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Comparing deliantra/server/include/object.h (file contents):
Revision 1.93 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.240 by root, Sun Apr 11 00:34:05 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 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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>
29
30#include "cfperl.h" 28#include "cfperl.h"
31#include "shstr.h" 29#include "shstr.h"
32 30
31//+GPL
32
33typedef int tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35// also see common/item.C
36enum
37{
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};
36 54
37/* See common/item.c */ 55/* See common/item.c */
38 56
39typedef struct Body_Locations 57typedef struct Body_Locations
40{ 58{
41 const char *save_name; /* Name used to load/save it to disk */ 59 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 */ 60 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 */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 62} Body_Locations;
45 63
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66#define NUM_COINS 4 /* number of coin types */
67extern const char *const coins[NUM_COINS + 1];
47 68
48/* 69/*
49 * Each object (this also means archetypes!) could have a few of these 70 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 71 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 72 *
52 * key and value are shared-strings. 73 * key and value are shared-strings.
53 * 74 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 75 * Please use kv_get/kv_set/kv_del from object rather than
55 * accessing the list directly. 76 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason. 77 * Exception is if you want to walk this list for some reason.
57 */ 78 */
58struct key_value 79struct key_value : slice_allocated
59{ 80{
60 key_value *next; 81 key_value *next;
61 shstr key, value; 82 shstr key, value;
62}; 83};
63 84
85//-GPL
86
64struct UUID 87struct UUID
65{ 88{
66 uint64 seq; 89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
67 96
68 UUID () { } 97 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 99 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
72}; 105};
73 106
74extern void init_uuid (); 107//+GPL
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 108
78/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 112 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 115#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 116#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 117#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
88 119
89/* However, if you're keeping a pointer of some sort, you probably 120struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 121{
91 * e.g. ->copy_to () 122 signed char used:4; /* Calculated value based on items equipped */
92 */ 123 signed char info:4; /* body info as loaded from the file */
124};
125
126typedef struct oblnk
127{ /* Used to link together several objects */
128 object_ptr ob;
129 struct oblnk *next;
130} objectlink;
131
132typedef struct oblinkpt
133{ /* Used to link together several object links */
134 struct oblnk *link;
135 struct oblinkpt *next;
136 shstr id; /* Used as connected value in buttons/gates */
137} oblinkpt;
93 138
94INTERFACE_CLASS (object) 139INTERFACE_CLASS (object)
95// these are being copied 140// these are being copied
96struct object_copy : attachable 141struct object_copy : attachable
97{ 142{
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 150 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 151 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 152 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 154 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 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 */ 164 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 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 165 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 166 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 167 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 170 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 171 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 174
125 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 175 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
128 uint32 ACC (RW, nrof); /* How many of the objects */ 178 sint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */ 179 /* This next big block is basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 187
188 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
143 /* Note that the last_.. values are sometimes used for non obvious 193 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 194 * meanings by some objects, eg, sp penalty, permanent exp.
145 */ 195 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */ 199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
203
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
156 sint32 ACC (RW, weight); /* Attributes of the object */ 216 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
166 224
167 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176 226
177 /* Spell related information, may be useful elsewhere 227 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically 228 * Note that other fields are used - these files are basically
179 * only used in spells. 229 * only used in spells.
180 */ 230 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 231 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */ 236 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
188 239
240 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 242 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198 255
199 /* Following are values used by any object */ 256 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 257 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */ 259
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
213}; 281};
214 282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
215struct object : zero_initialised, object_copy 298struct object : zero_initialised, object_copy
216{ 299{
217 // These variables are not changed by ->copy_to 300 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 301 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
219 302
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 303 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 304 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 305 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 306 object_vector_index ACC (RO, active); // index into actives
224 307
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 308 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 309
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 310 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 311 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 312 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 313 object *inv; /* Pointer to the first object in the inventory */
231 314
232 //TODO: container must move into client 315 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 316 object_ptr ACC (RW, container);/* Currently opened container. I think this
234 * is only used by the player right now. 317 * is only used by the player right now.
235 */ 318 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 319 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 320 * This is typically the container that the object is in.
238 */ 321 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 322 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 323 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 324 key_value *key_values; /* Fields not explictly known by the loader. */
325
326 MTH void set_flag (int flagnum)
327 {
328 flag [flagnum] = true;
329 }
330
331 MTH void clr_flag (int flagnum)
332 {
333 flag [flagnum] = false;
334 }
335
336 // privates / perl
337 shstr_tmp kv_get (shstr_tmp key) const;
338 void kv_del (shstr_tmp key);
339 void kv_set (shstr_tmp key, shstr_tmp value);
340
341//-GPL
342
343 // custom extra fields management
344 struct key_value_access_proxy
345 {
346 object &ob;
347 shstr_tmp key;
348
349 key_value_access_proxy (object &ob, shstr_tmp key)
350 : ob (ob), key (key)
351 {
352 }
353
354 const key_value_access_proxy &operator =(shstr_tmp value) const
355 {
356 ob.kv_set (key, value);
357 return *this;
358 }
359
360 operator const shstr_tmp () const { return ob.kv_get (key); }
361 operator const char *() const { return ob.kv_get (key); }
362
363 private:
364 void operator =(int);
365 };
366
367 // operator [] is too annoying to use
368 const key_value_access_proxy kv (shstr_tmp key)
369 {
370 return key_value_access_proxy (*this, key);
371 }
372
373 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
374 MTH void post_load_check (); // do some adjustments after parsing
375 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
376 bool write (object_freezer &f);
242 377
243 MTH static object *create (); 378 MTH static object *create ();
379 const mapxy &operator =(const mapxy &pos);
244 MTH void copy_to (object *dst); 380 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 381 MTH object *clone (); // create + copy_to a single object
382 MTH object *deep_clone (); // copy whole more chain and inventory
246 void do_destroy (); 383 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 384 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 385 MTH void destroy ();
386 MTH void drop_and_destroy ()
387 {
388 destroy_inv (true);
389 destroy ();
390 }
249 391
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 392 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 393 MTH void destroy_inv (bool drop_to_ground = false);
394 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
252 MTH object *insert (object *item); // insert into inventory 395 MTH object *insert (object *item); // insert into inventory
396 MTH void play_sound (faceidx sound) const;
397 MTH void say_msg (const_utf8_string msg) const;
398
253 void remove_slow (); 399 void do_remove ();
254 MTH void remove () 400 MTH void remove ()
255 { 401 {
256 if (!flag [FLAG_REMOVED]) 402 if (!flag [FLAG_REMOVED])
257 remove_slow (); 403 do_remove ();
258 } 404 }
405
406 MTH bool blocked (maptile *m, int x, int y) const;
407
408 void move_to (const mapxy &pos)
409 {
410 remove ();
411 *this = pos;
412 insert_at (this, this);
413 }
414
415 // high-level move method.
416 // object op is trying to move in direction dir.
417 // originator is typically the same as op, but
418 // can be different if originator is causing op to
419 // move (originator is pushing op)
420 // returns 0 if the object is not able to move to the
421 // desired space, 1 otherwise (in which case we also
422 // move the object accordingly. This function is
423 // very similiar to move_object.
424 int move (int dir, object *originator);
425
426 int move (int dir)
427 {
428 return move (dir, this);
429 }
430
431 // changes move_type to a new value - handles move_on/move_off effects
432 MTH void change_move_type (MoveType mt);
259 433
260 static bool can_merge_slow (object *op1, object *op2); 434 static bool can_merge_slow (object *op1, object *op2);
261 435
262 // this is often used in time-critical code, so optimise 436 // this is often used in time-critical code, so optimise
263 MTH static bool can_merge (object *op1, object *op2) 437 MTH static bool can_merge (object *op1, object *op2)
267 && can_merge_slow (op1, op2); 441 && can_merge_slow (op1, op2);
268 } 442 }
269 443
270 MTH void set_owner (object *owner); 444 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 445 MTH void set_speed (float speed);
446 MTH void set_glow_radius (sint8 rad);
272 447
448 MTH void open_container (object *new_container);
449 MTH void close_container ()
450 {
451 open_container (0);
452 }
453
454 // potential future accessor for "container"
455 MTH object *container_ () const
456 {
457 return container;
458 }
459
460 MTH bool is_open_container () const
461 {
462 // strangely enough, using ?: here causes code to inflate
463 return type == CONTAINER
464 && ((env && env->container_ () == this)
465 || (!env && flag [FLAG_APPLIED]));
466 }
467
468 MTH object *force_find (shstr_tmp name);
469 MTH void force_set_timer (int duration);
470 MTH object *force_add (shstr_tmp name, int duration = 0);
471
472 oblinkpt *find_link () const;
473 MTH void add_link (maptile *map, shstr_tmp id);
474 MTH void remove_link ();
475
476 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
477 bool should_invoke (event_type event)
478 {
479 return ev_want_event [event] || ev_want_type [type] || cb;
480 }
481
273 MTH void instantiate () 482 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 483
281 // recalculate all stats 484 // recalculate all stats
282 MTH void update_stats (); 485 MTH void update_stats ();
283 MTH void roll_stats (); 486 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 487 MTH void swap_stats (int a, int b);
287 MTH void drain_stat (); 490 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats); 491 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value); 492 MTH void change_luck (int value);
290 493
291 // info must hold 256 * 3 bytes currently 494 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 495 const_utf8_string debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 496 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 497 const_utf8_string flag_desc (char *desc, int len) const;
296 498
499 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
500 MTH object *split (sint32 nr = 1); // return 0 on failure
501
502 MTH int number_of () const
503 {
504 return nrof ? nrof : 1;
505 }
506
507 MTH sint32 total_weight () const
508 {
509 return (weight + carrying) * number_of ();
510 }
511
512 MTH void update_weight ();
513
514 // return the dominant material of this item, always return something
515 const materialtype_t *dominant_material () const
516 {
517 return material;
518 }
519
520 // return the volume of this object in cm³
521 MTH uint64 volume () const
522 {
523 return (uint64)total_weight ()
524 * 1024 // 1000 actually
525 * (type == CONTAINER ? 128 : 1)
526 / dominant_material ()->density; // ugh, division
527 }
528
529 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
530
531 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 532 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 533 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 534 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 535 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER 536 MTH bool is_alive () const { return (type == PLAYER
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 538 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 539 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 540 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 541 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 542 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
543 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 544
545 MTH bool is_dragon () const;
546
547 MTH bool is_immunity () const { return invisible && type == SIGN; }
548
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 549 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
310 550
311 // temporary: wether the object can be saved in a map file 551 // temporary: wether the object can be saved in a map file
312 // contr => is a player 552 // contr => is a player
313 // head => only save head of a multitile object 553 // head => only save head of a multitile object
314 // owner => can not reference owner yet 554 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 555 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
316 556
317 /* This return true if object has still randomitems which 557 /* This return true if object has still randomitems which
318 * could be expanded. 558 * could be expanded.
319 */ 559 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 560 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321 561
562 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
563
564 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
565
566 // returns the outermost owner, never returns 0
567 MTH object *outer_owner ()
568 {
569 object *op;
570
571 for (op = this; op->owner; op = op->owner)
572 ;
573
574 return op;
575 }
576
577 // returns the outermost environment, never returns 0
578 MTH object *outer_env_or_self () const
579 {
580 const object *op;
581
582 for (op = this; op->env; op = op->env)
583 ;
584
585 return const_cast<object *>(op);
586 }
587
588 // returns the outermost environment, may return 0
589 MTH object *outer_env () const
590 {
591 return env ? outer_env_or_self () : 0;
592 }
593
322 // returns the player that has this object in his inventory, or 0 594 // returns the player that has this object in his inventory, or 0
595 // we assume the player is always the outer env
323 MTH object *in_player () const 596 MTH object *in_player () const
324 { 597 {
325 for (object *op = env; op; op = op->env) 598 object *op = outer_env_or_self ();
326 if (op->type == PLAYER)
327 return op;
328 599
329 return 0; 600 return op->type == PLAYER ? op : 0;
330 } 601 }
331 602
332 // "temporary" helper function 603 // "temporary" helper function
333 MTH object *head_ () 604 MTH object *head_ () const
334 { 605 {
335 return head ? head : this; 606 return head ? head : const_cast<object *>(this);
336 } 607 }
608
609 MTH bool is_head () const
610 {
611 return head_ () == this;
612 }
613
614 MTH bool is_on_map () const
615 {
616 return !env && !flag [FLAG_REMOVED];
617 }
618
619 MTH bool is_inserted () const
620 {
621 return !flag [FLAG_REMOVED];
622 }
623
624 MTH bool is_player () const
625 {
626 return !!contr;
627 }
628
629 /* elmex: this method checks whether the object is in a shop */
630 MTH bool is_in_shop () const;
631
632 MTH bool affects_los () const
633 {
634 return glow_radius || flag [FLAG_BLOCKSVIEW];
635 }
636
637 MTH bool has_carried_lights () const
638 {
639 return glow_radius;
640 }
641
642 // returns the player that cna see this object, if any
643 MTH object *visible_to () const;
644
645 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
646 MTH std::string describe_monster (object *who = 0);
647 MTH std::string describe_item (object *who = 0);
648 MTH std::string describe (object *who = 0); // long description, without name
649
650 MTH const_utf8_string query_weight () { return ::query_weight (this); }
651 MTH const_utf8_string query_name () { return ::query_name (this); }
652 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
653 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
654
655 // If this object has no extra parts but should have them,
656 // add them, effectively expanding heads into multipart
657 // objects. This method only works on objects not inserted
658 // anywhere.
659 MTH void expand_tail ();
660
661 MTH void create_treasure (treasurelist *tl, int flags = 0);
337 662
338 // insert object at same map position as 'where' 663 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 664 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 665 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
666 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
667 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
668 MTH void drop_unpaid_items ();
341 669
342 MTH void activate (); 670 MTH void activate ();
343 MTH void deactivate (); 671 MTH void deactivate ();
344 MTH void activate_recursive (); 672 MTH void activate_recursive ();
345 MTH void deactivate_recursive (); 673 MTH void deactivate_recursive ();
346 674
347 // set the givne flag on all objects in the inventory recursively 675 // set the given flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 676 MTH void set_flag_inv (int flag, int value = 1);
349 677
350 void enter_exit (object *exit);//PERL 678 void enter_exit (object *exit);//Perl
351 MTH void enter_map (maptile *newmap, int x, int y); 679 MTH void enter_map (maptile *newmap, int x, int y);
680 void player_goto (const_utf8_string path, int x, int y); // only for players
681 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
352 682
353 // returns the mapspace this object is in 683 // returns the mapspace this object is in
354 mapspace &ms () const; 684 mapspace &ms () const;
355 685
356 // fully recursive iterator 686 // fully recursive iterator
392 { 722 {
393 return this; 723 return this;
394 } 724 }
395 725
396 /* This returns TRUE if the object is something that 726 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window 727 * a client might want to know about.
398 */ 728 */
399 MTH bool client_visible () const 729 MTH bool client_visible () const
400 { 730 {
401 return !invisible && type != PLAYER; 731 return !invisible && type != PLAYER;
402 } 732 }
403 733
734 // the client does nrof * this weight
735 MTH sint32 client_weight () const
736 {
737 return weight + carrying;
738 }
739
404 MTH struct region *region () const; 740 MTH struct region *region () const;
405 741
742 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
743 void failmsg (const_utf8_string msg, int color = NDI_RED);
744 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
745
746 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
747
748 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
749 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
750
751 // make some noise with given item into direction dir,
752 // currently only used for players to make them temporarily visible
753 // when they are invisible.
754 MTH void make_noise ();
755
756 /* animation */
757 MTH bool has_anim () const { return animation_id; }
758 const animation &anim () const { return animations [animation_id]; }
759 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
760 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
761 /* anim_frames () returns the number of animations allocated. The last
762 * usuable animation will be anim_frames () - 1 (for example, if an object
763 * has 8 animations, anim_frames () will return 8, but the values will
764 * range from 0 through 7.
765 */
766 MTH int anim_frames () const { return anim ().num_animations; }
767 MTH int anim_facings () const { return anim ().facings; }
768
769 MTH utf8_string as_string ();
770
406protected: 771protected:
407 friend struct archetype;
408
409 void link (); 772 void link ();
410 void unlink (); 773 void unlink ();
411 774
412 object (); 775 object ();
413 ~object (); 776 ~object ();
777
778private:
779 object &operator =(const object &);
780 object (const object &);
414}; 781};
415 782
416typedef object_vector<object, &object::index > objectvec; 783// move this object to the top of its env's inventory to speed up
417typedef object_vector<object, &object::active> activevec; 784// searches for it.
785static inline object *
786splay (object *ob)
787{
788 if (ob->above && ob->env)
789 {
790 if (ob->above) ob->above->below = ob->below;
791 if (ob->below) ob->below->above = ob->above;
418 792
419extern objectvec objects; 793 ob->above = 0;
420extern activevec actives; 794 ob->below = ob->env->inv;
795 ob->below->above = ob;
796 ob->env->inv = ob;
797 }
421 798
422#define for_all_objects(var) \ 799 return ob;
423 for (int _i = 0; _i < objects.size (); ++_i) \ 800}
424 declvar (object *, var, objects [_i])
425 801
426#define for_all_actives(var) \ 802//+GPL
427 for (int _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i])
429 803
430typedef struct oblnk 804object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
431{ /* Used to link together several objects */ 805object *find_skill_by_name (object *who, shstr_cmp sh);
432 object_ptr ob; 806object *find_skill_by_number (object *who, int skillno);
433 struct oblnk *next;
434} objectlink;
435
436typedef struct oblinkpt
437{ /* Used to link together several object links */
438 struct oblnk *link;
439 long value; /* Used as connected value in buttons/gates */
440 struct oblinkpt *next;
441} oblinkpt;
442 807
443/* 808/*
444 * The archetype structure is a set of rules on how to generate and manipulate 809 * The archetype structure is a set of rules on how to generate and manipulate
445 * objects which point to archetypes. 810 * objects which point to archetypes.
446 * This probably belongs in arch.h, but there really doesn't appear to 811 * This probably belongs in arch.h, but there really doesn't appear to
447 * be much left in the archetype - all it really is is a holder for the 812 * be much left in the archetype - all it really is is a holder for the
448 * object and pointers. This structure should get removed, and just replaced 813 * object and pointers. This structure should get removed, and just replaced
449 * by the object structure 814 * by the object structure
450 */ 815 */
451 816
817//-GPL
818
452INTERFACE_CLASS (archetype) 819INTERFACE_CLASS (archetype)
453struct archetype : zero_initialised, attachable 820struct archetype : object
454{ 821{
455 archetype (); 822 static arch_ptr empty; // the empty_archetype
823 MTH static void gc ();
824
825 archetype (const_utf8_string name);
456 ~archetype (); 826 ~archetype ();
457 void gather_callbacks (AV *&callbacks, event_type event) const; 827 void gather_callbacks (AV *&callbacks, event_type event) const;
458 828
459 static archetype *find (const char *arch); 829 MTH static archetype *find (const_utf8_string name);
460 830
461 void hash_add (); // add to hashtable 831 MTH void link ();
462 void hash_del (); // remove from hashtable 832 MTH void unlink ();
463 833
834 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
835 MTH object *instance ();
836
837 MTH void post_load_check (); // do some adjustments after parsing
838
839 object_vector_index ACC (RW, archid); // index in archvector
464 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 840 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
465 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 841
466 struct archetype *ACC (RW, head); /* The main part of a linked object */ 842 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
467 struct archetype *ACC (RW, more); /* Next part of a linked object */ 843
468 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 844 // support for archetype loading
469 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 845 static archetype *read (object_thawer &f);
470 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 846 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
471 * in comparison to the head. 847 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
472 */
473}; 848};
849
850// returns whether the object is a dragon player, which are often specialcased
851inline bool
852object::is_dragon () const
853{
854 return arch->race == shstr_dragon && is_player ();
855}
856
857inline void
858object_freezer::put (const keyword_string k, archetype *v)
859{
860 if (expect_true (v))
861 put (k, v->archname);
862 else
863 put (k);
864}
865
866typedef object_vector<object, &object::index > objectvec;
867typedef object_vector<object, &object::active> activevec;
868typedef object_vector<archetype, &archetype::archid> archvec;
869
870extern objectvec objects;
871extern activevec actives;
872extern archvec archetypes;
873
874// "safely" iterate over inv in a way such that the current item is removable
875// quite horrible, that's why its hidden in some macro
876#define for_inv_removable(op,var) \
877 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
878
879#define for_all_objects(var) \
880 for (unsigned _i = 0; _i < objects.size (); ++_i) \
881 statementvar (object *, var, objects [_i])
882
883#define for_all_actives(var) \
884 for (unsigned _i = 0; _i < actives.size (); ++_i) \
885 statementvar (object *, var, actives [_i])
886
887#define for_all_archetypes(var) \
888 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
889 statementvar (archetype *, var, archetypes [_i])
890
891//+GPL
474 892
475/* Used by update_object to know if the object being passed is 893/* Used by update_object to know if the object being passed is
476 * being added or removed. 894 * being added or removed.
477 */ 895 */
478#define UP_OBJ_INSERT 1 896#define UP_OBJ_INSERT 1
495 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 913 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
496 * Use for treasure chests so the new object is the highest thing 914 * Use for treasure chests so the new object is the highest thing
497 * beneath the player, but not actually above it. Note - the 915 * beneath the player, but not actually above it. Note - the
498 * map and x,y coordinates for the object to be inserted must 916 * map and x,y coordinates for the object to be inserted must
499 * match the originator. 917 * match the originator.
500 * INS_MAP_LOAD: disable lots of checkings done at insertion to
501 * speed up map loading process, as we assume the ordering in
502 * loaded map is correct.
503 * 918 *
504 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 919 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
505 * are mutually exclusive. The behaviour for passing more than one 920 * are mutually exclusive. The behaviour for passing more than one
506 * should be considered undefined - while you may notice what happens 921 * should be considered undefined - while you may notice what happens
507 * right now if you pass more than one, that could very well change 922 * right now if you pass more than one, that could very well change
510#define INS_NO_MERGE 0x0001 925#define INS_NO_MERGE 0x0001
511#define INS_ABOVE_FLOOR_ONLY 0x0002 926#define INS_ABOVE_FLOOR_ONLY 0x0002
512#define INS_NO_WALK_ON 0x0004 927#define INS_NO_WALK_ON 0x0004
513#define INS_ON_TOP 0x0008 928#define INS_ON_TOP 0x0008
514#define INS_BELOW_ORIGINATOR 0x0010 929#define INS_BELOW_ORIGINATOR 0x0010
515#define INS_MAP_LOAD 0x0020
516 930
517#define ARCH_SINGULARITY "singularity" 931//-GPL
518#define ARCH_SINGULARITY_LEN 11
519#define ARCH_DETECT_MAGIC "detect_magic"
520#define ARCH_DEPLETION "depletion"
521#define ARCH_SYMPTOM "symptom"
522 932
523#endif 933#endif
524 934

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