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Comparing deliantra/server/include/object.h (file contents):
Revision 1.21 by root, Fri Sep 8 16:53:57 2006 UTC vs.
Revision 1.274 by root, Sun Nov 18 15:19:48 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-devel@real-time.com 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
134struct UUID
135{
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 ();
143
144 UUID () { }
145 UUID (uint64 seq) : seq(seq) { }
146 operator uint64() { return 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;
152};
153
154//+GPL
61 155
62/* Definition for WILL_APPLY values. Replaces having harcoded values 156/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 159 * can_apply and will_apply?
66 */ 160 */
67#define WILL_APPLY_HANDLE 0x1 161#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 162#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 163#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 164#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 165#define WILL_APPLY_FOOD 0x10
72 166
73 167struct body_slot
74/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object.
77 */
78
79// these are not being copied
80ACC_CLASS (object)
81struct object_keep
82{ 168{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 169 signed char used:4; /* Calculated value based on items equipped */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 170 signed char info:4; /* body info as loaded from the file */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 171};
108 172
173typedef struct oblnk
174{ /* Used to link together several objects */
175 object_ptr ob;
176 struct oblnk *next;
177} objectlink;
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)
109// these are being copied 213// these are being copied
110struct object_copy:attachable<object> 214struct object_copy : attachable
111{ 215{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 216 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
113 * All fields beow this point are automatically copied by memcpy. If 217
114 * adding something that needs a refcount updated, make sure you modify 218 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
115 * copy_object to do so. Everything below here also gets cleared 219 uint8 ACC (RW, subtype); /* subtype of object */
116 * by clear_object() 220 sint8 ACC (RW, direction); /* Means the object is moving that way. */
117 */ 221 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
222
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 223 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 224 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 225 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 226 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 227 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 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
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 237 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 238 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 239 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
127 /* To get put into books and the like. */ 240 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
128 shstr ACC (RW, materialname); /* specific material name */ 241 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 242 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
130}; 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 */
131 247
132// these are being copied and also cleared
133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 248 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 249 float ACC (RW, speed_left); /* How much speed is left to spend this round */
250
138 uint32 ACC (RW, nrof); /* How many of the objects */ 251 sint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142
143 /* This next big block are basically used for monsters and equipment */ 252 /* This next big block is basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 253 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 254 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
255
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 256 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 257 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 258 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 259 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 260
261 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 262 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 263 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 264 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */ 265
157 /* Note that the last_.. values are sometimes used for non obvious 266 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 267 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 268 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 269 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 270 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 271 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 272 sint16 ACC (RW, last_eat); /* How long since we last ate */
273
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 274 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
275 sint16 ACC (RW, level); /* Level of creature or object */
276
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 277 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 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
168 sint32 ACC (RW, weight); /* Attributes of the object */ 289 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 290 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
291
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 292 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 293
294 sint64 ACC (RW, perm_exp); /* Permanent exp */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 295 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
179 /* See the doc/Developers/objects for more info about body locations */ 296 /* See the pod/objects.pod for more info about body locations */
180 297
181 /* Following mostly refers to fields only used for monsters */ 298 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */
202 299
203 /* Spell related information, may be useful elsewhere 300 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 301 * Note that other fields are used - these files are basically
205 * only used in spells. 302 * only used in spells.
206 */ 303 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 304 sint16 ACC (RW, duration); /* How long the spell lasts */
305 uint8 ACC (RW, casting_time); /* time left before spell goes off */
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 306 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 307
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 uint16 ACC (RW, start_holding);
212 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 308 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 309 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 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 */
216 328
217 /* Following are values used by any object */ 329 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 330 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 331 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 332
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 333 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 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 */
227 339
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 340 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 341 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 342 /* allows different movement patterns for attackers */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 343 uint8 ACC (RW, move_status); /* What stage in attack mode */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 344 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 345
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 346 //16+ free bits
235 key_value *key_values; /* Fields not explictly known by the loader. */ 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 */
236}; 354};
237 355
238struct object : zero_initialised, object_keep, object_copy, object_pod 356const_utf8_string query_weight (const object *op);
239{ 357const_utf8_string query_short_name (const object *op);
240 static bool can_merge (object * op1, object * op2); 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);
241 362
242 void clear (); 363int change_ability_duration (object *spell, object *caster);
243 void clone (object * destination); 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;
244}; 375};
245 376
246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 377struct object : object_copy
378{
379 // These variables are not changed by ->copy_to
380 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
247 381
248typedef struct oblnk 382 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249{ /* Used to link together several objects */ 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
386
387 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
388
389 object *ACC (RW, below); /* Pointer to the object stacked below this one */
390 object *ACC (RW, above); /* Pointer to the object stacked above this one */
391 /* Note: stacked in the *same* environment */
392 object *inv; /* Pointer to the first object in the inventory */
393
394 //TODO: container must move into client
395 object_ptr ACC (RW, container);/* Currently opened container. I think this
396 * is only used by the player right now.
397 */
398 object *ACC (RW, env); /* Pointer to the object which is the environment.
399 * This is typically the container that the object is in.
400 */
401 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
402 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
403
404 MTH void set_flag (int flagnum)
405 {
406 flag [flagnum] = true;
407 }
408
409 MTH void clr_flag (int flagnum)
410 {
411 flag [flagnum] = false;
412 }
413
414 // extra key value pairs
415 key_values kv;
416
417//-GPL
418
419 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
420 MTH void post_load_check (); // do some adjustments after parsing
421 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
422 bool write (object_freezer &f);
423
424 MTH static object *create ();
425 const mapxy &operator =(const mapxy &pos);
426 MTH void copy_to (object *dst);
427 MTH object *clone (); // create + copy_to a single object
428 MTH object *deep_clone (); // copy whole more chain and inventory
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
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;
444
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
480 static bool can_merge_slow (object *op1, object *op2);
481
482 // this is often used in time-critical code, so optimise
483 MTH static bool can_merge (object *op1, object *op2)
484 {
485 return op1->value == op2->value
486 && op1->name == op2->name
487 && can_merge_slow (op1, op2);
488 }
489
490 MTH void set_owner (object_ornull *owner);
491 MTH void set_speed (float speed);
492 MTH void set_glow_radius (sint8 rad);
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
530 MTH void instantiate ();
531
532 // recalculate all stats
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);
541
542 // info must hold 256 * 3 bytes currently
543 const_utf8_string debug_desc (char *info) 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 {
250 object *ob; 623 object *op;
251 struct oblnk *next;
252 tag_t id;
253} objectlink;
254 624
255typedef struct oblinkpt 625 for (op = this; op->owner; op = op->owner)
256{ /* Used to link together several object links */ 626 ;
257 struct oblnk *link; 627
258 long value; /* Used as connected value in buttons/gates */ 628 return op;
259 struct oblinkpt *next; 629 }
260} oblinkpt; 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;
751
752 // fully recursive iterator
753 struct iterator_base
754 {
755 object *item;
756
757 iterator_base (object *container)
758 : item (container)
759 {
760 }
761
762 operator object *() const { return item; }
763
764 object *operator ->() const { return item; }
765 object &operator * () const { return *item; }
766 };
767
768 MTH unsigned int random_seed () const
769 {
770 return (unsigned int)uuid.seq;
771 }
772
773 // depth-first recursive iterator
774 struct depth_iterator : iterator_base
775 {
776 depth_iterator (object *container);
777 void next ();
778 object *operator ++( ) { next (); return item; }
779 object *operator ++(int) { object *i = item; next (); return i; }
780 };
781
782 object *begin ()
783 {
784 return this;
785 }
786
787 object *end ()
788 {
789 return this;
790 }
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 // sets a new animation frame, if the object has animation frames,
836 // and updates the face
837 MTH void update_anim_frame (int frame);
838
839 MTH utf8_string as_string ();
840
841 // low-level management, statistics, ...
842 static uint32_t ACC (RW, object_count);
843 static uint32_t ACC (RW, free_count);
844 static uint32_t ACC (RW, create_count);
845 static uint32_t ACC (RW, destroy_count);
846 static freelist_item *freelist;
847 MTH static void freelist_free (int count);
848
849protected:
850 void link ();
851 void unlink ();
852
853 void do_delete ();
854
855 object ();
856 ~object ();
857
858private:
859 object &operator =(const object &);
860 object (const object &);
861};
862
863// move this object to the top of its env's inventory to speed up
864// searches for it.
865static inline object *
866splay (object *ob)
867{
868 if (ob->above && ob->env)
869 {
870 if (ob->above) ob->above->below = ob->below;
871 if (ob->below) ob->below->above = ob->above;
872
873 ob->above = 0;
874 ob->below = ob->env->inv;
875 ob->below->above = ob;
876 ob->env->inv = ob;
877 }
878
879 return ob;
880}
881
882//+GPL
883
884object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
885object *find_skill_by_name (object *who, shstr_cmp sh);
886object *find_skill_by_number (object *who, int skillno);
261 887
262/* 888/*
263 * The archetype structure is a set of rules on how to generate and manipulate 889 * The archetype structure is a set of rules on how to generate and manipulate
264 * objects which point to archetypes. 890 * objects which point to archetypes.
265 * This probably belongs in arch.h, but there really doesn't appear to 891 * This probably belongs in arch.h, but there really doesn't appear to
266 * be much left in the archetype - all it really is is a holder for the 892 * be much left in the archetype - all it really is is a holder for the
267 * object and pointers. This structure should get removed, and just replaced 893 * object and pointers. This structure should get removed, and just replaced
268 * by the object structure 894 * by the object structure
269 */ 895 */
270 896
897//-GPL
898
271ACC_CLASS(archetype) 899INTERFACE_CLASS (archetype)
272struct archetype : zero_initialised 900struct archetype : object, zero_initialised
273{ 901{
902 static arch_ptr empty; // the empty_archetype
903 MTH static void gc ();
904
905 archetype (const_utf8_string name);
906 ~archetype ();
907 void gather_callbacks (AV *&callbacks, event_type event) const;
908
909 MTH static archetype *find (const_utf8_string name);
910
911 MTH void link ();
912 MTH void unlink ();
913
914 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
915 MTH object *instance ();
916
917 MTH void post_load_check (); // do some adjustments after parsing
918
919 object_vector_index ACC (RW, archid); // index in archvector
274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 920 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
275 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 921
276 struct archetype *ACC (RW, head); /* The main part of a linked object */ 922 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
277 struct archetype *ACC (RW, more); /* Next part of a linked object */ 923
278 object ACC (RO, clone); /* An object from which to do copy_object() */ 924 // support for archetype loading
279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 925 static archetype *read (object_thawer &f);
280 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 926 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
281 * in comparison to the head. 927 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
282 */ 928
929protected:
930 void do_delete ();
283}; 931};
284 932
933// returns whether the object is a dragon player, which are often specialcased
934inline bool
935object::is_dragon () const
936{
937 return arch->race == shstr_dragon && is_player ();
938}
939
940inline void
941object_freezer::put (const keyword_string k, archetype *v)
942{
943 if (expect_true (v))
944 put (k, v->archname);
945 else
946 put (k);
947}
948
949typedef object_vector<object, &object::index > objectvec;
950typedef object_vector<object, &object::active> activevec;
951typedef object_vector<archetype, &archetype::archid> archvec;
952
285extern object *objects; 953extern objectvec objects;
286extern object *active_objects; 954extern activevec actives;
955extern archvec archetypes;
287 956
288extern int nrofallocobjects; 957// "safely" iterate over inv in a way such that the current item is removable
958// quite horrible, that's why its hidden in some macro
959#define for_inv_removable(op,var) \
960 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
289 961
290/* This returns TRUE if the object is something that 962#define for_all_objects(var) \
291 * should be displayed in the look window 963 for (unsigned _i = 0; _i < objects.size (); ++_i) \
292 */ 964 statementvar (object *, var, objects [_i])
293#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 965
966#define for_all_actives(var) \
967 for (unsigned _i = 0; _i < actives.size (); ++_i) \
968 statementvar (object *, var, actives [_i])
969
970#define for_all_archetypes(var) \
971 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
972 statementvar (archetype *, var, archetypes [_i])
973
974//+GPL
294 975
295/* Used by update_object to know if the object being passed is 976/* Used by update_object to know if the object being passed is
296 * being added or removed. 977 * being added or removed.
297 */ 978 */
298#define UP_OBJ_INSERT 1 979#define UP_OBJ_INSERT 1 // object was inserted
299#define UP_OBJ_REMOVE 2 980#define UP_OBJ_REMOVE 2 // object was removed
300#define UP_OBJ_CHANGE 3 981#define UP_OBJ_CHANGE 3 // object has changed in some unspecified way
301#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 982#define UP_OBJ_FACE 4 // only thing that changed was the face
302 983
303/* These are flags passed to insert_ob_in_map and 984/* These are flags passed to insert_ob_in_map and
304 * insert_ob_in_ob. Note that all flags may not be meaningful 985 * insert_ob_in_ob. Note that all flags may not be meaningful
305 * for both functions. 986 * for both functions.
306 * Most are fairly explanatory: 987 * Most are fairly explanatory:
307 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 988 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
308 * on space. 989 * on space.
309 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 990 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
310 * INS_NO_WALK_ON: Don't call check_walk_on against the 991 * INS_NO_WALK_ON: Don't call check_walk_on against the
311 * originator - saves cpu time if you know the inserted object 992 * originator - saves cpu time if you know the inserted object
312 * is not meaningful in terms of having an effect. 993 * is not meaningful in terms of having an effect.
313 * INS_ON_TOP: Always put object on top. Generally only needed when loading 994 * INS_ON_TOP: Always put object on top. Generally only needed when loading
314 * files from disk and ordering needs to be preserved. 995 * files from disk and ordering needs to be preserved.
315 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 996 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
316 * Use for treasure chests so the new object is the highest thing 997 * Use for treasure chests so the new object is the highest thing
317 * beneath the player, but not actually above it. Note - the 998 * beneath the player, but not actually above it. Note - the
318 * map and x,y coordinates for the object to be inserted must 999 * map and x,y coordinates for the object to be inserted must
319 * match the originator. 1000 * match the originator.
320 * INS_MAP_LOAD: disable lots of checkings done at insertion to
321 * speed up map loading process, as we assume the ordering in
322 * loaded map is correct.
323 * 1001 *
324 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 1002 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
325 * are mutually exclusive. The behaviour for passing more than one 1003 * are mutually exclusive. The behaviour for passing more than one
326 * should be considered undefined - while you may notice what happens 1004 * should be considered undefined - while you may notice what happens
327 * right now if you pass more than one, that could very well change 1005 * right now if you pass more than one, that could very well change
330#define INS_NO_MERGE 0x0001 1008#define INS_NO_MERGE 0x0001
331#define INS_ABOVE_FLOOR_ONLY 0x0002 1009#define INS_ABOVE_FLOOR_ONLY 0x0002
332#define INS_NO_WALK_ON 0x0004 1010#define INS_NO_WALK_ON 0x0004
333#define INS_ON_TOP 0x0008 1011#define INS_ON_TOP 0x0008
334#define INS_BELOW_ORIGINATOR 0x0010 1012#define INS_BELOW_ORIGINATOR 0x0010
335#define INS_MAP_LOAD 0x0020 1013#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
336 1014
337#define ARCH_SINGULARITY "singularity" 1015//-GPL
338#define ARCH_SINGULARITY_LEN 11
339#define ARCH_DETECT_MAGIC "detect_magic"
340#define ARCH_DEPLETION "depletion"
341#define ARCH_SYMPTOM "symptom"
342 1016
343#endif 1017#endif
1018

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