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Comparing deliantra/server/include/object.h (file contents):
Revision 1.62 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.259 by root, Sun May 1 13:18:23 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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@schmorp.de 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 <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34
34#define BODY_ARMS 1 35// also see common/item.C
36enum
37{
38# define def(name, use, nonuse) body_ ## name,
39# include "slotinc.h"
40# undef def
41 NUM_BODY_LOCATIONS
42};
35 43
36/* See common/item.c */ 44/* See common/item.c */
37 45
38typedef struct Body_Locations 46struct Body_Locations
39{ 47{
40 const char *save_name; /* Name used to load/save it to disk */ 48 const char *name; /* Short name/identifier */
49 keyword kw; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 50 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */ 51 const char *nonuse_name; /* Name to describe objects we can't use */
43} Body_Locations; 52};
44 53
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 54extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55
56// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57// contains the wall suffix (0, 1_3, 1_4 and so on).
58extern const char *wall_suffix[16];
59
60#define NUM_COINS 4 /* number of coin types */
61extern const char *const coins[NUM_COINS + 1];
62
63// restart server when object_count reaches this value
64#define RESTART_COUNT 0xe0000000
46 65
47/* 66/*
48 * Each object (this also means archetypes!) could have a few of these 67 * Each object (this also means archetypes!) could have a few of these
49 * "dangling" from it; this could also end up containing 'parse errors'. 68 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 69 *
51 * key and value are shared-strings. 70 * key and value are shared-strings.
52 * 71 *
53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 72 * Please use kv_get/kv_set/kv_del from object rather than
54 * accessing the list directly. 73 * accessing the list directly.
55 * Exception is if you want to walk this list for some reason. 74 * Exception is if you want to walk this list for some reason.
56 */ 75 */
57struct key_value 76struct key_value : slice_allocated
58{ 77{
59 key_value *next; 78 key_value *next; // must be first element
60 shstr key, value; 79 shstr key, value;
61}; 80};
62 81
82// "crossfires version of a perl hash."
83struct key_values
84{
85 key_value *first; // must be first element
86
87 bool empty() const
88 {
89 return !first;
90 }
91
92 void clear ();
93 shstr_tmp get (shstr_tmp key) const;
94 void del (shstr_tmp key);
95 void set (shstr_tmp key, shstr_tmp value);
96
97 void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
98 void reverse (); // reverses the ordering, to be used after loading an object
99 key_values &operator =(const key_values &kv);
100
101 // custom extra fields management
102 struct access_proxy
103 {
104 key_values &kv;
105 shstr_tmp key;
106
107 access_proxy (key_values &kv, shstr_tmp key)
108 : kv (kv), key (key)
109 {
110 }
111
112 const access_proxy &operator =(shstr_tmp value) const
113 {
114 kv.set (key, value);
115 return *this;
116 }
117
118 operator const shstr_tmp () const { return kv.get (key); }
119 operator const char *() const { return kv.get (key); }
120
121 private:
122 void operator =(int);
123 };
124
125 const access_proxy operator [](shstr_tmp key)
126 {
127 return access_proxy (*this, key);
128 }
129};
130
131//-GPL
132
63struct UUID 133struct UUID
64{ 134{
65 uint64 seq; 135 uint64 seq;
136
137 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
138
139 static UUID cur; // last uuid generated
140 static void init ();
141 static UUID gen ();
66 142
67 UUID () { } 143 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 144 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 145 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; } 146 void operator =(uint64 seq) { this->seq = seq; }
147
148 bool parse (const char *s);
149 char *append (char *buf) const;
150 char *c_str () const;
71}; 151};
72 152
73extern void init_uuid (); 153//+GPL
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
76 154
77/* Definition for WILL_APPLY values. Replaces having harcoded values 155/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields 156 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both 157 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply? 158 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 161#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 162#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 163#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 164#define WILL_APPLY_FOOD 0x10
87 165
88/* However, if you're keeping a pointer of some sort, you probably 166struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to ()
91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object)
98struct object_keep : refcounted
99{ 167{
100 /* These variables are not changed by ->copy_to */ 168 signed char used:4; /* Calculated value based on items equipped */
101 169 signed char info:4; /* body info as loaded from the file */
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
126}; 170};
127 171
172typedef struct oblnk
173{ /* Used to link together several objects */
174 object_ptr ob;
175 struct oblnk *next;
176} objectlink;
177
178typedef struct oblinkpt
179{ /* Used to link together several object links */
180 struct oblnk *link;
181 struct oblinkpt *next;
182 shstr id; /* Used as connected value in buttons/gates */
183} oblinkpt;
184
185INTERFACE_CLASS (object)
128// these are being copied 186// these are being copied
129struct object_copy : attachable<object> 187struct object_copy : attachable
130{ 188{
189 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
190
191 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
192 uint8 ACC (RW, subtype); /* subtype of object */
193 sint8 ACC (RW, direction); /* Means the object is moving that way. */
194 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
195
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 196 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 197 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 198 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 199 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 200 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 201 /* If this is an exit, this is the filename */
202
203 typedef bitset<NUM_FLAGS> flags_t;
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208
209 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 210 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 211 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 212 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 213 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 214 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 215 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 216 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 217 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 218 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 219 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152};
153 220
154// these are being copied and also cleared
155struct object_pod
156{
157 New_Face *ACC (RW, face); /* Face with colors */
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159 float ACC (RW, speed); /* The overall speed of this object */ 221 float ACC (RW, speed); /* The overall speed of this object */
160 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 222 float ACC (RW, speed_left); /* How much speed is left to spend this round */
223
161 uint32 ACC (RW, nrof); /* How many of the objects */ 224 sint32 ACC (RW, nrof); /* How many of the objects */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
165 /* This next big block are basically used for monsters and equipment */ 225 /* This next big block is basically used for monsters and equipment */
166 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
167 uint8 ACC (RW, subtype); /* subtype of object */
168 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 226 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
169 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 227 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
228
170 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 229 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
171 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 230 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
172 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 231 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
173 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 232 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
174 uint16 ACC (RW, material); /* What materials this object consist of */ 233
234 uint16 ACC (RW, materials); /* What materials this object consists of */
175 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 235 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
176 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 236 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
177 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 237 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
238
178 /* Note that the last_.. values are sometimes used for non obvious 239 /* Note that the last_.. values are sometimes used for non obvious
179 * meanings by some objects, eg, sp penalty, permanent exp. 240 * meanings by some objects, eg, sp penalty, permanent exp.
180 */ 241 */
181 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 242 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
182 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 243 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
183 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 244 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
184 sint16 ACC (RW, last_eat); /* How long since we last ate */ 245 sint16 ACC (RW, last_eat); /* How long since we last ate */
246
185 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 247 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
186 sint16 ACC (RW, level); /* Level of creature or object */ 248 sint16 ACC (RW, level); /* Level of creature or object */
249
187 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 250 uint8 ACC (RW, pick_up); /* See crossfire.doc */
188 sint8 ACC (RW, item_power); /* power rating of the object */
189 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 251 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
190 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 252 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
253 uint8 ACC (RW, weapontype); /* type of weapon */
254
255 body_slot slot [NUM_BODY_LOCATIONS];
256
257 faceidx ACC (RW, face); /* the graphical face */
258
259 faceidx ACC (RW, sound); /* the sound face */
260 faceidx ACC (RW, sound_destroy); /* played on destroy */
261
191 sint32 ACC (RW, weight); /* Attributes of the object */ 262 sint32 ACC (RW, weight); /* Attributes of the object */
192 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 263 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
264
193 sint32 ACC (RW, carrying); /* How much weight this object contains */ 265 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
266
194 sint64 ACC (RW, perm_exp); /* Permanent exp */ 267 sint64 ACC (RW, perm_exp); /* Permanent exp */
195 uint32 ACC (RW, weapontype); /* type of weapon */
196 uint32 ACC (RW, tooltype); /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 living ACC (RO, stats); /* Str, Con, Dex, etc */ 268 living ACC (RO, stats); /* Str, Con, Dex, etc */
200 /* See the doc/Developers/objects for more info about body locations */ 269 /* See the pod/objects.pod for more info about body locations */
201 270
202 /* Following mostly refers to fields only used for monsters */ 271 /* Following mostly refers to fields only used for monsters */
203 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
204 /* changes made by kholland@sunlab.cit.cornell.edu */
205 /* allows different movement patterns for attackers */
206 sint32 ACC (RW, move_status); /* What stage in attack mode */
207 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
208 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
209 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
210 /* races/classes can need less/more exp to gain levels */
211 272
212 /* Spell related information, may be useful elsewhere 273 /* Spell related information, may be useful elsewhere
213 * Note that other fields are used - these files are basically 274 * Note that other fields are used - these files are basically
214 * only used in spells. 275 * only used in spells.
215 */ 276 */
216 sint16 ACC (RW, duration); /* How long the spell lasts */ 277 sint16 ACC (RW, duration); /* How long the spell lasts */
217 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 278 uint8 ACC (RW, casting_time); /* time left before spell goes off */
218 uint16 ACC (RW, start_holding);
219 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 279 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
280
220 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 281 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
221 sint8 ACC (RW, range); /* Range of the spell */ 282 sint8 ACC (RW, range); /* Range of the spell */
222 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 283 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
223 char *ACC (RW, spellarg); 284 sint8 ACC (RW, item_power); /* power rating of the object */
285
286 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
287 MoveType ACC (RW, move_type); /* Type of movement this object uses */
288 MoveType ACC (RW, move_block);/* What movement types this blocks */
289 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
290
291 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
292 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
293 MoveType ACC (RW, move_slow); /* Movement types this slows down */
294
295 // 8 free bits
296
297 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
298 // /* races/classes can need less/more exp to gain levels */
299 static const float expmul = 1.0;//D
300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224 301
225 /* Following are values used by any object */ 302 /* Following are values used by any object */
226 /* this objects turns into or what this object creates */ 303 /* this objects turns into or what this object creates */
227 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 304 treasurelist *ACC (RW, randomitems); /* Items to be generated */
228 key_value *key_values; /* Fields not explictly known by the loader. */ 305
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 306 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 307 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 308 uint8 ACC (RW, will_apply); /* See crossfire.doc */
309 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
310 uint16 ACC (RW, animation_id);/* An index into the animation array */
311 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
236 312
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 313 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 314 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 315 /* allows different movement patterns for attackers */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 316 uint8 ACC (RW, move_status); /* What stage in attack mode */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 317 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 318
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 319 //16+ free bits
320
321 // rarely-accessed members should be at the end
322 shstr ACC (RW, tag); // a tag used to tracking this object
323 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
324 shstr ACC (RW, lore); /* Obscure information about this object, */
325 /* To get put into books and the like. */
326 shstr ACC (RW, custom_name); /* Custom name assigned by player */
244}; 327};
245 328
246struct object : zero_initialised, object_keep, object_copy, object_pod 329const_utf8_string query_weight (const object *op);
247{ 330const_utf8_string query_short_name (const object *op);
248 typedef unordered_vector<object *> vector; 331const_utf8_string query_name (const object *op);
332const_utf8_string query_base_name (const object *op, int plural);
333sint64 query_cost (const object *tmp, object *who, int flag);
334const char *query_cost_string (const object *tmp, object *who, int flag);
249 335
250 static vector mortals; 336int change_ability_duration (object *spell, object *caster);
251 static vector active; // active objects, not yet used 337int min_casting_level (object *caster, object *spell);
252 static vector objects; // not used yet, use first->next->... 338int casting_level (object *caster, object *spell);
253 static object *first; // will be replaced by "objects" 339sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
340int SP_level_dam_adjust (object *caster, object *spob);
341int SP_level_duration_adjust (object *caster, object *spob);
342int SP_level_range_adjust (object *caster, object *spob);
254 343
344struct freelist_item
345{
346 freelist_item *next;
347 uint32_t count;
348};
349
350struct object : object_copy
351{
352 // These variables are not changed by ->copy_to
353 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
354
355 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
356 uint32_t ACC (RO, count);
357 object_vector_index ACC (RO, index); // index into objects
358 object_vector_index ACC (RO, active); // index into actives
359
360 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
361
362 object *ACC (RW, below); /* Pointer to the object stacked below this one */
363 object *ACC (RW, above); /* Pointer to the object stacked above this one */
364 /* Note: stacked in the *same* environment */
365 object *inv; /* Pointer to the first object in the inventory */
366
367 //TODO: container must move into client
368 object_ptr ACC (RW, container);/* Currently opened container. I think this
369 * is only used by the player right now.
370 */
371 object *ACC (RW, env); /* Pointer to the object which is the environment.
372 * This is typically the container that the object is in.
373 */
374 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
375 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
376
377 MTH void set_flag (int flagnum)
378 {
379 flag [flagnum] = true;
380 }
381
382 MTH void clr_flag (int flagnum)
383 {
384 flag [flagnum] = false;
385 }
386
387 // extra key value pairs
388 key_values kv;
389
390//-GPL
391
392 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
393 MTH void post_load_check (); // do some adjustments after parsing
394 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
395 bool write (object_freezer &f);
396
255 static object *create (); 397 MTH static object *create ();
398 const mapxy &operator =(const mapxy &pos);
256 void copy_to (object *dst); 399 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 400 MTH object *clone (); // create + copy_to a single object
258 void destroy (bool destroy_inventory = false); 401 MTH object *deep_clone (); // copy whole more chain and inventory
259 void remove (); 402 void do_destroy ();
403 void gather_callbacks (AV *&callbacks, event_type event) const;
404 MTH void destroy ();
405 MTH void drop_and_destroy ()
406 {
407 destroy_inv (true);
408 destroy ();
409 }
410
411 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
412 MTH void destroy_inv (bool drop_to_ground = false);
413 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
260 object *insert (object *item); // insert into inventory 414 MTH object *insert (object *item); // insert into inventory
415 MTH void play_sound (faceidx sound) const;
416 MTH void say_msg (const_utf8_string msg) const;
261 417
262 static void free_mortals (); 418 void do_remove ();
419 MTH void remove ()
420 {
421 if (!flag [FLAG_REMOVED])
422 do_remove ();
423 }
424
425 MTH bool blocked (maptile *m, int x, int y) const;
426
427 void move_to (const mapxy &pos)
428 {
429 remove ();
430 *this = pos;
431 insert_at (this, this);
432 }
433
434 // high-level move method.
435 // object op is trying to move in direction dir.
436 // originator is typically the same as op, but
437 // can be different if originator is causing op to
438 // move (originator is pushing op)
439 // returns 0 if the object is not able to move to the
440 // desired space, 1 otherwise (in which case we also
441 // move the object accordingly. This function is
442 // very similiar to move_object.
443 int move (int dir, object *originator);
444
445 int move (int dir)
446 {
447 return move (dir, this);
448 }
449
450 // changes move_type to a new value - handles move_on/move_off effects
451 MTH void change_move_type (MoveType mt);
452
263 static bool can_merge_slow (object *op1, object *op2); 453 static bool can_merge_slow (object *op1, object *op2);
264 454
265 // this is often used in time-critical code, so optimise 455 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 456 MTH static bool can_merge (object *op1, object *op2)
267 { 457 {
268 return op1->value == op2->value 458 return op1->value == op2->value
269 && op1->name == op2->name 459 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 460 && can_merge_slow (op1, op2);
271 } 461 }
272 462
273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner); 463 MTH void set_owner (object *owner);
464 MTH void set_speed (float speed);
465 MTH void set_glow_radius (sint8 rad);
276 466
467 MTH void open_container (object *new_container);
468 MTH void close_container ()
469 {
470 open_container (0);
471 }
472
473 // potential future accessor for "container"
474 MTH object *container_ () const
475 {
476 return container;
477 }
478
479 MTH bool is_open_container () const
480 {
481 // strangely enough, using ?: here causes code to inflate
482 return type == CONTAINER
483 && ((env && env->container_ () == this)
484 || (!env && flag [FLAG_APPLIED]));
485 }
486
487 MTH object *force_find (shstr_tmp name);
488 MTH void force_set_timer (int duration);
489 MTH object *force_add (shstr_tmp name, int duration = 0);
490
491 oblinkpt *find_link () const;
492 MTH void add_link (maptile *map, shstr_tmp id);
493 MTH void remove_link ();
494
495 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
496 bool should_invoke (event_type event)
497 {
498 return ev_want_event [event] || ev_want_type [type] || cb;
499 }
500
277 void instantiate () 501 MTH void instantiate ();
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284 502
285 // recalculate all stats 503 // recalculate all stats
286 void update_stats (); 504 MTH void update_stats ();
287 void roll_stats (); 505 MTH void roll_stats ();
288 void swap_stats (int a, int b); 506 MTH void swap_stats (int a, int b);
289 void add_statbonus (); 507 MTH void add_statbonus ();
290 void remove_statbonus (); 508 MTH void remove_statbonus ();
291 void drain_stat (); 509 MTH void drain_stat ();
292 void drain_specific_stat (int deplete_stats); 510 MTH void drain_specific_stat (int deplete_stats);
293 void change_luck (int value); 511 MTH void change_luck (int value);
294 512
295 // info must hold 256 * 3 bytes currently 513 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const; 514 const_utf8_string debug_desc (char *info) const;
297 const char *debug_desc () const; 515 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
516 const_utf8_string flag_desc (char *desc, int len) const;
298 517
518 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
519 MTH object *split (sint32 nr = 1); // return 0 on failure
520
521 MTH int number_of () const
522 {
523 return nrof ? nrof : 1;
524 }
525
526 MTH sint32 total_weight () const
527 {
528 return (weight + carrying) * number_of ();
529 }
530
531 MTH void update_weight ();
532
533 // return the dominant material of this item, always return something
534 const materialtype_t *dominant_material () const
535 {
536 return material;
537 }
538
539 // return the volume of this object in cm³
540 MTH uint64 volume () const
541 {
542 return (uint64)total_weight ()
543 * 1024 // 1000 actually
544 * (type == CONTAINER ? 128 : 1)
545 / dominant_material ()->density; // ugh, division
546 }
547
548 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
549
550 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 551 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 552 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES 553 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; } 554 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER 555 MTH bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER] 556 || flag [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 557 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; } 558 && !flag [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW 559 MTH bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT 560 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 561 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
562 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
563
564 MTH bool is_dragon () const;
565
566 MTH bool is_immunity () const { return invisible && type == SIGN; }
567
568 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
569
570 // temporary: wether the object can be saved in a map file
571 // contr => is a player
572 // head => only save head of a multitile object
573 // owner => can not reference owner yet
574 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
310 575
311 /* This return true if object has still randomitems which 576 /* This return true if object has still randomitems which
312 * could be expanded. 577 * could be expanded.
313 */ 578 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 579 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
580
581 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
582
583 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
584
585 /* need_identify returns true if the item should be identified. This
586 * function really should not exist - by default, any item not identified
587 * should need it.
588 */
589 MTH bool need_identify () const;
590
591 // returns the outermost owner, never returns 0
592 MTH object *outer_owner ()
593 {
594 object *op;
595
596 for (op = this; op->owner; op = op->owner)
597 ;
598
599 return op;
600 }
601
602 // returns the outermost environment, never returns 0
603 MTH object *outer_env_or_self () const
604 {
605 const object *op;
606
607 for (op = this; op->env; op = op->env)
608 ;
609
610 return const_cast<object *>(op);
611 }
612
613 // returns the outermost environment, may return 0
614 MTH object *outer_env () const
615 {
616 return env ? outer_env_or_self () : 0;
617 }
315 618
316 // returns the player that has this object in his inventory, or 0 619 // returns the player that has this object in his inventory, or 0
620 // we assume the player is always the outer env
317 object *in_player () const 621 MTH object *in_player () const
318 { 622 {
319 for (object *op = env; op; op = op->env) 623 object *op = outer_env_or_self ();
320 if (op->type == PLAYER)
321 return op;
322 624
625 return op->type == PLAYER ? op : 0;
626 }
627
628 // "temporary" helper function
629 MTH object *head_ () const
630 {
631 return head ? head : const_cast<object *>(this);
632 }
633
634 MTH bool is_head () const
635 {
636 return head_ () == this;
637 }
638
639 MTH bool is_on_map () const
640 {
641 return !env && !flag [FLAG_REMOVED];
642 }
643
644 MTH bool is_inserted () const
645 {
646 return !flag [FLAG_REMOVED];
647 }
648
649 MTH bool is_player () const
650 {
323 return 0; 651 return !!contr;
324 } 652 }
653
654 /* elmex: this method checks whether the object is in a shop */
655 MTH bool is_in_shop () const;
656
657 MTH bool affects_los () const
658 {
659 return glow_radius || flag [FLAG_BLOCKSVIEW];
660 }
661
662 MTH bool has_carried_lights () const
663 {
664 return glow_radius;
665 }
666
667 // returns the player that can see this object, if any
668 MTH object *visible_to () const;
669
670 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
671 MTH std::string describe_monster (object *who = 0);
672 MTH std::string describe_item (object *who = 0);
673 MTH std::string describe (object *who = 0); // long description, without name
674
675 MTH const_utf8_string query_weight () { return ::query_weight (this); }
676 MTH const_utf8_string query_name () { return ::query_name (this); }
677 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
678 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
679
680 // If this object has no extra parts but should have them,
681 // add them, effectively expanding heads into multipart
682 // objects. This method only works on objects not inserted
683 // anywhere.
684 MTH void expand_tail ();
685
686 MTH void create_treasure (treasurelist *tl, int flags = 0);
687
688 // makes sure the player has the named skill,
689 // and also makes it innate if can_use is true.
690 // returns the new skill or 0 if no such skill exists.
691 MTH object *give_skill (shstr_cmp name, bool can_use = false);
692 MTH void become_follower (object *new_god);
693
694 // insert object at same map position as 'where'
695 // handles both inventory and map "positions"
696 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
697 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
698 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
699 MTH void drop_unpaid_items ();
700
701 MTH void activate ();
702 MTH void deactivate ();
703 MTH void activate_recursive ();
704 MTH void deactivate_recursive ();
705
706 // set the given flag on all objects in the inventory recursively
707 MTH void set_flag_inv (int flag, int value = 1);
708
709 void enter_exit (object *exit); // perl
710 MTH bool enter_map (maptile *newmap, int x, int y);
711 void player_goto (const_utf8_string path, int x, int y); // only for players
712 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
713
714 MTH object *mark () const;
715 MTH void splay_marked ();
325 716
326 // returns the mapspace this object is in 717 // returns the mapspace this object is in
327 mapspace &ms () const; 718 mapspace &ms () const;
328 719
329 // fully recursive iterator 720 // fully recursive iterator
339 operator object *() const { return item; } 730 operator object *() const { return item; }
340 731
341 object *operator ->() const { return item; } 732 object *operator ->() const { return item; }
342 object &operator * () const { return *item; } 733 object &operator * () const { return *item; }
343 }; 734 };
735
736 MTH unsigned int random_seed () const
737 {
738 return (unsigned int)uuid.seq;
739 }
344 740
345 // depth-first recursive iterator 741 // depth-first recursive iterator
346 struct depth_iterator : iterator_base 742 struct depth_iterator : iterator_base
347 { 743 {
348 depth_iterator (object *container); 744 depth_iterator (object *container);
359 object *end () 755 object *end ()
360 { 756 {
361 return this; 757 return this;
362 } 758 }
363 759
760 /* This returns TRUE if the object is something that
761 * a client might want to know about.
762 */
763 MTH bool client_visible () const
764 {
765 return !invisible && type != PLAYER;
766 }
767
768 // the client does nrof * this weight
769 MTH sint32 client_weight () const
770 {
771 return weight + carrying;
772 }
773
774 MTH struct region *region () const;
775
776 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
777 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
778 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
779
780 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
781
782 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
783 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
784
785 // make some noise with given item into direction dir,
786 // currently only used for players to make them temporarily visible
787 // when they are invisible.
788 MTH void make_noise ();
789
790 /* animation */
791 MTH bool has_anim () const { return animation_id; }
792 const animation &anim () const { return animations [animation_id]; }
793 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
794 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
795 /* anim_frames () returns the number of animations allocated. The last
796 * usuable animation will be anim_frames () - 1 (for example, if an object
797 * has 8 animations, anim_frames () will return 8, but the values will
798 * range from 0 through 7.
799 */
800 MTH int anim_frames () const { return anim ().num_animations; }
801 MTH int anim_facings () const { return anim ().facings; }
802
803 MTH utf8_string as_string ();
804
805 // low-level management, statistics, ...
806 static uint32_t ACC (RW, object_count);
807 static uint32_t ACC (RW, free_count);
808 static uint32_t ACC (RW, create_count);
809 static uint32_t ACC (RW, destroy_count);
810 static freelist_item *freelist;
811 MTH static void freelist_free (int count);
812
364protected: 813protected:
365 friend struct archetype;
366
367 void link (); 814 void link ();
368 void unlink (); 815 void unlink ();
816
817 void do_delete ();
369 818
370 object (); 819 object ();
371 ~object (); 820 ~object ();
821
822private:
823 object &operator =(const object &);
824 object (const object &);
372}; 825};
373 826
374typedef struct oblnk 827// move this object to the top of its env's inventory to speed up
375{ /* Used to link together several objects */ 828// searches for it.
376 object_ptr ob; 829static inline object *
377 struct oblnk *next; 830splay (object *ob)
378} objectlink; 831{
832 if (ob->above && ob->env)
833 {
834 if (ob->above) ob->above->below = ob->below;
835 if (ob->below) ob->below->above = ob->above;
379 836
380typedef struct oblinkpt 837 ob->above = 0;
381{ /* Used to link together several object links */ 838 ob->below = ob->env->inv;
382 struct oblnk *link; 839 ob->below->above = ob;
383 long value; /* Used as connected value in buttons/gates */ 840 ob->env->inv = ob;
384 struct oblinkpt *next; 841 }
385} oblinkpt; 842
843 return ob;
844}
845
846//+GPL
847
848object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
849object *find_skill_by_name (object *who, shstr_cmp sh);
850object *find_skill_by_number (object *who, int skillno);
386 851
387/* 852/*
388 * The archetype structure is a set of rules on how to generate and manipulate 853 * The archetype structure is a set of rules on how to generate and manipulate
389 * objects which point to archetypes. 854 * objects which point to archetypes.
390 * This probably belongs in arch.h, but there really doesn't appear to 855 * This probably belongs in arch.h, but there really doesn't appear to
391 * be much left in the archetype - all it really is is a holder for the 856 * be much left in the archetype - all it really is is a holder for the
392 * object and pointers. This structure should get removed, and just replaced 857 * object and pointers. This structure should get removed, and just replaced
393 * by the object structure 858 * by the object structure
394 */ 859 */
395 860
861//-GPL
862
396ACC_CLASS (archetype) 863INTERFACE_CLASS (archetype)
397struct archetype : zero_initialised, refcounted 864struct archetype : object, zero_initialised
398{ 865{
399 archetype (); 866 static arch_ptr empty; // the empty_archetype
867 MTH static void gc ();
868
869 archetype (const_utf8_string name);
400 ~archetype (); 870 ~archetype ();
871 void gather_callbacks (AV *&callbacks, event_type event) const;
401 872
402 static archetype *find (const char *arch); 873 MTH static archetype *find (const_utf8_string name);
403 874
404 void hash_add (); // add to hastable 875 MTH void link ();
405 void hash_del (); // remove from hashtable 876 MTH void unlink ();
406 877
878 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
879 MTH object *instance ();
880
881 MTH void post_load_check (); // do some adjustments after parsing
882
883 object_vector_index ACC (RW, archid); // index in archvector
407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 884 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 885
409 struct archetype *ACC (RW, head); /* The main part of a linked object */ 886 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
410 struct archetype *ACC (RW, more); /* Next part of a linked object */ 887
411 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 888 // support for archetype loading
412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 889 static archetype *read (object_thawer &f);
413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 890 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
414 * in comparison to the head. 891 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
415 */ 892
893protected:
894 void do_delete ();
416}; 895};
417 896
897// returns whether the object is a dragon player, which are often specialcased
898inline bool
899object::is_dragon () const
900{
901 return arch->race == shstr_dragon && is_player ();
902}
903
904inline void
905object_freezer::put (const keyword_string k, archetype *v)
906{
907 if (expect_true (v))
908 put (k, v->archname);
909 else
910 put (k);
911}
912
913typedef object_vector<object, &object::index > objectvec;
914typedef object_vector<object, &object::active> activevec;
915typedef object_vector<archetype, &archetype::archid> archvec;
916
418extern object *objects; 917extern objectvec objects;
419extern object *active_objects; 918extern activevec actives;
919extern archvec archetypes;
420 920
421extern int nrofallocobjects; 921// "safely" iterate over inv in a way such that the current item is removable
922// quite horrible, that's why its hidden in some macro
923#define for_inv_removable(op,var) \
924 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
422 925
423/* This returns TRUE if the object is something that 926#define for_all_objects(var) \
424 * should be displayed in the look window 927 for (unsigned _i = 0; _i < objects.size (); ++_i) \
425 */ 928 statementvar (object *, var, objects [_i])
426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 929
930#define for_all_actives(var) \
931 for (unsigned _i = 0; _i < actives.size (); ++_i) \
932 statementvar (object *, var, actives [_i])
933
934#define for_all_archetypes(var) \
935 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
936 statementvar (archetype *, var, archetypes [_i])
937
938//+GPL
427 939
428/* Used by update_object to know if the object being passed is 940/* Used by update_object to know if the object being passed is
429 * being added or removed. 941 * being added or removed.
430 */ 942 */
431#define UP_OBJ_INSERT 1 943#define UP_OBJ_INSERT 1
448 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 960 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
449 * Use for treasure chests so the new object is the highest thing 961 * Use for treasure chests so the new object is the highest thing
450 * beneath the player, but not actually above it. Note - the 962 * beneath the player, but not actually above it. Note - the
451 * map and x,y coordinates for the object to be inserted must 963 * map and x,y coordinates for the object to be inserted must
452 * match the originator. 964 * match the originator.
453 * INS_MAP_LOAD: disable lots of checkings done at insertion to
454 * speed up map loading process, as we assume the ordering in
455 * loaded map is correct.
456 * 965 *
457 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 966 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
458 * are mutually exclusive. The behaviour for passing more than one 967 * are mutually exclusive. The behaviour for passing more than one
459 * should be considered undefined - while you may notice what happens 968 * should be considered undefined - while you may notice what happens
460 * right now if you pass more than one, that could very well change 969 * right now if you pass more than one, that could very well change
463#define INS_NO_MERGE 0x0001 972#define INS_NO_MERGE 0x0001
464#define INS_ABOVE_FLOOR_ONLY 0x0002 973#define INS_ABOVE_FLOOR_ONLY 0x0002
465#define INS_NO_WALK_ON 0x0004 974#define INS_NO_WALK_ON 0x0004
466#define INS_ON_TOP 0x0008 975#define INS_ON_TOP 0x0008
467#define INS_BELOW_ORIGINATOR 0x0010 976#define INS_BELOW_ORIGINATOR 0x0010
468#define INS_MAP_LOAD 0x0020 977#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
469 978
470#define ARCH_SINGULARITY "singularity" 979//-GPL
471#define ARCH_SINGULARITY_LEN 11
472#define ARCH_DETECT_MAGIC "detect_magic"
473#define ARCH_DEPLETION "depletion"
474#define ARCH_SYMPTOM "symptom"
475 980
476#endif 981#endif
477 982

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