ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.273 by root, Sat Nov 17 23:33:18 2018 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 (©) 2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at crossfire.de 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#ifndef OBJECT_H 26#ifndef OBJECT_H
25#define OBJECT_H 27#define OBJECT_H
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
32//+GPL
33
30typedef uint32 tag_t; 34typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 35
32#define BODY_ARMS 1 36// also see common/item.C
37enum
38{
39# define def(name, use, nonuse) body_ ## name,
40# include "slotinc.h"
41# undef def
42 NUM_BODY_LOCATIONS
43};
33 44
34/* See common/item.c */ 45/* See common/item.c */
35 46
36typedef struct Body_Locations 47struct Body_Locations
37{ 48{
38 const char *save_name; /* Name used to load/save it to disk */ 49 const char *name; /* Short name/identifier */
50 keyword kw; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 51 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 */ 52 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 53};
42 54
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 55extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
56
57// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
58// contains the wall suffix (0, 1_3, 1_4 and so on).
59extern const char *wall_suffix[16];
60
61#define NUM_COINS 4 /* number of coin types */
62extern const char *const coins[NUM_COINS + 1];
63
64// restart server when object_count reaches this value
65#define RESTART_COUNT 0xe0000000
44 66
45/* 67/*
46 * Each object (this also means archetypes!) could have a few of these 68 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 69 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 70 *
49 * key and value are shared-strings. 71 * key and value are shared-strings.
50 * 72 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 73 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 74 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 75 * Exception is if you want to walk this list for some reason.
54 */ 76 */
55struct key_value 77struct key_value : slice_allocated
56{ 78{
57 key_value *next; 79 key_value *next; // must be first element
58 shstr key, value; 80 shstr key, value;
59}; 81};
60 82
83// "crossfires version of a perl hash."
84struct key_values
85{
86 key_value *first; // must be first element
87
88 bool empty() const
89 {
90 return !first;
91 }
92
93 void clear ();
94 shstr_tmp get (shstr_tmp key) const;
95 void del (shstr_tmp key);
96 void set (shstr_tmp key, shstr_tmp value);
97
98 void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
99 void reverse (); // reverses the ordering, to be used after loading an object
100 key_values &operator =(const key_values &kv);
101
102 // custom extra fields management
103 struct access_proxy
104 {
105 key_values &kv;
106 shstr_tmp key;
107
108 access_proxy (key_values &kv, shstr_tmp key)
109 : kv (kv), key (key)
110 {
111 }
112
113 const access_proxy &operator =(shstr_tmp value) const
114 {
115 kv.set (key, value);
116 return *this;
117 }
118
119 operator const shstr_tmp () const { return kv.get (key); }
120 operator const char *() const { return kv.get (key); }
121
122 private:
123 void operator =(int);
124 };
125
126 const access_proxy operator [](shstr_tmp key)
127 {
128 return access_proxy (*this, key);
129 }
130};
131
132//-GPL
133
61struct UUID 134struct UUID
62{ 135{
63 uint64 seq; 136 uint64 seq;
137
138 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
139
140 static UUID cur; // last uuid generated
141 static void init ();
142 static UUID gen ();
64 143
65 UUID () { } 144 UUID () { }
66 UUID (uint64 seq) : seq(seq) { } 145 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; } 146 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; } 147 void operator =(uint64 seq) { this->seq = seq; }
148
149 bool parse (const char *s);
150 char *append (char *buf) const;
151 char *c_str () const;
69}; 152};
70 153
71extern void init_uuid (); 154//+GPL
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
74 155
75/* Definition for WILL_APPLY values. Replaces having harcoded values 156/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 157 * 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 158 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 159 * can_apply and will_apply?
81#define WILL_APPLY_TREASURE 0x02 162#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x04 163#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x08 164#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 165#define WILL_APPLY_FOOD 0x10
85 166
86/* However, if you're keeping a pointer of some sort, you probably 167struct body_slot
87 * don't just want it copied, so you'll need to add to common/object.C, 168{
88 * e.g. ->copy_to () 169 signed char used:4; /* Calculated value based on items equipped */
89 */ 170 signed char info:4; /* body info as loaded from the file */
171};
90 172
91typedef refptr<object> object_ptr; 173typedef struct oblnk
92typedef refptr<archetype> arch_ptr; 174{ /* Used to link together several objects */
175 object_ptr ob;
176 struct oblnk *next;
177} objectlink;
93 178
179typedef struct oblinkpt
180{ /* Used to link together several object links */
181 struct oblnk *link;
182 struct oblinkpt *next;
183 shstr id; /* Used as connected value in buttons/gates */
184} oblinkpt;
185
186// temporary hack to find the culprit who corrupts face numbers. maybe. hopefully.
187struct faceidx_debug
188{
189 faceidx x;
190
191 operator faceidx () const
192 {
193 return x;
194 }
195
196 faceidx operator =(faceidx i)
197 {
198 if (ecb_expect_false (i >= faces.size ()))
199 {
200 fork_abort ("illegal faceidx assignment");
201 i = blank_face;
202 }
203
204 return x = i;
205 }
206};
207
208#if CFPERL
209static inline void sv_to (SV *sv, faceidx_debug &v) { v = SvIV (sv); }
210#endif
211
212INTERFACE_CLASS (object)
94// these are not being copied 213// these are being copied
95ACC_CLASS (object) 214struct object_copy : attachable
96struct object_keep : refcounted
97{ 215{
216 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
217
218 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
219 uint8 ACC (RW, subtype); /* subtype of object */
220 sint8 ACC (RW, direction); /* Means the object is moving that way. */
221 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
222
223 shstr ACC (RW, name); /* The name of the object, obviously... */
224 shstr ACC (RW, name_pl); /* The plural name of the object */
225 shstr ACC (RW, title); /* Of foo, etc */
226 shstr ACC (RW, race); /* human, goblin, dragon, etc */
227 shstr ACC (RW, slaying); /* Which race to do double damage to */
228 /* If this is an exit, this is the filename */
229
230 typedef bitset<NUM_FLAGS> flags_t;
231 flags_t flag; /* various flags */
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235
236 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
237 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
238 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
239 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
240 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
241 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
242 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
243 object_ptr ACC (RW, spell); /* Spell that was being cast */
244 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
245 arch_ptr ACC (RW, arch); /* Pointer to archetype */
246 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
247
248 float ACC (RW, speed); /* The overall speed of this object */
249 float ACC (RW, speed_left); /* How much speed is left to spend this round */
250
251 sint32 ACC (RW, nrof); /* How many of the objects */
252 /* This next big block is basically used for monsters and equipment */
253 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
254 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
255
256 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
257 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
258 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
259 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
260
261 uint16 ACC (RW, materials); /* What materials this object consists of */
262 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
263 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
264 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
265
266 /* Note that the last_.. values are sometimes used for non obvious
267 * meanings by some objects, eg, sp penalty, permanent exp.
268 */
269 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
270 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
271 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
272 sint16 ACC (RW, last_eat); /* How long since we last ate */
273
274 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
275 sint16 ACC (RW, level); /* Level of creature or object */
276
277 uint8 ACC (RW, pick_up); /* See crossfire.doc */
278 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
279 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
280 uint8 ACC (RW, weapontype); /* type of weapon */
281
282 body_slot slot [NUM_BODY_LOCATIONS];
283
284 faceidx_debug ACC (RW, face); /* the graphical face */
285
286 faceidx ACC (RW, sound); /* the sound face */
287 faceidx ACC (RW, sound_destroy); /* played on destroy */
288
289 sint32 ACC (RW, weight); /* Attributes of the object */
290 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
291
292 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
293
294 sint64 ACC (RW, perm_exp); /* Permanent exp */
295 living ACC (RO, stats); /* Str, Con, Dex, etc */
296 /* See the pod/objects.pod for more info about body locations */
297
298 /* Following mostly refers to fields only used for monsters */
299
300 /* Spell related information, may be useful elsewhere
301 * Note that other fields are used - these files are basically
302 * only used in spells.
303 */
304 sint16 ACC (RW, duration); /* How long the spell lasts */
305 uint8 ACC (RW, casting_time); /* time left before spell goes off */
306 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
307
308 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
309 sint8 ACC (RW, range); /* Range of the spell */
310 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
311 sint8 ACC (RW, item_power); /* power rating of the object */
312
313 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
314 MoveType ACC (RW, move_type); /* Type of movement this object uses */
315 MoveType ACC (RW, move_block);/* What movement types this blocks */
316 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
317
318 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
319 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
320 MoveType ACC (RW, move_slow); /* Movement types this slows down */
321
322 // 8 free bits
323
324 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
325 // /* races/classes can need less/more exp to gain levels */
326 constexpr static const float expmul = 1.0;//D
327 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
328
329 /* Following are values used by any object */
330 /* this objects turns into or what this object creates */
331 treasurelist *ACC (RW, randomitems); /* Items to be generated */
332
333 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
334 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
335 uint8 ACC (RW, will_apply); /* See crossfire.doc */
336 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
337 uint16 ACC (RW, animation_id);/* An index into the animation array */
338 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
339
340 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
341 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
342 /* allows different movement patterns for attackers */
343 uint8 ACC (RW, move_status); /* What stage in attack mode */
344 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
345
346 //16+ free bits
347
348 // rarely-accessed members should be at the end
349 shstr ACC (RW, tag); // a tag used to tracking this object
350 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
351 shstr ACC (RW, lore); /* Obscure information about this object, */
352 /* To get put into books and the like. */
353 shstr ACC (RW, custom_name); /* Custom name assigned by player */
354};
355
356const_utf8_string query_weight (const object *op);
357const_utf8_string query_short_name (const object *op);
358const_utf8_string query_name (const object *op);
359const_utf8_string query_base_name (const object *op, int plural);
360sint64 query_cost (const object *tmp, object *who, int flag);
361const char *query_cost_string (const object *tmp, object *who, int flag);
362
363int change_ability_duration (object *spell, object *caster);
364int min_casting_level (object *caster, object *spell);
365int casting_level (object *caster, object *spell);
366sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
367int SP_level_dam_adjust (object *caster, object *spob);
368int SP_level_duration_adjust (object *caster, object *spob);
369int SP_level_range_adjust (object *caster, object *spob);
370
371struct freelist_item
372{
373 freelist_item *next;
374 uint32_t count;
375};
376
377struct object : object_copy
378{
98 /* These variables are not changed by ->copy_to */ 379 // These variables are not changed by ->copy_to
380 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
99 381
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 382 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
383 uint32_t ACC (RO, count);
384 object_vector_index ACC (RO, index); // index into objects
385 object_vector_index ACC (RO, active); // index into actives
102 386
103 player *ACC (RW, contr); /* Pointer to the player which control this object */ 387 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 */ 388
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 */ 389 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 */ 390 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */ 391 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */ 392 object *inv; /* Pointer to the first object in the inventory */
393
394 //TODO: container must move into client
114 object *ACC (RW, container); /* Current container being used. I think this 395 object_ptr ACC (RW, container);/* Currently opened container. I think this
115 * is only used by the player right now. 396 * is only used by the player right now.
116 */ 397 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment. 398 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 399 * This is typically the container that the object is in.
119 */ 400 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 401 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 402 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};
124 403
125// these are being copied 404 MTH void set_flag (int flagnum)
126struct object_copy : attachable<object> 405 {
127{ 406 flag [flagnum] = true;
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 407 }
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};
148 408
149// these are being copied and also cleared 409 MTH void clr_flag (int flagnum)
150struct object_pod 410 {
151{ 411 flag [flagnum] = false;
152 New_Face *ACC (RW, face); /* Face with colors */ 412 }
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. */
159 413
160 /* This next big block are basically used for monsters and equipment */ 414 // extra key value pairs
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 415 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 */
196 416
197 /* Following mostly refers to fields only used for monsters */ 417//-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 */
206 418
207 /* Spell related information, may be useful elsewhere 419 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 420 MTH void post_load_check (); // do some adjustments after parsing
209 * only used in spells. 421 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
210 */ 422 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);
219 423
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 (); 424 MTH static object *create ();
425 const mapxy &operator =(const mapxy &pos);
253 void copy_to (object *dst); 426 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 427 MTH object *clone (); // create + copy_to a single object
255 void destroy (bool destroy_inventory = false); 428 MTH object *deep_clone (); // copy whole more chain and inventory
256 void remove (); 429 void do_destroy ();
430 void gather_callbacks (AV *&callbacks, event_type event) const;
431 MTH void destroy ();
432 MTH void drop_and_destroy ()
433 {
434 destroy_inv (true);
435 destroy ();
436 }
437
438 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
439 MTH void destroy_inv (bool drop_to_ground = false);
440 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 441 MTH object *insert (object *item); // insert into inventory
442 MTH void play_sound (faceidx sound) const;
443 MTH void say_msg (const_utf8_string msg) const;
258 444
259 static void free_mortals (); 445 void do_remove ();
446 MTH void remove ()
447 {
448 if (!flag [FLAG_REMOVED])
449 do_remove ();
450 }
451
452 MTH bool blocked (maptile *m, int x, int y) const;
453
454 void move_to (const mapxy &pos)
455 {
456 remove ();
457 *this = pos;
458 insert_at (this, this);
459 }
460
461 // high-level move method.
462 // object op is trying to move in direction dir.
463 // originator is typically the same as op, but
464 // can be different if originator is causing op to
465 // move (originator is pushing op)
466 // returns 0 if the object is not able to move to the
467 // desired space, 1 otherwise (in which case we also
468 // move the object accordingly. This function is
469 // very similiar to move_object.
470 int move (int dir, object *originator);
471
472 int move (int dir)
473 {
474 return move (dir, this);
475 }
476
477 // changes move_type to a new value - handles move_on/move_off effects
478 MTH void change_move_type (MoveType mt);
479
260 static bool can_merge_slow (object *op1, object *op2); 480 static bool can_merge_slow (object *op1, object *op2);
261 481
262 // this is often used in time-critical code, so optimise 482 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 483 MTH static bool can_merge (object *op1, object *op2)
264 { 484 {
265 return op1->value == op2->value 485 return op1->value == op2->value
266 && op1->name == op2->name 486 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 487 && can_merge_slow (op1, op2);
268 } 488 }
269 489
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 490 MTH void set_owner (object_ornull *owner);
491 MTH void set_speed (float speed);
492 MTH void set_glow_radius (sint8 rad);
275 493
494 MTH void open_container (object *new_container);
495 MTH void close_container ()
496 {
497 open_container (0);
498 }
499
500 // potential future accessor for "container"
501 MTH object *container_ () const
502 {
503 return container;
504 }
505
506 MTH bool is_open_container () const
507 {
508 // strangely enough, using ?: here causes code to inflate
509 return type == CONTAINER
510 && ((env && env->container_ () == this)
511 || (!env && flag [FLAG_APPLIED]));
512 }
513
514 MTH object *find_spell (const_utf8_string prefix) const;
515
516 MTH object *force_find (shstr_tmp name);
517 MTH void force_set_timer (int duration);
518 MTH object *force_add (shstr_tmp name, int duration = 0);
519
520 oblinkpt *find_link () const;
521 MTH void add_link (maptile *map, shstr_tmp id);
522 MTH void remove_link ();
523
524 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
525 bool should_invoke (event_type event)
526 {
527 return ev_want_event [event] || ev_want_type [type] || cb;
528 }
529
276 void instantiate () 530 MTH void instantiate ();
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280 531
281 attachable<object>::instantiate (); 532 // recalculate all stats
282 } 533 MTH void update_stats ();
534 MTH void roll_stats ();
535 MTH void swap_stats (int a, int b);
536 MTH void add_statbonus ();
537 MTH void remove_statbonus ();
538 MTH void drain_stat ();
539 MTH void drain_specific_stat (int deplete_stats);
540 MTH void change_luck (int value);
283 541
284 // info must hold 256 * 3 bytes currently 542 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 543 const_utf8_string debug_desc (char *info) const;
286 const char *debug_desc () const; 544 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
545 const_utf8_string flag_desc (char *desc, int len) const;
546
547 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
548 MTH object *split (sint32 nr = 1); // return 0 on failure
549
550 MTH int number_of () const
551 {
552 return nrof ? nrof : 1;
553 }
554
555 MTH weight_t total_weight () const
556 {
557 return sint64 (weight + carrying) * number_of ();
558 }
559
560 MTH void update_weight ();
561
562 // return the dominant material of this item, always return something
563 const materialtype_t *dominant_material () const
564 {
565 return material;
566 }
567
568 // return the volume of this object in cm³
569 MTH volume_t volume () const
570 {
571 return (volume_t)total_weight ()
572 * 1024 // 1000 actually
573 * (type == CONTAINER ? 128 : 1)
574 / dominant_material ()->density; // ugh, division
575 }
576
577 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
578
579 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
580 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
581 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
582 || type == CLOAK || type == BOOTS || type == GLOVES
583 || type == BRACERS || type == GIRDLE; }
584 MTH bool is_alive () const { return (type == PLAYER
585 || flag [FLAG_MONSTER]
586 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
587 && !flag [FLAG_IS_A_TEMPLATE]; }
588 MTH bool is_arrow () const { return type == ARROW
589 || (type == SPELL_EFFECT
590 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
591 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
592
593 MTH bool is_dragon () const;
594
595 MTH bool is_immunity () const { return invisible && type == SIGN; }
596
597 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
598
599 // temporary: wether the object can be saved in a map file
600 // contr => is a player
601 // head => only save head of a multitile object
602 // owner => can not reference owner yet
603 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
604
605 /* This return true if object has still randomitems which
606 * could be expanded.
607 */
608 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
609
610 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
611
612 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
613
614 /* need_identify returns true if the item should be identified. This
615 * function really should not exist - by default, any item not identified
616 * should need it.
617 */
618 MTH bool need_identify () const;
619
620 // returns the outermost owner, never returns 0
621 MTH object *outer_owner ()
622 {
623 object *op;
624
625 for (op = this; op->owner; op = op->owner)
626 ;
627
628 return op;
629 }
630
631 // returns the outermost environment, never returns 0
632 MTH object *outer_env_or_self () const
633 {
634 const object *op;
635
636 for (op = this; op->env; op = op->env)
637 ;
638
639 return const_cast<object *>(op);
640 }
641
642 // returns the outermost environment, may return 0
643 MTH object *outer_env () const
644 {
645 return env ? outer_env_or_self () : 0;
646 }
647
648 // returns the player that has this object in his inventory, or 0
649 // we assume the player is always the outer env
650 MTH object *in_player () const
651 {
652 object *op = outer_env_or_self ();
653
654 return op->type == PLAYER ? op : 0;
655 }
656
657 // "temporary" helper function
658 MTH object *head_ () const
659 {
660 return head ? head : const_cast<object *>(this);
661 }
662
663 MTH bool is_head () const
664 {
665 return head_ () == this;
666 }
667
668 MTH bool is_on_map () const
669 {
670 return !env && !flag [FLAG_REMOVED];
671 }
672
673 MTH bool is_inserted () const
674 {
675 return !flag [FLAG_REMOVED];
676 }
677
678 MTH bool is_player () const
679 {
680 return !!contr;
681 }
682
683 /* elmex: this method checks whether the object is in a shop */
684 MTH bool is_in_shop () const;
685
686 MTH bool affects_los () const
687 {
688 return glow_radius || flag [FLAG_BLOCKSVIEW];
689 }
690
691 MTH bool has_carried_lights () const
692 {
693 return glow_radius;
694 }
695
696 // returns the player that can see this object, if any
697 MTH object *visible_to () const;
698
699 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
700 MTH std::string describe_monster (object *who = 0);
701 MTH std::string describe_item (object *who = 0);
702 MTH std::string describe (object *who = 0); // long description, without name
703
704 MTH const_utf8_string query_weight () { return ::query_weight (this); }
705 MTH const_utf8_string query_name () { return ::query_name (this); }
706 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
707 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
708
709 // If this object has no extra parts but should have them,
710 // add them, effectively expanding heads into multipart
711 // objects. This method only works on objects not inserted
712 // anywhere.
713 MTH void expand_tail ();
714
715 MTH void create_treasure (treasurelist *tl, int flags = 0);
716
717 // makes sure the player has the named skill,
718 // and also makes it innate if can_use is true.
719 // returns the new skill or 0 if no such skill exists.
720 MTH object *give_skill (shstr_cmp name, bool can_use = false);
721 MTH void become_follower (object *new_god);
722
723 // insert object at same map position as 'where'
724 // handles both inventory and map "positions"
725 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
726 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
727 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
728 MTH void drop_unpaid_items ();
729
730 MTH void activate ();
731 MTH void deactivate ();
732 MTH void activate_recursive ();
733 MTH void deactivate_recursive ();
734
735 // prefetch and activate the surrounding area
736 MTH void prefetch_surrounding_maps ();
737
738 // set the given flag on all objects in the inventory recursively
739 MTH void set_flag_inv (int flag, int value = 1);
740
741 void enter_exit (object *exit); // perl
742 MTH bool enter_map (maptile *newmap, int x, int y);
743 void player_goto (const_utf8_string path, int x, int y); // only for players
744 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
745
746 MTH object *mark () const;
747 MTH void splay_marked ();
748
749 // returns the mapspace this object is in
750 mapspace &ms () const;
287 751
288 // fully recursive iterator 752 // fully recursive iterator
289 struct iterator_base 753 struct iterator_base
290 { 754 {
291 object *item; 755 object *item;
298 operator object *() const { return item; } 762 operator object *() const { return item; }
299 763
300 object *operator ->() const { return item; } 764 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 765 object &operator * () const { return *item; }
302 }; 766 };
767
768 MTH unsigned int random_seed () const
769 {
770 return (unsigned int)uuid.seq;
771 }
303 772
304 // depth-first recursive iterator 773 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 774 struct depth_iterator : iterator_base
306 { 775 {
307 depth_iterator (object *container); 776 depth_iterator (object *container);
318 object *end () 787 object *end ()
319 { 788 {
320 return this; 789 return this;
321 } 790 }
322 791
792 /* This returns TRUE if the object is something that
793 * a client might want to know about.
794 */
795 MTH bool client_visible () const
796 {
797 return !invisible && type != PLAYER;
798 }
799
800 // the client does nrof * this weight
801 MTH sint32 client_weight () const
802 {
803 return weight + carrying;
804 }
805
806 MTH struct region *region () const;
807
808 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
809 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
810 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
811
812 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
813
814 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
815 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
816
817 // make some noise with given item into direction dir,
818 // currently only used for players to make them temporarily visible
819 // when they are invisible.
820 MTH void make_noise ();
821
822 /* animation */
823 MTH bool has_anim () const { return animation_id; }
824 const animation &anim () const { return animations [animation_id]; }
825 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
826 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
827 /* anim_frames () returns the number of animations allocated. The last
828 * usuable animation will be anim_frames () - 1 (for example, if an object
829 * has 8 animations, anim_frames () will return 8, but the values will
830 * range from 0 through 7.
831 */
832 MTH int anim_frames () const { return anim ().num_animations; }
833 MTH int anim_facings () const { return anim ().facings; }
834
835 MTH utf8_string as_string ();
836
837 // low-level management, statistics, ...
838 static uint32_t ACC (RW, object_count);
839 static uint32_t ACC (RW, free_count);
840 static uint32_t ACC (RW, create_count);
841 static uint32_t ACC (RW, destroy_count);
842 static freelist_item *freelist;
843 MTH static void freelist_free (int count);
844
323protected: 845protected:
324 friend struct archetype;
325
326 void link (); 846 void link ();
327 void unlink (); 847 void unlink ();
848
849 void do_delete ();
328 850
329 object (); 851 object ();
330 ~object (); 852 ~object ();
853
854private:
855 object &operator =(const object &);
856 object (const object &);
331}; 857};
332 858
333typedef struct oblnk 859// move this object to the top of its env's inventory to speed up
334{ /* Used to link together several objects */ 860// searches for it.
335 object_ptr ob; 861static inline object *
336 struct oblnk *next; 862splay (object *ob)
337} objectlink; 863{
864 if (ob->above && ob->env)
865 {
866 if (ob->above) ob->above->below = ob->below;
867 if (ob->below) ob->below->above = ob->above;
338 868
339typedef struct oblinkpt 869 ob->above = 0;
340{ /* Used to link together several object links */ 870 ob->below = ob->env->inv;
341 struct oblnk *link; 871 ob->below->above = ob;
342 long value; /* Used as connected value in buttons/gates */ 872 ob->env->inv = ob;
343 struct oblinkpt *next; 873 }
344} oblinkpt; 874
875 return ob;
876}
877
878//+GPL
879
880object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
881object *find_skill_by_name (object *who, shstr_cmp sh);
882object *find_skill_by_number (object *who, int skillno);
345 883
346/* 884/*
347 * The archetype structure is a set of rules on how to generate and manipulate 885 * The archetype structure is a set of rules on how to generate and manipulate
348 * objects which point to archetypes. 886 * objects which point to archetypes.
349 * This probably belongs in arch.h, but there really doesn't appear to 887 * 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 888 * 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 889 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 890 * by the object structure
353 */ 891 */
354 892
893//-GPL
894
355ACC_CLASS (archetype) 895INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 896struct archetype : object, zero_initialised
357{ 897{
358 archetype (); 898 static arch_ptr empty; // the empty_archetype
899 MTH static void gc ();
900
901 archetype (const_utf8_string name);
359 ~archetype (); 902 ~archetype ();
903 void gather_callbacks (AV *&callbacks, event_type event) const;
360 904
361 static archetype *find (const char *arch); 905 MTH static archetype *find (const_utf8_string name);
362 906
363 void hash_add (); // add to hastable 907 MTH void link ();
364 void hash_del (); // remove from hashtable 908 MTH void unlink ();
365 909
910 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
911 MTH object *instance ();
912
913 MTH void post_load_check (); // do some adjustments after parsing
914
915 object_vector_index ACC (RW, archid); // index in archvector
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 916 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 917
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 918 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 */ 919
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 920 // support for archetype loading
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 921 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 922 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
373 * in comparison to the head. 923 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
374 */ 924
925protected:
926 void do_delete ();
375}; 927};
376 928
929// returns whether the object is a dragon player, which are often specialcased
930inline bool
931object::is_dragon () const
932{
933 return arch->race == shstr_dragon && is_player ();
934}
935
936inline void
937object_freezer::put (const keyword_string k, archetype *v)
938{
939 if (expect_true (v))
940 put (k, v->archname);
941 else
942 put (k);
943}
944
945typedef object_vector<object, &object::index > objectvec;
946typedef object_vector<object, &object::active> activevec;
947typedef object_vector<archetype, &archetype::archid> archvec;
948
377extern object *objects; 949extern objectvec objects;
378extern object *active_objects; 950extern activevec actives;
951extern archvec archetypes;
379 952
380extern int nrofallocobjects; 953// "safely" iterate over inv in a way such that the current item is removable
954// quite horrible, that's why its hidden in some macro
955#define for_inv_removable(op,var) \
956 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
381 957
382/* This returns TRUE if the object is something that 958#define for_all_objects(var) \
383 * should be displayed in the look window 959 for (unsigned _i = 0; _i < objects.size (); ++_i) \
384 */ 960 statementvar (object *, var, objects [_i])
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 961
962#define for_all_actives(var) \
963 for (unsigned _i = 0; _i < actives.size (); ++_i) \
964 statementvar (object *, var, actives [_i])
965
966#define for_all_archetypes(var) \
967 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
968 statementvar (archetype *, var, archetypes [_i])
969
970//+GPL
386 971
387/* Used by update_object to know if the object being passed is 972/* Used by update_object to know if the object being passed is
388 * being added or removed. 973 * being added or removed.
389 */ 974 */
390#define UP_OBJ_INSERT 1 975#define UP_OBJ_INSERT 1
391#define UP_OBJ_REMOVE 2 976#define UP_OBJ_REMOVE 2
392#define UP_OBJ_CHANGE 3 977#define UP_OBJ_CHANGE 3
393#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 978#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
394 979
395/* These are flags passed to insert_ob_in_map and 980/* These are flags passed to insert_ob_in_map and
396 * insert_ob_in_ob. Note that all flags may not be meaningful 981 * insert_ob_in_ob. Note that all flags may not be meaningful
397 * for both functions. 982 * for both functions.
398 * Most are fairly explanatory: 983 * Most are fairly explanatory:
399 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 984 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
400 * on space. 985 * on space.
401 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 986 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
402 * INS_NO_WALK_ON: Don't call check_walk_on against the 987 * INS_NO_WALK_ON: Don't call check_walk_on against the
403 * originator - saves cpu time if you know the inserted object 988 * originator - saves cpu time if you know the inserted object
404 * is not meaningful in terms of having an effect. 989 * is not meaningful in terms of having an effect.
405 * INS_ON_TOP: Always put object on top. Generally only needed when loading 990 * INS_ON_TOP: Always put object on top. Generally only needed when loading
406 * files from disk and ordering needs to be preserved. 991 * files from disk and ordering needs to be preserved.
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 992 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * Use for treasure chests so the new object is the highest thing 993 * Use for treasure chests so the new object is the highest thing
409 * beneath the player, but not actually above it. Note - the 994 * beneath the player, but not actually above it. Note - the
410 * map and x,y coordinates for the object to be inserted must 995 * map and x,y coordinates for the object to be inserted must
411 * match the originator. 996 * 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 * 997 *
416 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 998 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
417 * are mutually exclusive. The behaviour for passing more than one 999 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens 1000 * should be considered undefined - while you may notice what happens
419 * right now if you pass more than one, that could very well change 1001 * right now if you pass more than one, that could very well change
422#define INS_NO_MERGE 0x0001 1004#define INS_NO_MERGE 0x0001
423#define INS_ABOVE_FLOOR_ONLY 0x0002 1005#define INS_ABOVE_FLOOR_ONLY 0x0002
424#define INS_NO_WALK_ON 0x0004 1006#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 1007#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 1008#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020 1009#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
428 1010
429#define ARCH_SINGULARITY "singularity" 1011//-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 1012
435#endif 1013#endif
436 1014

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines