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Comparing deliantra/server/include/object.h (file contents):
Revision 1.53 by root, Wed Dec 13 18:08:01 2006 UTC vs.
Revision 1.270 by root, Wed Nov 16 23:42:00 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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# define def(name, use, nonuse) body_ ## name,
39# include "slotinc.h"
40# undef def
41 NUM_BODY_LOCATIONS
42};
33 43
34/* See common/item.c */ 44/* See common/item.c */
35 45
36typedef struct Body_Locations 46struct Body_Locations
37{ 47{
38 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 */
39 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 */
40 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 */
41} Body_Locations; 52};
42 53
43extern 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
44 65
45/* 66/*
46 * 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
47 * "dangling" from it; this could also end up containing 'parse errors'. 68 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 69 *
49 * key and value are shared-strings. 70 * key and value are shared-strings.
50 * 71 *
51 * 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
52 * accessing the list directly. 73 * accessing the list directly.
53 * 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.
54 */ 75 */
55struct key_value 76struct key_value : slice_allocated
56{ 77{
57 key_value *next; 78 key_value *next; // must be first element
58 shstr key, value; 79 shstr key, value;
59}; 80};
60 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
61struct UUID 133struct UUID
62{ 134{
63 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 ();
64 142
65 UUID () { } 143 UUID () { }
66 UUID (uint64 seq) : seq(seq) { } 144 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; } 145 operator uint64() { return seq; }
68 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;
69}; 151};
70 152
71extern void init_uuid (); 153//+GPL
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
74 154
75/* Definition for WILL_APPLY values. Replaces having harcoded values 155/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 158 * can_apply and will_apply?
81#define WILL_APPLY_TREASURE 0x02 161#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x04 162#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x08 163#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 164#define WILL_APPLY_FOOD 0x10
85 165
86/* However, if you're keeping a pointer of some sort, you probably 166struct body_slot
87 * don't just want it copied, so you'll need to add to common/object.C, 167{
88 * e.g. ->copy_to () 168 signed char used:4; /* Calculated value based on items equipped */
89 */ 169 signed char info:4; /* body info as loaded from the file */
170};
90 171
91typedef refptr<object> object_ptr; 172typedef struct oblnk
92typedef refptr<archetype> arch_ptr; 173{ /* Used to link together several objects */
174 object_ptr ob;
175 struct oblnk *next;
176} objectlink;
93 177
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)
94// these are not being copied 186// these are being copied
95ACC_CLASS (object) 187struct object_copy : attachable
96struct object_keep : refcounted
97{ 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
196 shstr ACC (RW, name); /* The name of the object, obviously... */
197 shstr ACC (RW, name_pl); /* The plural name of the object */
198 shstr ACC (RW, title); /* Of foo, etc */
199 shstr ACC (RW, race); /* human, goblin, dragon, etc */
200 shstr ACC (RW, slaying); /* Which race to do double damage to */
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
210 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
211 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
212 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
213 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
214 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
215 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
216 object_ptr ACC (RW, spell); /* Spell that was being cast */
217 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
218 arch_ptr ACC (RW, arch); /* Pointer to archetype */
219 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
220
221 float ACC (RW, speed); /* The overall speed of this object */
222 float ACC (RW, speed_left); /* How much speed is left to spend this round */
223
224 sint32 ACC (RW, nrof); /* How many of the objects */
225 /* This next big block is basically used for monsters and equipment */
226 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
227 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
228
229 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
230 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
231 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
232 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
233
234 uint16 ACC (RW, materials); /* What materials this object consists of */
235 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
236 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
237 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
238
239 /* Note that the last_.. values are sometimes used for non obvious
240 * meanings by some objects, eg, sp penalty, permanent exp.
241 */
242 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
243 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
244 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
245 sint16 ACC (RW, last_eat); /* How long since we last ate */
246
247 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
248 sint16 ACC (RW, level); /* Level of creature or object */
249
250 uint8 ACC (RW, pick_up); /* See crossfire.doc */
251 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
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
262 sint32 ACC (RW, weight); /* Attributes of the object */
263 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
264
265 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
266
267 sint64 ACC (RW, perm_exp); /* Permanent exp */
268 living ACC (RO, stats); /* Str, Con, Dex, etc */
269 /* See the pod/objects.pod for more info about body locations */
270
271 /* Following mostly refers to fields only used for monsters */
272
273 /* Spell related information, may be useful elsewhere
274 * Note that other fields are used - these files are basically
275 * only used in spells.
276 */
277 sint16 ACC (RW, duration); /* How long the spell lasts */
278 uint8 ACC (RW, casting_time); /* time left before spell goes off */
279 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
280
281 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
282 sint8 ACC (RW, range); /* Range of the spell */
283 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
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 constexpr static const float expmul = 1.0;//D
300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
301
302 /* Following are values used by any object */
303 /* this objects turns into or what this object creates */
304 treasurelist *ACC (RW, randomitems); /* Items to be generated */
305
306 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
307 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
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 */
312
313 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
314 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
315 /* allows different movement patterns for attackers */
316 uint8 ACC (RW, move_status); /* What stage in attack mode */
317 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
318
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 */
327};
328
329const_utf8_string query_weight (const object *op);
330const_utf8_string query_short_name (const object *op);
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);
335
336int change_ability_duration (object *spell, object *caster);
337int min_casting_level (object *caster, object *spell);
338int casting_level (object *caster, object *spell);
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);
343
344struct freelist_item
345{
346 freelist_item *next;
347 uint32_t count;
348};
349
350struct object : object_copy
351{
98 /* These variables are not changed by ->copy_to */ 352 // These variables are not changed by ->copy_to
353 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
99 354
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 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
102 359
103 player *ACC (RW, contr); /* Pointer to the player which control this object */ 360 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 361
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 362 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 363 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */ 364 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */ 365 object *inv; /* Pointer to the first object in the inventory */
366
367 //TODO: container must move into client
114 object *ACC (RW, container); /* Current container being used. I think this 368 object_ptr ACC (RW, container);/* Currently opened container. I think this
115 * is only used by the player right now. 369 * is only used by the player right now.
116 */ 370 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment. 371 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 372 * This is typically the container that the object is in.
119 */ 373 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 374 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 375 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124 376
125// these are being copied 377 MTH void set_flag (int flagnum)
126struct object_copy : attachable<object> 378 {
127{ 379 flag [flagnum] = true;
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 380 }
129 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147};
148 381
149// these are being copied and also cleared 382 MTH void clr_flag (int flagnum)
150struct object_pod 383 {
151{ 384 flag [flagnum] = false;
152 New_Face *ACC (RW, face); /* Face with colors */ 385 }
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 386
160 /* This next big block are basically used for monsters and equipment */ 387 // extra key value pairs
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 388 key_values kv;
162 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
175 */
176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 ACC (RW, item_power); /* power rating of the object */
184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */
196 389
197 /* Following mostly refers to fields only used for monsters */ 390//-GPL
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */
200 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */
206 391
207 /* Spell related information, may be useful elsewhere 392 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
208 * Note that other fields are used - these files are basically 393 MTH void post_load_check (); // do some adjustments after parsing
209 * only used in spells. 394 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
210 */ 395 bool write (object_freezer &f);
211 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
213 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219 396
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241};
242
243struct object : zero_initialised, object_keep, object_copy, object_pod
244{
245 typedef unordered_vector<object *> vector;
246
247 static vector mortals;
248 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects"
251
252 static object *create (); 397 MTH static object *create ();
398 const mapxy &operator =(const mapxy &pos);
253 void copy_to (object *dst); 399 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 400 MTH object *clone (); // create + copy_to a single object
255 void destroy (bool destroy_inventory = false); 401 MTH object *deep_clone (); // copy whole more chain and inventory
256 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
257 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;
258 417
259 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
260 static bool can_merge_slow (object *op1, object *op2); 453 static bool can_merge_slow (object *op1, object *op2);
261 454
262 // this is often used in time-critical code, so optimise 455 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 456 MTH static bool can_merge (object *op1, object *op2)
264 { 457 {
265 return op1->value == op2->value 458 return op1->value == op2->value
266 && op1->name == op2->name 459 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 460 && can_merge_slow (op1, op2);
268 } 461 }
269 462
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 463 MTH void set_owner (object_ornull *owner);
464 MTH void set_speed (float speed);
465 MTH void set_glow_radius (sint8 rad);
275 466
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 *find_spell (const_utf8_string prefix) const;
488
489 MTH object *force_find (shstr_tmp name);
490 MTH void force_set_timer (int duration);
491 MTH object *force_add (shstr_tmp name, int duration = 0);
492
493 oblinkpt *find_link () const;
494 MTH void add_link (maptile *map, shstr_tmp id);
495 MTH void remove_link ();
496
497 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
498 bool should_invoke (event_type event)
499 {
500 return ev_want_event [event] || ev_want_type [type] || cb;
501 }
502
276 void instantiate () 503 MTH void instantiate ();
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280 504
281 attachable<object>::instantiate (); 505 // recalculate all stats
282 } 506 MTH void update_stats ();
507 MTH void roll_stats ();
508 MTH void swap_stats (int a, int b);
509 MTH void add_statbonus ();
510 MTH void remove_statbonus ();
511 MTH void drain_stat ();
512 MTH void drain_specific_stat (int deplete_stats);
513 MTH void change_luck (int value);
283 514
284 // info must hold 256 * 3 bytes currently 515 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 516 const_utf8_string debug_desc (char *info) const;
286 const char *debug_desc () const; 517 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
518 const_utf8_string flag_desc (char *desc, int len) const;
519
520 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
521 MTH object *split (sint32 nr = 1); // return 0 on failure
522
523 MTH int number_of () const
524 {
525 return nrof ? nrof : 1;
526 }
527
528 MTH weight_t total_weight () const
529 {
530 return sint64 (weight + carrying) * number_of ();
531 }
532
533 MTH void update_weight ();
534
535 // return the dominant material of this item, always return something
536 const materialtype_t *dominant_material () const
537 {
538 return material;
539 }
540
541 // return the volume of this object in cm³
542 MTH volume_t volume () const
543 {
544 return (volume_t)total_weight ()
545 * 1024 // 1000 actually
546 * (type == CONTAINER ? 128 : 1)
547 / dominant_material ()->density; // ugh, division
548 }
549
550 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
551
552 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
553 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
554 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
555 || type == CLOAK || type == BOOTS || type == GLOVES
556 || type == BRACERS || type == GIRDLE; }
557 MTH bool is_alive () const { return (type == PLAYER
558 || flag [FLAG_MONSTER]
559 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
560 && !flag [FLAG_IS_A_TEMPLATE]; }
561 MTH bool is_arrow () const { return type == ARROW
562 || (type == SPELL_EFFECT
563 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
564 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
565
566 MTH bool is_dragon () const;
567
568 MTH bool is_immunity () const { return invisible && type == SIGN; }
569
570 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
571
572 // temporary: wether the object can be saved in a map file
573 // contr => is a player
574 // head => only save head of a multitile object
575 // owner => can not reference owner yet
576 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
577
578 /* This return true if object has still randomitems which
579 * could be expanded.
580 */
581 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
582
583 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
584
585 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
586
587 /* need_identify returns true if the item should be identified. This
588 * function really should not exist - by default, any item not identified
589 * should need it.
590 */
591 MTH bool need_identify () const;
592
593 // returns the outermost owner, never returns 0
594 MTH object *outer_owner ()
595 {
596 object *op;
597
598 for (op = this; op->owner; op = op->owner)
599 ;
600
601 return op;
602 }
603
604 // returns the outermost environment, never returns 0
605 MTH object *outer_env_or_self () const
606 {
607 const object *op;
608
609 for (op = this; op->env; op = op->env)
610 ;
611
612 return const_cast<object *>(op);
613 }
614
615 // returns the outermost environment, may return 0
616 MTH object *outer_env () const
617 {
618 return env ? outer_env_or_self () : 0;
619 }
620
621 // returns the player that has this object in his inventory, or 0
622 // we assume the player is always the outer env
623 MTH object *in_player () const
624 {
625 object *op = outer_env_or_self ();
626
627 return op->type == PLAYER ? op : 0;
628 }
629
630 // "temporary" helper function
631 MTH object *head_ () const
632 {
633 return head ? head : const_cast<object *>(this);
634 }
635
636 MTH bool is_head () const
637 {
638 return head_ () == this;
639 }
640
641 MTH bool is_on_map () const
642 {
643 return !env && !flag [FLAG_REMOVED];
644 }
645
646 MTH bool is_inserted () const
647 {
648 return !flag [FLAG_REMOVED];
649 }
650
651 MTH bool is_player () const
652 {
653 return !!contr;
654 }
655
656 /* elmex: this method checks whether the object is in a shop */
657 MTH bool is_in_shop () const;
658
659 MTH bool affects_los () const
660 {
661 return glow_radius || flag [FLAG_BLOCKSVIEW];
662 }
663
664 MTH bool has_carried_lights () const
665 {
666 return glow_radius;
667 }
668
669 // returns the player that can see this object, if any
670 MTH object *visible_to () const;
671
672 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
673 MTH std::string describe_monster (object *who = 0);
674 MTH std::string describe_item (object *who = 0);
675 MTH std::string describe (object *who = 0); // long description, without name
676
677 MTH const_utf8_string query_weight () { return ::query_weight (this); }
678 MTH const_utf8_string query_name () { return ::query_name (this); }
679 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
680 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
681
682 // If this object has no extra parts but should have them,
683 // add them, effectively expanding heads into multipart
684 // objects. This method only works on objects not inserted
685 // anywhere.
686 MTH void expand_tail ();
687
688 MTH void create_treasure (treasurelist *tl, int flags = 0);
689
690 // makes sure the player has the named skill,
691 // and also makes it innate if can_use is true.
692 // returns the new skill or 0 if no such skill exists.
693 MTH object *give_skill (shstr_cmp name, bool can_use = false);
694 MTH void become_follower (object *new_god);
695
696 // insert object at same map position as 'where'
697 // handles both inventory and map "positions"
698 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
699 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
700 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
701 MTH void drop_unpaid_items ();
702
703 MTH void activate ();
704 MTH void deactivate ();
705 MTH void activate_recursive ();
706 MTH void deactivate_recursive ();
707
708 // prefetch and activate the surrounding area
709 MTH void prefetch_surrounding_maps ();
710
711 // set the given flag on all objects in the inventory recursively
712 MTH void set_flag_inv (int flag, int value = 1);
713
714 void enter_exit (object *exit); // perl
715 MTH bool enter_map (maptile *newmap, int x, int y);
716 void player_goto (const_utf8_string path, int x, int y); // only for players
717 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
718
719 MTH object *mark () const;
720 MTH void splay_marked ();
721
722 // returns the mapspace this object is in
723 mapspace &ms () const;
287 724
288 // fully recursive iterator 725 // fully recursive iterator
289 struct iterator_base 726 struct iterator_base
290 { 727 {
291 object *item; 728 object *item;
298 operator object *() const { return item; } 735 operator object *() const { return item; }
299 736
300 object *operator ->() const { return item; } 737 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 738 object &operator * () const { return *item; }
302 }; 739 };
740
741 MTH unsigned int random_seed () const
742 {
743 return (unsigned int)uuid.seq;
744 }
303 745
304 // depth-first recursive iterator 746 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 747 struct depth_iterator : iterator_base
306 { 748 {
307 depth_iterator (object *container); 749 depth_iterator (object *container);
318 object *end () 760 object *end ()
319 { 761 {
320 return this; 762 return this;
321 } 763 }
322 764
765 /* This returns TRUE if the object is something that
766 * a client might want to know about.
767 */
768 MTH bool client_visible () const
769 {
770 return !invisible && type != PLAYER;
771 }
772
773 // the client does nrof * this weight
774 MTH sint32 client_weight () const
775 {
776 return weight + carrying;
777 }
778
779 MTH struct region *region () const;
780
781 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
782 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
783 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
784
785 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
786
787 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
788 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
789
790 // make some noise with given item into direction dir,
791 // currently only used for players to make them temporarily visible
792 // when they are invisible.
793 MTH void make_noise ();
794
795 /* animation */
796 MTH bool has_anim () const { return animation_id; }
797 const animation &anim () const { return animations [animation_id]; }
798 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
799 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
800 /* anim_frames () returns the number of animations allocated. The last
801 * usuable animation will be anim_frames () - 1 (for example, if an object
802 * has 8 animations, anim_frames () will return 8, but the values will
803 * range from 0 through 7.
804 */
805 MTH int anim_frames () const { return anim ().num_animations; }
806 MTH int anim_facings () const { return anim ().facings; }
807
808 MTH utf8_string as_string ();
809
810 // low-level management, statistics, ...
811 static uint32_t ACC (RW, object_count);
812 static uint32_t ACC (RW, free_count);
813 static uint32_t ACC (RW, create_count);
814 static uint32_t ACC (RW, destroy_count);
815 static freelist_item *freelist;
816 MTH static void freelist_free (int count);
817
323protected: 818protected:
324 friend struct archetype;
325
326 void link (); 819 void link ();
327 void unlink (); 820 void unlink ();
821
822 void do_delete ();
328 823
329 object (); 824 object ();
330 ~object (); 825 ~object ();
826
827private:
828 object &operator =(const object &);
829 object (const object &);
331}; 830};
332 831
333typedef struct oblnk 832// move this object to the top of its env's inventory to speed up
334{ /* Used to link together several objects */ 833// searches for it.
335 object_ptr ob; 834static inline object *
336 struct oblnk *next; 835splay (object *ob)
337} objectlink; 836{
837 if (ob->above && ob->env)
838 {
839 if (ob->above) ob->above->below = ob->below;
840 if (ob->below) ob->below->above = ob->above;
338 841
339typedef struct oblinkpt 842 ob->above = 0;
340{ /* Used to link together several object links */ 843 ob->below = ob->env->inv;
341 struct oblnk *link; 844 ob->below->above = ob;
342 long value; /* Used as connected value in buttons/gates */ 845 ob->env->inv = ob;
343 struct oblinkpt *next; 846 }
344} oblinkpt; 847
848 return ob;
849}
850
851//+GPL
852
853object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
854object *find_skill_by_name (object *who, shstr_cmp sh);
855object *find_skill_by_number (object *who, int skillno);
345 856
346/* 857/*
347 * The archetype structure is a set of rules on how to generate and manipulate 858 * The archetype structure is a set of rules on how to generate and manipulate
348 * objects which point to archetypes. 859 * objects which point to archetypes.
349 * This probably belongs in arch.h, but there really doesn't appear to 860 * This probably belongs in arch.h, but there really doesn't appear to
350 * be much left in the archetype - all it really is is a holder for the 861 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced 862 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 863 * by the object structure
353 */ 864 */
354 865
866//-GPL
867
355ACC_CLASS (archetype) 868INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 869struct archetype : object, zero_initialised
357{ 870{
358 archetype (); 871 static arch_ptr empty; // the empty_archetype
872 MTH static void gc ();
873
874 archetype (const_utf8_string name);
359 ~archetype (); 875 ~archetype ();
876 void gather_callbacks (AV *&callbacks, event_type event) const;
360 877
361 static archetype *find (const char *arch); 878 MTH static archetype *find (const_utf8_string name);
362 879
363 void hash_add (); // add to hastable 880 MTH void link ();
364 void hash_del (); // remove from hashtable 881 MTH void unlink ();
365 882
883 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
884 MTH object *instance ();
885
886 MTH void post_load_check (); // do some adjustments after parsing
887
888 object_vector_index ACC (RW, archid); // index in archvector
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 889 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 890
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 891 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 892
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 893 // support for archetype loading
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 894 static archetype *read (object_thawer &f);
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 895 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
373 * in comparison to the head. 896 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
374 */ 897
898protected:
899 void do_delete ();
375}; 900};
376 901
902// returns whether the object is a dragon player, which are often specialcased
903inline bool
904object::is_dragon () const
905{
906 return arch->race == shstr_dragon && is_player ();
907}
908
909inline void
910object_freezer::put (const keyword_string k, archetype *v)
911{
912 if (expect_true (v))
913 put (k, v->archname);
914 else
915 put (k);
916}
917
918typedef object_vector<object, &object::index > objectvec;
919typedef object_vector<object, &object::active> activevec;
920typedef object_vector<archetype, &archetype::archid> archvec;
921
377extern object *objects; 922extern objectvec objects;
378extern object *active_objects; 923extern activevec actives;
924extern archvec archetypes;
379 925
380extern int nrofallocobjects; 926// "safely" iterate over inv in a way such that the current item is removable
927// quite horrible, that's why its hidden in some macro
928#define for_inv_removable(op,var) \
929 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
381 930
382/* This returns TRUE if the object is something that 931#define for_all_objects(var) \
383 * should be displayed in the look window 932 for (unsigned _i = 0; _i < objects.size (); ++_i) \
384 */ 933 statementvar (object *, var, objects [_i])
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 934
935#define for_all_actives(var) \
936 for (unsigned _i = 0; _i < actives.size (); ++_i) \
937 statementvar (object *, var, actives [_i])
938
939#define for_all_archetypes(var) \
940 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
941 statementvar (archetype *, var, archetypes [_i])
942
943//+GPL
386 944
387/* Used by update_object to know if the object being passed is 945/* Used by update_object to know if the object being passed is
388 * being added or removed. 946 * being added or removed.
389 */ 947 */
390#define UP_OBJ_INSERT 1 948#define UP_OBJ_INSERT 1
391#define UP_OBJ_REMOVE 2 949#define UP_OBJ_REMOVE 2
392#define UP_OBJ_CHANGE 3 950#define UP_OBJ_CHANGE 3
393#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 951#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
394 952
395/* These are flags passed to insert_ob_in_map and 953/* These are flags passed to insert_ob_in_map and
396 * insert_ob_in_ob. Note that all flags may not be meaningful 954 * insert_ob_in_ob. Note that all flags may not be meaningful
397 * for both functions. 955 * for both functions.
398 * Most are fairly explanatory: 956 * Most are fairly explanatory:
399 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 957 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
400 * on space. 958 * on space.
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 965 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * Use for treasure chests so the new object is the highest thing 966 * Use for treasure chests so the new object is the highest thing
409 * beneath the player, but not actually above it. Note - the 967 * beneath the player, but not actually above it. Note - the
410 * map and x,y coordinates for the object to be inserted must 968 * map and x,y coordinates for the object to be inserted must
411 * match the originator. 969 * match the originator.
412 * INS_MAP_LOAD: disable lots of checkings done at insertion to
413 * speed up map loading process, as we assume the ordering in
414 * loaded map is correct.
415 * 970 *
416 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 971 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
417 * are mutually exclusive. The behaviour for passing more than one 972 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens 973 * should be considered undefined - while you may notice what happens
419 * right now if you pass more than one, that could very well change 974 * right now if you pass more than one, that could very well change
422#define INS_NO_MERGE 0x0001 977#define INS_NO_MERGE 0x0001
423#define INS_ABOVE_FLOOR_ONLY 0x0002 978#define INS_ABOVE_FLOOR_ONLY 0x0002
424#define INS_NO_WALK_ON 0x0004 979#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 980#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 981#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020 982#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
428 983
429#define ARCH_SINGULARITY "singularity" 984//-GPL
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom"
434 985
435#endif 986#endif
436 987

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