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Comparing deliantra/server/include/object.h (file contents):
Revision 1.32 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.254 by root, Fri Jul 2 16:24:24 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include "cfperl.h" 28#include "cfperl.h"
28#include "shstr.h" 29#include "shstr.h"
29 30
31//+GPL
32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34
32#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};
33 54
34/* See common/item.c */ 55/* See common/item.c */
35 56
36typedef struct Body_Locations 57typedef struct Body_Locations
37{ 58{
38 const char *save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
39 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 */
40 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 */
41} Body_Locations; 62} Body_Locations;
42 63
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
67// contaisn the wall suffix (0, 1_3, 1_4 and so on).
68extern const char *wall_suffix[16];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
73// restart server when object_count reaches this value
74#define RESTART_COUNT 0xe0000000
44 75
45/* 76/*
46 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 79 *
49 * key and value are shared-strings. 80 * key and value are shared-strings.
50 * 81 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 83 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
54 */ 85 */
55struct key_value 86struct key_value : slice_allocated
56{ 87{
57 key_value *next; 88 key_value *next;
58 shstr key, value; 89 shstr key, value;
59}; 90};
60 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
103
104 UUID () { }
105 UUID (uint64 seq) : seq(seq) { }
106 operator uint64() { return seq; }
107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
112};
113
114//+GPL
61 115
62/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 119 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
72 126
73 127struct body_slot
74/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object.
77 */
78
79// these are not being copied
80ACC_CLASS (object)
81struct object_keep : refcounted
82{ 128{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 129 signed char used:4; /* Calculated value based on items equipped */
84 130 signed char info:4; /* body info as loaded from the file */
85 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 131};
107 132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
145
146INTERFACE_CLASS (object)
108// these are being copied 147// these are being copied
109struct object_copy : attachable<object> 148struct object_copy : attachable
110{ 149{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 157 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
121 /* To get put into books and the like. */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
122 shstr ACC (RW, materialname); /* specific material name */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
124}; 177 object_ptr ACC (RW, spell); /* Spell that was being cast */
178 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 181
126// these are being copied and also cleared
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
132 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136
137 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 194
195 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
150 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 202 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
163 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
228 sint64 ACC (RW, perm_exp); /* Permanent exp */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 /* See the doc/Developers/objects for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
174 231
175 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
176 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
177 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
178 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
179 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
180 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
181 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
182 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
183 /* changes made by kholland@sunlab.cit.cornell.edu */
184 /* allows different movement patterns for attackers */
185 sint32 ACC (RW, move_status); /* What stage in attack mode */
186 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
187 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
188 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
189 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
190 /* races/classes can need less/more exp to gain levels */
191 233
192 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
193 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
194 * only used in spells. 236 * only used in spells.
195 */ 237 */
196 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
197 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
198 uint16 ACC (RW, start_holding);
199 struct object *ACC (RW, spell); /* Spell that was being cast */
200 char *ACC (RW, spellarg);
201 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
202 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
203 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
204 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
249 MoveType ACC (RW, move_block);/* What movement types this blocks */
250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
205 262
206 /* Following are values used by any object */ 263 /* Following are values used by any object */
207 struct archetype *ACC (RW, arch); /* Pointer to archetype */
208 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
209 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
210 uint32 flags[4]; /* various flags */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
211 uint16 ACC (RW, animation_id); /* An index into the animation array */ 266
212 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
213 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
214 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
215 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
216 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
217 273
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 276 /* allows different movement patterns for attackers */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 277 uint8 ACC (RW, move_status); /* What stage in attack mode */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 279
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
288};
289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294sint64 query_cost (const object *tmp, object *who, int flag);
295const char *query_cost_string (const object *tmp, object *who, int flag);
296
297int change_ability_duration (object *spell, object *caster);
298int min_casting_level (object *caster, object *spell);
299int casting_level (object *caster, object *spell);
300sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
301int SP_level_dam_adjust (object *caster, object *spob);
302int SP_level_duration_adjust (object *caster, object *spob);
303int SP_level_range_adjust (object *caster, object *spob);
304
305struct freelist_item
306{
307 freelist_item *next;
308 uint32_t count;
309};
310
311struct object : object_copy
312{
313 // These variables are not changed by ->copy_to
314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
315
316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
317 uint32_t ACC (RO, count);
318 object_vector_index ACC (RO, index); // index into objects
319 object_vector_index ACC (RO, active); // index into actives
320
321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322
323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
325 /* Note: stacked in the *same* environment */
326 object *inv; /* Pointer to the first object in the inventory */
327
328 //TODO: container must move into client
329 object_ptr ACC (RW, container);/* Currently opened container. I think this
330 * is only used by the player right now.
331 */
332 object *ACC (RW, env); /* Pointer to the object which is the environment.
333 * This is typically the container that the object is in.
334 */
335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
225 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
226};
227 338
228struct object : zero_initialised, object_keep, object_copy, object_pod 339 MTH void set_flag (int flagnum)
229{ 340 {
341 flag [flagnum] = true;
342 }
343
344 MTH void clr_flag (int flagnum)
345 {
346 flag [flagnum] = false;
347 }
348
349 // privates / perl
350 shstr_tmp kv_get (shstr_tmp key) const;
351 void kv_del (shstr_tmp key);
352 void kv_set (shstr_tmp key, shstr_tmp value);
353
354//-GPL
355
356 // custom extra fields management
357 struct key_value_access_proxy
358 {
359 object &ob;
360 shstr_tmp key;
361
362 key_value_access_proxy (object &ob, shstr_tmp key)
363 : ob (ob), key (key)
364 {
365 }
366
367 const key_value_access_proxy &operator =(shstr_tmp value) const
368 {
369 ob.kv_set (key, value);
370 return *this;
371 }
372
373 operator const shstr_tmp () const { return ob.kv_get (key); }
374 operator const char *() const { return ob.kv_get (key); }
375
376 private:
377 void operator =(int);
378 };
379
380 // operator [] is too annoying to use
381 const key_value_access_proxy kv (shstr_tmp key)
382 {
383 return key_value_access_proxy (*this, key);
384 }
385
386 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
387 MTH void post_load_check (); // do some adjustments after parsing
388 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
389 bool write (object_freezer &f);
390
230 static object *create (); 391 MTH static object *create ();
231 void free (bool free_inventory = false); 392 const mapxy &operator =(const mapxy &pos);
393 MTH void copy_to (object *dst);
394 MTH object *clone (); // create + copy_to a single object
395 MTH object *deep_clone (); // copy whole more chain and inventory
396 void do_destroy ();
397 void gather_callbacks (AV *&callbacks, event_type event) const;
398 MTH void destroy ();
399 MTH void drop_and_destroy ()
400 {
401 destroy_inv (true);
402 destroy ();
403 }
232 404
233 static void free_mortals (); 405 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
406 MTH void destroy_inv (bool drop_to_ground = false);
407 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
408 MTH object *insert (object *item); // insert into inventory
409 MTH void play_sound (faceidx sound) const;
410 MTH void say_msg (const_utf8_string msg) const;
411
412 void do_remove ();
413 MTH void remove ()
414 {
415 if (!flag [FLAG_REMOVED])
416 do_remove ();
417 }
418
419 MTH bool blocked (maptile *m, int x, int y) const;
420
421 void move_to (const mapxy &pos)
422 {
423 remove ();
424 *this = pos;
425 insert_at (this, this);
426 }
427
428 // high-level move method.
429 // object op is trying to move in direction dir.
430 // originator is typically the same as op, but
431 // can be different if originator is causing op to
432 // move (originator is pushing op)
433 // returns 0 if the object is not able to move to the
434 // desired space, 1 otherwise (in which case we also
435 // move the object accordingly. This function is
436 // very similiar to move_object.
437 int move (int dir, object *originator);
438
439 int move (int dir)
440 {
441 return move (dir, this);
442 }
443
444 // changes move_type to a new value - handles move_on/move_off effects
445 MTH void change_move_type (MoveType mt);
446
234 static bool can_merge (object *op1, object *op2); 447 static bool can_merge_slow (object *op1, object *op2);
235 448
236 void clear (); 449 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 450 MTH static bool can_merge (object *op1, object *op2)
451 {
452 return op1->value == op2->value
453 && op1->name == op2->name
454 && can_merge_slow (op1, op2);
455 }
238 456
239 void set_owner (object *owner); 457 MTH void set_owner (object *owner);
458 MTH void set_speed (float speed);
459 MTH void set_glow_radius (sint8 rad);
460
461 MTH void open_container (object *new_container);
462 MTH void close_container ()
463 {
464 open_container (0);
465 }
466
467 // potential future accessor for "container"
468 MTH object *container_ () const
469 {
470 return container;
471 }
472
473 MTH bool is_open_container () const
474 {
475 // strangely enough, using ?: here causes code to inflate
476 return type == CONTAINER
477 && ((env && env->container_ () == this)
478 || (!env && flag [FLAG_APPLIED]));
479 }
480
481 MTH object *force_find (shstr_tmp name);
482 MTH void force_set_timer (int duration);
483 MTH object *force_add (shstr_tmp name, int duration = 0);
484
485 oblinkpt *find_link () const;
486 MTH void add_link (maptile *map, shstr_tmp id);
487 MTH void remove_link ();
488
489 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
490 bool should_invoke (event_type event)
491 {
492 return ev_want_event [event] || ev_want_type [type] || cb;
493 }
494
495 MTH void instantiate ();
496
497 // recalculate all stats
498 MTH void update_stats ();
499 MTH void roll_stats ();
500 MTH void swap_stats (int a, int b);
501 MTH void add_statbonus ();
502 MTH void remove_statbonus ();
503 MTH void drain_stat ();
504 MTH void drain_specific_stat (int deplete_stats);
505 MTH void change_luck (int value);
506
507 // info must hold 256 * 3 bytes currently
508 const_utf8_string debug_desc (char *info) const;
509 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
510 const_utf8_string flag_desc (char *desc, int len) const;
511
512 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
513 MTH object *split (sint32 nr = 1); // return 0 on failure
514
515 MTH int number_of () const
516 {
517 return nrof ? nrof : 1;
518 }
519
520 MTH sint32 total_weight () const
521 {
522 return (weight + carrying) * number_of ();
523 }
524
525 MTH void update_weight ();
526
527 // return the dominant material of this item, always return something
528 const materialtype_t *dominant_material () const
529 {
530 return material;
531 }
532
533 // return the volume of this object in cm³
534 MTH uint64 volume () const
535 {
536 return (uint64)total_weight ()
537 * 1024 // 1000 actually
538 * (type == CONTAINER ? 128 : 1)
539 / dominant_material ()->density; // ugh, division
540 }
541
542 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
543
544 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
545 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
546 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
547 || type == CLOAK || type == BOOTS || type == GLOVES
548 || type == BRACERS || type == GIRDLE; }
549 MTH bool is_alive () const { return (type == PLAYER
550 || flag [FLAG_MONSTER]
551 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
552 && !flag [FLAG_IS_A_TEMPLATE]; }
553 MTH bool is_arrow () const { return type == ARROW
554 || (type == SPELL_EFFECT
555 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
556 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
557
558 MTH bool is_dragon () const;
559
560 MTH bool is_immunity () const { return invisible && type == SIGN; }
561
562 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
563
564 // temporary: wether the object can be saved in a map file
565 // contr => is a player
566 // head => only save head of a multitile object
567 // owner => can not reference owner yet
568 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
569
570 /* This return true if object has still randomitems which
571 * could be expanded.
572 */
573 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
574
575 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
576
577 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
578
579 /* need_identify returns true if the item should be identified. This
580 * function really should not exist - by default, any item not identified
581 * should need it.
582 */
583 MTH bool need_identify () const;
584
585 // returns the outermost owner, never returns 0
240 object *get_owner (); 586 MTH object *outer_owner ()
587 {
588 object *op;
589
590 for (op = this; op->owner; op = op->owner)
591 ;
592
593 return op;
594 }
595
596 // returns the outermost environment, never returns 0
597 MTH object *outer_env_or_self () const
598 {
599 const object *op;
600
601 for (op = this; op->env; op = op->env)
602 ;
603
604 return const_cast<object *>(op);
605 }
606
607 // returns the outermost environment, may return 0
608 MTH object *outer_env () const
609 {
610 return env ? outer_env_or_self () : 0;
611 }
612
613 // returns the player that has this object in his inventory, or 0
614 // we assume the player is always the outer env
615 MTH object *in_player () const
616 {
617 object *op = outer_env_or_self ();
618
619 return op->type == PLAYER ? op : 0;
620 }
621
622 // "temporary" helper function
623 MTH object *head_ () const
624 {
625 return head ? head : const_cast<object *>(this);
626 }
627
628 MTH bool is_head () const
629 {
630 return head_ () == this;
631 }
632
633 MTH bool is_on_map () const
634 {
635 return !env && !flag [FLAG_REMOVED];
636 }
637
638 MTH bool is_inserted () const
639 {
640 return !flag [FLAG_REMOVED];
641 }
642
643 MTH bool is_player () const
644 {
645 return !!contr;
646 }
647
648 /* elmex: this method checks whether the object is in a shop */
649 MTH bool is_in_shop () const;
650
651 MTH bool affects_los () const
652 {
653 return glow_radius || flag [FLAG_BLOCKSVIEW];
654 }
655
656 MTH bool has_carried_lights () const
657 {
658 return glow_radius;
659 }
660
661 // returns the player that can see this object, if any
662 MTH object *visible_to () const;
663
664 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
665 MTH std::string describe_monster (object *who = 0);
666 MTH std::string describe_item (object *who = 0);
667 MTH std::string describe (object *who = 0); // long description, without name
668
669 MTH const_utf8_string query_weight () { return ::query_weight (this); }
670 MTH const_utf8_string query_name () { return ::query_name (this); }
671 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
672 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
673
674 // If this object has no extra parts but should have them,
675 // add them, effectively expanding heads into multipart
676 // objects. This method only works on objects not inserted
677 // anywhere.
678 MTH void expand_tail ();
679
680 MTH void create_treasure (treasurelist *tl, int flags = 0);
681
682 // makes sure the player has the named skill,
683 // and also makes it innate if can_use is true.
684 // returns the new skill or 0 if no such skill exists.
685 MTH object *give_skill (shstr_cmp name, bool can_use = false);
686 MTH void become_follower (object *new_god);
687
688 // insert object at same map position as 'where'
689 // handles both inventory and map "positions"
690 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
691 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
692 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
693 MTH void drop_unpaid_items ();
694
695 MTH void activate ();
696 MTH void deactivate ();
697 MTH void activate_recursive ();
698 MTH void deactivate_recursive ();
699
700 // set the given flag on all objects in the inventory recursively
701 MTH void set_flag_inv (int flag, int value = 1);
702
703 void enter_exit (object *exit); // perl
704 MTH bool enter_map (maptile *newmap, int x, int y);
705 void player_goto (const_utf8_string path, int x, int y); // only for players
706 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
707
708 MTH object *mark () const;
709
710 // returns the mapspace this object is in
711 mapspace &ms () const;
241 712
242 // fully recursive iterator 713 // fully recursive iterator
243 struct iterator_base 714 struct iterator_base
244 { 715 {
245 object *item; 716 object *item;
252 operator object *() const { return item; } 723 operator object *() const { return item; }
253 724
254 object *operator ->() const { return item; } 725 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 726 object &operator * () const { return *item; }
256 }; 727 };
728
729 MTH unsigned int random_seed () const
730 {
731 return (unsigned int)uuid.seq;
732 }
257 733
258 // depth-first recursive iterator 734 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 735 struct depth_iterator : iterator_base
260 { 736 {
261 depth_iterator (object *container); 737 depth_iterator (object *container);
272 object *end () 748 object *end ()
273 { 749 {
274 return this; 750 return this;
275 } 751 }
276 752
753 /* This returns TRUE if the object is something that
754 * a client might want to know about.
755 */
756 MTH bool client_visible () const
757 {
758 return !invisible && type != PLAYER;
759 }
760
761 // the client does nrof * this weight
762 MTH sint32 client_weight () const
763 {
764 return weight + carrying;
765 }
766
767 MTH struct region *region () const;
768
769 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
770 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
771 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
772
773 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
774
775 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
776 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
777
778 // make some noise with given item into direction dir,
779 // currently only used for players to make them temporarily visible
780 // when they are invisible.
781 MTH void make_noise ();
782
783 /* animation */
784 MTH bool has_anim () const { return animation_id; }
785 const animation &anim () const { return animations [animation_id]; }
786 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
787 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
788 /* anim_frames () returns the number of animations allocated. The last
789 * usuable animation will be anim_frames () - 1 (for example, if an object
790 * has 8 animations, anim_frames () will return 8, but the values will
791 * range from 0 through 7.
792 */
793 MTH int anim_frames () const { return anim ().num_animations; }
794 MTH int anim_facings () const { return anim ().facings; }
795
796 MTH utf8_string as_string ();
797
798 // low-level management, statistics, ...
799 static uint32_t ACC (RW, object_count);
800 static uint32_t ACC (RW, free_count);
801 static uint32_t ACC (RW, create_count);
802 static uint32_t ACC (RW, destroy_count);
803 static freelist_item *freelist;
804 MTH static void freelist_free (int count);
805
277protected: 806protected:
278 friend struct archetype;
279
280 void link (); 807 void link ();
281 void unlink (); 808 void unlink ();
809
810 void do_delete ();
282 811
283 object (); 812 object ();
284 ~object (); 813 ~object ();
814
815private:
816 object &operator =(const object &);
817 object (const object &);
285}; 818};
286 819
287#define get_object() object::create () 820// move this object to the top of its env's inventory to speed up
288#define free_object(op) (op)->free (0) 821// searches for it.
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293
294static inline object * 822static inline object *
295get_owner (object *op) 823splay (object *ob)
296{ 824{
297 return op->get_owner (); 825 if (ob->above && ob->env)
826 {
827 if (ob->above) ob->above->below = ob->below;
828 if (ob->below) ob->below->above = ob->above;
829
830 ob->above = 0;
831 ob->below = ob->env->inv;
832 ob->below->above = ob;
833 ob->env->inv = ob;
834 }
835
836 return ob;
298} 837}
299 838
300static inline void 839//+GPL
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305 840
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 841object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
307 842object *find_skill_by_name (object *who, shstr_cmp sh);
308typedef struct oblnk 843object *find_skill_by_number (object *who, int skillno);
309{ /* Used to link together several objects */
310 object *ob;
311 struct oblnk *next;
312 tag_t id;
313} objectlink;
314
315typedef struct oblinkpt
316{ /* Used to link together several object links */
317 struct oblnk *link;
318 long value; /* Used as connected value in buttons/gates */
319 struct oblinkpt *next;
320} oblinkpt;
321 844
322/* 845/*
323 * The archetype structure is a set of rules on how to generate and manipulate 846 * The archetype structure is a set of rules on how to generate and manipulate
324 * objects which point to archetypes. 847 * objects which point to archetypes.
325 * This probably belongs in arch.h, but there really doesn't appear to 848 * This probably belongs in arch.h, but there really doesn't appear to
326 * be much left in the archetype - all it really is is a holder for the 849 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 850 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 851 * by the object structure
329 */ 852 */
330 853
854//-GPL
855
331ACC_CLASS(archetype) 856INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 857struct archetype : object, zero_initialised
333{ 858{
334 archetype (); 859 static arch_ptr empty; // the empty_archetype
860 MTH static void gc ();
861
862 archetype (const_utf8_string name);
335 ~archetype (); 863 ~archetype ();
864 void gather_callbacks (AV *&callbacks, event_type event) const;
336 865
866 MTH static archetype *find (const_utf8_string name);
867
868 MTH void link ();
869 MTH void unlink ();
870
871 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
872 MTH object *instance ();
873
874 MTH void post_load_check (); // do some adjustments after parsing
875
876 object_vector_index ACC (RW, archid); // index in archvector
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 877 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 878
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 879 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 880
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 881 // support for archetype loading
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 882 static archetype *read (object_thawer &f);
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 883 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
344 * in comparison to the head. 884 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
345 */ 885
886protected:
887 void do_delete ();
346}; 888};
347 889
890// returns whether the object is a dragon player, which are often specialcased
891inline bool
892object::is_dragon () const
893{
894 return arch->race == shstr_dragon && is_player ();
895}
896
897inline void
898object_freezer::put (const keyword_string k, archetype *v)
899{
900 if (expect_true (v))
901 put (k, v->archname);
902 else
903 put (k);
904}
905
906typedef object_vector<object, &object::index > objectvec;
907typedef object_vector<object, &object::active> activevec;
908typedef object_vector<archetype, &archetype::archid> archvec;
909
348extern object *objects; 910extern objectvec objects;
349extern object *active_objects; 911extern activevec actives;
912extern archvec archetypes;
350 913
351extern int nrofallocobjects; 914// "safely" iterate over inv in a way such that the current item is removable
915// quite horrible, that's why its hidden in some macro
916#define for_inv_removable(op,var) \
917 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
352 918
353/* This returns TRUE if the object is something that 919#define for_all_objects(var) \
354 * should be displayed in the look window 920 for (unsigned _i = 0; _i < objects.size (); ++_i) \
355 */ 921 statementvar (object *, var, objects [_i])
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 922
923#define for_all_actives(var) \
924 for (unsigned _i = 0; _i < actives.size (); ++_i) \
925 statementvar (object *, var, actives [_i])
926
927#define for_all_archetypes(var) \
928 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
929 statementvar (archetype *, var, archetypes [_i])
930
931//+GPL
357 932
358/* Used by update_object to know if the object being passed is 933/* Used by update_object to know if the object being passed is
359 * being added or removed. 934 * being added or removed.
360 */ 935 */
361#define UP_OBJ_INSERT 1 936#define UP_OBJ_INSERT 1
378 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 953 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
379 * Use for treasure chests so the new object is the highest thing 954 * Use for treasure chests so the new object is the highest thing
380 * beneath the player, but not actually above it. Note - the 955 * beneath the player, but not actually above it. Note - the
381 * map and x,y coordinates for the object to be inserted must 956 * map and x,y coordinates for the object to be inserted must
382 * match the originator. 957 * match the originator.
383 * INS_MAP_LOAD: disable lots of checkings done at insertion to
384 * speed up map loading process, as we assume the ordering in
385 * loaded map is correct.
386 * 958 *
387 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 959 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
388 * are mutually exclusive. The behaviour for passing more than one 960 * are mutually exclusive. The behaviour for passing more than one
389 * should be considered undefined - while you may notice what happens 961 * should be considered undefined - while you may notice what happens
390 * right now if you pass more than one, that could very well change 962 * right now if you pass more than one, that could very well change
393#define INS_NO_MERGE 0x0001 965#define INS_NO_MERGE 0x0001
394#define INS_ABOVE_FLOOR_ONLY 0x0002 966#define INS_ABOVE_FLOOR_ONLY 0x0002
395#define INS_NO_WALK_ON 0x0004 967#define INS_NO_WALK_ON 0x0004
396#define INS_ON_TOP 0x0008 968#define INS_ON_TOP 0x0008
397#define INS_BELOW_ORIGINATOR 0x0010 969#define INS_BELOW_ORIGINATOR 0x0010
398#define INS_MAP_LOAD 0x0020 970#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
399 971
400#define ARCH_SINGULARITY "singularity" 972//-GPL
401#define ARCH_SINGULARITY_LEN 11
402#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom"
405 973
406#endif 974#endif
975

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