 321 * This is typically the container that the object is in.
295 */ 322 */
296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 323 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 324 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
298 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */ 325 key_value *key_values; /* Fields not explictly known by the loader. */
300 326
301 // privates / perl 327 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 328 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 329 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 330 void kv_set (shstr_tmp key, shstr_tmp value);
331
332//-GPL
305 333
306 // custom extra fields management 334 // custom extra fields management
307 struct key_value_access_proxy 335 struct key_value_access_proxy
308 { 336 {
309 object &ob; 337 object &ob;
310 shstr key; 338 shstr_tmp key;
311 339
312 key_value_access_proxy (object &ob, const shstr &key) 340 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 341 : ob (ob), key (key)
314 { 342 {
315 } 343 }
316 344
317 const key_value_access_proxy &operator =(const shstr &value) const 345 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 346 {
319 ob.kv_set (key, value); 347 ob.kv_set (key, value);
320 return *this; 348 return *this;
321 } 349 }
322 350
323 operator const shstr &() const { return ob.kv_get (key); } 351 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 352 operator const char *() const { return ob.kv_get (key); }
325 353
326 private: 354 private:
327 void operator =(int); 355 void operator =(int);
328 }; 356 };
329 357
330 // operator [] is too annoying to use 358 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 359 const key_value_access_proxy kv (shstr_tmp key)
332 { 360 {
333 return key_value_access_proxy (*this, key); 361 return key_value_access_proxy (*this, key);
334 } 362 }
335 363
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 364 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
337 MTH void post_load_check (); // do some adjustments after parsing 365 MTH void post_load_check (); // do some adjustments after parsing
338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 366 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
339 bool write (object_freezer &f); 367 bool write (object_freezer &f);
340 368
341 MTH int slottype () const;
342 MTH static object *create (); 369 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos); 370 const mapxy &operator =(const mapxy &pos);
344 MTH void copy_to (object *dst); 371 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 372 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 373 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 374 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 375 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 376 MTH void destroy ();
377 MTH void drop_and_destroy ()
378 {
379 destroy_inv (true);
380 destroy ();
381 }
350 382
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 383 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 384 MTH void destroy_inv (bool drop_to_ground = false);
353 MTH object *insert (object *item); // insert into inventory 385 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 386 MTH void play_sound (faceidx sound) const;
387 MTH void say_msg (const_utf8_string msg) const;
355 388
356 void do_remove (); 389 void do_remove ();
357 MTH void remove () 390 MTH void remove ()
358 { 391 {
359 if (!flag [FLAG_REMOVED]) 392 if (!flag [FLAG_REMOVED])
367 remove (); 400 remove ();
368 *this = pos; 401 *this = pos;
369 insert_at (this, this); 402 insert_at (this, this);
370 } 403 }
371 404
405 // high-level move method.
406 // object op is trying to move in direction dir.
407 // originator is typically the same as op, but
408 // can be different if originator is causing op to
409 // move (originator is pushing op)
410 // returns 0 if the object is not able to move to the
411 // desired space, 1 otherwise (in which case we also
412 // move the object accordingly. This function is
413 // very similiar to move_object.
414 int move (int dir, object *originator);
415
416 int move (int dir)
417 {
418 return move (dir, this);
419 }
420
421 // changes move_type to a new value - handles move_on/move_off effects
422 MTH void change_move_type (MoveType mt);
423
372 static bool can_merge_slow (object *op1, object *op2); 424 static bool can_merge_slow (object *op1, object *op2);
373 425
374 // this is often used in time-critical code, so optimise 426 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 427 MTH static bool can_merge (object *op1, object *op2)
376 { 428 {
379 && can_merge_slow (op1, op2); 431 && can_merge_slow (op1, op2);
380 } 432 }
381 433
382 MTH void set_owner (object *owner); 434 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed); 435 MTH void set_speed (float speed);
384 MTH bool change_weapon (object *ob); 436 MTH void set_glow_radius (sint8 rad);
385 MTH bool change_skill (object *ob); 437 MTH bool change_skill (object *ob); // deprecated?
386 438
387 MTH void open_container (object *new_container); 439 MTH void open_container (object *new_container);
388 MTH void close_container () 440 MTH void close_container ()
389 { 441 {
390 open_container (0); 442 open_container (0);
391 } 443 }
392 444
445 // potential future accessor for "container"
446 MTH object *container_ () const
447 {
448 return container;
449 }
450
451 MTH bool is_open_container () const
452 {
453 // strangely enough, using ?: here causes code to inflate
454 return type == CONTAINER
455 && ((env && env->container_ () == this)
456 || (!env && flag [FLAG_APPLIED]));
457 }
458
393 MTH object *force_find (const shstr name); 459 MTH object *force_find (shstr_tmp name);
460 MTH void force_set_timer (int duration);
394 MTH void force_add (const shstr name, int duration = 0); 461 MTH object *force_add (shstr_tmp name, int duration = 0);
462
463 oblinkpt *find_link () const;
464 MTH void add_link (maptile *map, shstr_tmp id);
465 MTH void remove_link ();
395 466
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 467 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 468 bool should_invoke (event_type event)
398 { 469 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 470 return ev_want_event [event] || ev_want_type [type] || cb;
410 MTH void drain_stat (); 481 MTH void drain_stat ();
411 MTH void drain_specific_stat (int deplete_stats); 482 MTH void drain_specific_stat (int deplete_stats);
412 MTH void change_luck (int value); 483 MTH void change_luck (int value);
413 484
414 // info must hold 256 * 3 bytes currently 485 // info must hold 256 * 3 bytes currently
415 const char *debug_desc (char *info) const; 486 const_utf8_string debug_desc (char *info) const;
416 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 487 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
417 const char *flag_desc (char *desc, int len) const; 488 const_utf8_string flag_desc (char *desc, int len) const;
418 489
419 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 490 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
420 MTH object *split (sint32 nr = 1); // return 0 on failure 491 MTH object *split (sint32 nr = 1); // return 0 on failure
421 492
422 MTH int number_of () const 493 MTH int number_of () const
430 } 501 }
431 502
432 MTH void update_weight (); 503 MTH void update_weight ();
433 504
434 // return the dominant material of this item, always return something 505 // return the dominant material of this item, always return something
435 const materialtype_t *dominant_material () const; 506 const materialtype_t *dominant_material () const
507 {
508 return material;
509 }
436 510
437 // return the volume of this object in cm³ 511 // return the volume of this object in cm³
438 MTH uint64 volume () const 512 MTH uint64 volume () const
439 { 513 {
440 return total_weight () 514 return (uint64)total_weight ()
441 * 1000 515 * 1024 // 1000 actually
442 * (type == CONTAINER ? 1000 : 1) 516 * (type == CONTAINER ? 128 : 1)
443 / dominant_material ()->density; 517 / dominant_material ()->density; // ugh, division
444 } 518 }
445 519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES 525 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; } 526 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER 527 MTH bool is_alive () const { return (type == PLAYER
454 MTH bool is_arrow () const { return type == ARROW 531 MTH bool is_arrow () const { return type == ARROW
455 || (type == SPELL_EFFECT 532 || (type == SPELL_EFFECT
456 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
457 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
458 535
536 MTH bool is_dragon () const;
537
459 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 538 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
460 539
461 // temporary: wether the object can be saved in a map file 540 // temporary: wether the object can be saved in a map file
462 // contr => is a player 541 // contr => is a player
463 // head => only save head of a multitile object 542 // head => only save head of a multitile object
464 // owner => can not reference owner yet 543 // owner => can not reference owner yet
467 /* This return true if object has still randomitems which 546 /* This return true if object has still randomitems which
468 * could be expanded. 547 * could be expanded.
469 */ 548 */
470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 549 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471 550
472 MTH bool has_dialogue () const { return *&msg == '@'; } 551 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
552
553 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
473 554
474 // returns the outermost owner, never returns 0 555 // returns the outermost owner, never returns 0
475 MTH object *outer_owner () 556 MTH object *outer_owner ()
476 { 557 {
477 object *op; 558 object *op;
481 562
482 return op; 563 return op;
483 } 564 }
484 565
485 // returns the outermost environment, never returns 0 566 // returns the outermost environment, never returns 0
486 MTH object *outer_env () 567 MTH object *outer_env_or_self () const
487 { 568 {
488 object *op; 569 const object *op;
489 570
490 for (op = this; op->env; op = op->env) 571 for (op = this; op->env; op = op->env)
491 ; 572 ;
492 573
493 return op; 574 return const_cast<object *>(op);
575 }
576
577 // returns the outermost environment, may return 0
578 MTH object *outer_env () const
579 {
580 return env ? outer_env_or_self () : 0;
494 } 581 }
495 582
496 // returns the player that has this object in his inventory, or 0 583 // returns the player that has this object in his inventory, or 0
497 // we assume the player is always the outer env 584 // we assume the player is always the outer env
498 MTH object *in_player () 585 MTH object *in_player () const
499 { 586 {
500 object *op = outer_env (); 587 object *op = outer_env_or_self ();
501 588
502 return op->type == PLAYER ? op : 0; 589 return op->type == PLAYER ? op : 0;
503 } 590 }
504 591
505 // "temporary" helper function 592 // "temporary" helper function
506 MTH object *head_ () 593 MTH object *head_ () const
507 { 594 {
508 return head ? head : this; 595 return head ? head : const_cast<object *>(this);
509 } 596 }
510 597
511 MTH bool is_head () 598 MTH bool is_head () const
512 { 599 {
513 return head_ () == this; 600 return head_ () == this;
514 } 601 }
515 602
516 MTH bool is_on_map () const 603 MTH bool is_on_map () const
517 { 604 {
518 return !env && !flag [FLAG_REMOVED]; 605 return !env && !flag [FLAG_REMOVED];
606 }
607
608 MTH bool is_inserted () const
609 {
610 return !flag [FLAG_REMOVED];
611 }
612
613 MTH bool is_player () const
614 {
615 return !!contr;
616 }
617
618 /* elmex: this method checks whether the object is in a shop */
619 MTH bool is_in_shop () const;
620
621 MTH bool affects_los () const
622 {
623 return glow_radius || flag [FLAG_BLOCKSVIEW];
624 }
625
626 MTH bool has_carried_lights () const
627 {
628 return glow_radius;
519 } 629 }
520 630
521 // returns the player that cna see this object, if any 631 // returns the player that cna see this object, if any
522 MTH object *visible_to () const; 632 MTH object *visible_to () const;
523 633
524 MTH std::string long_desc (object *who = 0); 634 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
525 MTH std::string describe_monster (object *who = 0); 635 MTH std::string describe_monster (object *who = 0);
526 MTH std::string describe_item (object *who = 0); 636 MTH std::string describe_item (object *who = 0);
527 MTH std::string describe (object *who = 0); 637 MTH std::string describe (object *who = 0); // long description, without name
638
639 MTH const_utf8_string query_weight () { return ::query_weight (this); }
640 MTH const_utf8_string query_name () { return ::query_name (this); }
641 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
642 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
528 643
529 // If this object has no extra parts but should have them, 644 // If this object has no extra parts but should have them,
530 // add them, effectively expanding heads into multipart 645 // add them, effectively expanding heads into multipart
531 // objects. This method only works on objects not inserted 646 // objects. This method only works on objects not inserted
532 // anywhere. 647 // anywhere.
535 MTH void create_treasure (treasurelist *tl, int flags = 0); 650 MTH void create_treasure (treasurelist *tl, int flags = 0);
536 651
537 // insert object at same map position as 'where' 652 // insert object at same map position as 'where'
538 // handles both inventory and map "positions" 653 // handles both inventory and map "positions"
539 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 654 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
655 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
656 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
540 MTH void drop_unpaid_items (); 657 MTH void drop_unpaid_items ();
541 658
542 MTH void activate (); 659 MTH void activate ();
543 MTH void deactivate (); 660 MTH void deactivate ();
544 MTH void activate_recursive (); 661 MTH void activate_recursive ();
547 // set the given flag on all objects in the inventory recursively 664 // set the given flag on all objects in the inventory recursively
548 MTH void set_flag_inv (int flag, int value = 1); 665 MTH void set_flag_inv (int flag, int value = 1);
549 666
550 void enter_exit (object *exit);//Perl 667 void enter_exit (object *exit);//Perl
551 MTH void enter_map (maptile *newmap, int x, int y); 668 MTH void enter_map (maptile *newmap, int x, int y);
552 void player_goto (const char *path, int x, int y); // only for players 669 void player_goto (const_utf8_string path, int x, int y); // only for players
670 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
553 671
554 // returns the mapspace this object is in 672 // returns the mapspace this object is in
555 mapspace &ms () const; 673 mapspace &ms () const;
556 674
557 // fully recursive iterator 675 // fully recursive iterator
608 return weight + carrying; 726 return weight + carrying;
609 } 727 }
610 728
611 MTH struct region *region () const; 729 MTH struct region *region () const;
612 730
613 void statusmsg (const char *msg, int color = NDI_BLACK); 731 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
614 void failmsg (const char *msg, int color = NDI_RED); 732 void failmsg (const_utf8_string msg, int color = NDI_RED);
615 733
616 const char *query_inventory (object *who = 0, const char *indent = ""); 734 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
617 735
618 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 736 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
619 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 737 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
738
739 // make some noise with given item into direction dir,
740 // currently only used for players to make them temporarily visible
741 // when they are invisible.
742 MTH void make_noise ();
743
744 /* animation */
745 MTH bool has_anim () const { return animation_id; }
746 const animation &anim () const { return animations [animation_id]; }
747 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
748 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
749 /* anim_frames () returns the number of animations allocated. The last
750 * usuable animation will be anim_frames () - 1 (for example, if an object
751 * has 8 animations, anim_frames () will return 8, but the values will
752 * range from 0 through 7.
753 */
754 MTH int anim_frames () const { return anim ().num_animations; }
755 MTH int anim_facings () const { return anim ().facings; }
756
757 MTH utf8_string as_string ();
620 758
621protected: 759protected:
622 void link (); 760 void link ();
623 void unlink (); 761 void unlink ();
624 762
630 object (const object &); 768 object (const object &);
631}; 769};
632 770
633// move this object to the top of its env's inventory to speed up 771// move this object to the top of its env's inventory to speed up
634// searches for it. 772// searches for it.
635static object * 773static inline object *
636splay (object *ob) 774splay (object *ob)
637{ 775{
638 if (ob->env && ob->env->inv != ob) 776 if (ob->above && ob->env)
639 { 777 {
640 if (ob->above) ob->above->below = ob->below; 778 if (ob->above) ob->above->below = ob->below;
641 if (ob->below) ob->below->above = ob->above; 779 if (ob->below) ob->below->above = ob->above;
642 780
643 ob->above = 0; 781 ob->above = 0;
647 } 785 }
648 786
649 return ob; 787 return ob;
650} 788}
651 789
652typedef struct oblnk 790//+GPL
653{ /* Used to link together several objects */
654 object_ptr ob;
655 struct oblnk *next;
656} objectlink;
657 791
658typedef struct oblinkpt
659{ /* Used to link together several object links */
660 struct oblnk *link;
661 sint32 value; /* Used as connected value in buttons/gates */
662 struct oblinkpt *next;
663} oblinkpt;
664
665object *find_skill_by_name (object *who, const char *name); 792object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
666object *find_skill_by_name (object *who, const shstr &sh); 793object *find_skill_by_name (object *who, shstr_cmp sh);
667object *find_skill_by_number (object *who, int skillno); 794object *find_skill_by_number (object *who, int skillno);
668 795
669/* 796/*
670 * The archetype structure is a set of rules on how to generate and manipulate 797 * The archetype structure is a set of rules on how to generate and manipulate
671 * objects which point to archetypes. 798 * objects which point to archetypes.
673 * be much left in the archetype - all it really is is a holder for the 800 * be much left in the archetype - all it really is is a holder for the
674 * object and pointers. This structure should get removed, and just replaced 801 * object and pointers. This structure should get removed, and just replaced
675 * by the object structure 802 * by the object structure
676 */ 803 */
677 804
805//-GPL
806
678INTERFACE_CLASS (archetype) 807INTERFACE_CLASS (archetype)
679struct archetype : object 808struct archetype : object
680{ 809{
681 static arch_ptr empty; // the empty_archetype 810 static arch_ptr empty; // the empty_archetype
682 MTH static void gc (); 811 MTH static void gc ();
683 812
684 archetype (const char *name); 813 archetype (const_utf8_string name);
685 ~archetype (); 814 ~archetype ();
686 void gather_callbacks (AV *&callbacks, event_type event) const; 815 void gather_callbacks (AV *&callbacks, event_type event) const;
687 816
688 MTH static archetype *find (const_utf8_string name); 817 MTH static archetype *find (const_utf8_string name);
689 818
690 MTH void link (); 819 MTH void link ();
691 MTH void unlink (); 820 MTH void unlink ();
692 821
693 MTH static object *get (const char *name); // (find() || singularity)->instance() 822 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
694 MTH object *instance (); 823 MTH object *instance ();
824
825 MTH void post_load_check (); // do some adjustments after parsing
695 826
696 object_vector_index ACC (RW, archid); // index in archvector 827 object_vector_index ACC (RW, archid); // index in archvector
697 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 828 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
698 829
699 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 830 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
700 sint8 ACC (RW, max_x), ACC (RW, max_y);
701 831
702 // support for archetype loading 832 // support for archetype loading
703 static archetype *read (object_thawer &f); 833 static archetype *read (object_thawer &f);
704 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 834 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
705 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 835 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
706}; 836};
707 837
708// compatbiility, remove once replaced by ->instance 838// returns whether the object is a dragon player, which are often specialcased
709inline object * 839inline bool
710arch_to_object (archetype *at) 840object::is_dragon () const
711{ 841{
712 return at->instance (); 842 return arch->race == shstr_dragon && is_player ();
713} 843}
714 844
715inline void 845inline void
716object_freezer::put (keyword k, archetype *v) 846object_freezer::put (const keyword_string k, archetype *v)
717{ 847{
718 put (k, v ? &v->archname : (const char *)0); 848 if (expect_true (v))
849 put (k, v->archname);
850 else
851 put (k);
719} 852}
720 853
721typedef object_vector<object, &object::index > objectvec; 854typedef object_vector<object, &object::index > objectvec;
722typedef object_vector<object, &object::active> activevec; 855typedef object_vector<object, &object::active> activevec;
723typedef object_vector<archetype, &archetype::archid> archvec; 856typedef object_vector<archetype, &archetype::archid> archvec;
725extern objectvec objects; 858extern objectvec objects;
726extern activevec actives; 859extern activevec actives;
727extern archvec archetypes; 860extern archvec archetypes;
728 861
729// "safely" iterate over inv in a way such that the current item is removable 862// "safely" iterate over inv in a way such that the current item is removable
730// quite horrible, thats why its hidden in some macro 863// quite horrible, that's why its hidden in some macro
731#define for_inv_removable(op,var) \ 864#define for_inv_removable(op,var) \
732 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 865 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
733 866
734#define for_all_objects(var) \ 867#define for_all_objects(var) \
735 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 868 for (unsigned _i = 0; _i < objects.size (); ++_i) \
740 statementvar (object *, var, actives [_i]) 873 statementvar (object *, var, actives [_i])
741 874
742#define for_all_archetypes(var) \ 875#define for_all_archetypes(var) \
743 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 876 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
744 statementvar (archetype *, var, archetypes [_i]) 877 statementvar (archetype *, var, archetypes [_i])
878
879//+GPL
745 880
746/* Used by update_object to know if the object being passed is 881/* Used by update_object to know if the object being passed is
747 * being added or removed. 882 * being added or removed.
748 */ 883 */
749#define UP_OBJ_INSERT 1 884#define UP_OBJ_INSERT 1
779#define INS_ABOVE_FLOOR_ONLY 0x0002 914#define INS_ABOVE_FLOOR_ONLY 0x0002
780#define INS_NO_WALK_ON 0x0004 915#define INS_NO_WALK_ON 0x0004
781#define INS_ON_TOP 0x0008 916#define INS_ON_TOP 0x0008
782#define INS_BELOW_ORIGINATOR 0x0010 917#define INS_BELOW_ORIGINATOR 0x0010
783 918
784#define ARCH_DEPLETION "depletion" 919//-GPL
785 920
786#endif 921#endif
787 922

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