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Comparing deliantra/server/include/object.h (file contents):
Revision 1.31 by root, Tue Sep 12 01:26:07 2006 UTC vs.
Revision 1.275 by root, Sun Nov 18 16:32:27 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?
68#define WILL_APPLY_TREASURE 0x02 162#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 163#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 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 : refcounted
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 */
84 170 signed char info:4; /* body info as loaded from the file */
85 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 171};
107 172
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
186INTERFACE_CLASS (object)
108// these are being copied 187// these are being copied
109struct object_copy : attachable<object> 188struct object_copy : attachable
110{ 189{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 190 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
191
192 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
193 uint8 ACC (RW, subtype); /* subtype of object */
194 sint8 ACC (RW, direction); /* Means the object is moving that way. */
195 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
196
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 197 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 198 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 199 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 200 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 201 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 202 /* If this is an exit, this is the filename */
203
204 typedef bitset<NUM_FLAGS> flags_t;
205 flags_t flag; /* various flags */
206#if FOR_PERL
207 bool ACC (RW, flag[NUM_FLAGS]);
208#endif
209
210 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 211 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 212 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 213 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
121 /* To get put into books and the like. */ 214 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
122 shstr ACC (RW, materialname); /* specific material name */ 215 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 216 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
124}; 217 object_ptr ACC (RW, spell); /* Spell that was being cast */
218 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
219 arch_ptr ACC (RW, arch); /* Pointer to archetype */
220 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 221
126// these are being copied and also cleared
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 222 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 223 float ACC (RW, speed_left); /* How much speed is left to spend this round */
224
132 uint32 ACC (RW, nrof); /* How many of the objects */ 225 sint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136
137 /* This next big block are basically used for monsters and equipment */ 226 /* This next big block is basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 227 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 228 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
229
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 230 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 231 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 232 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 233 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 234
235 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 236 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 237 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 238 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
239
150 /* Note that the last_.. values are sometimes used for non obvious 240 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 241 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 242 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 243 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 244 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 245 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 246 sint16 ACC (RW, last_eat); /* How long since we last ate */
247
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 248 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 249 sint16 ACC (RW, level); /* Level of creature or object */
250
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 251 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 252 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 253 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
254 uint8 ACC (RW, weapontype); /* type of weapon */
255
256 body_slot slot [NUM_BODY_LOCATIONS];
257
258 faceidx ACC (RW, face); /* the graphical face */
259
260 faceidx ACC (RW, sound); /* the sound face */
261 faceidx ACC (RW, sound_destroy); /* played on destroy */
262
163 sint32 ACC (RW, weight); /* Attributes of the object */ 263 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 264 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
265
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 266 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
267
268 sint64 ACC (RW, perm_exp); /* Permanent exp */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 269 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */
174 /* See the doc/Developers/objects for more info about body locations */ 270 /* See the pod/objects.pod for more info about body locations */
175 271
176 /* Following mostly refers to fields only used for monsters */ 272 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */
192 273
193 /* Spell related information, may be useful elsewhere 274 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 275 * Note that other fields are used - these files are basically
195 * only used in spells. 276 * only used in spells.
196 */ 277 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 278 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 279 uint8 ACC (RW, casting_time); /* time left before spell goes off */
199 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 280 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
281
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 282 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 283 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 284 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
285 sint8 ACC (RW, item_power); /* power rating of the object */
286
287 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
288 MoveType ACC (RW, move_type); /* Type of movement this object uses */
289 MoveType ACC (RW, move_block);/* What movement types this blocks */
290 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
291
292 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
293 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
294 MoveType ACC (RW, move_slow); /* Movement types this slows down */
295
296 // 8 free bits
297
298 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
299 // /* races/classes can need less/more exp to gain levels */
300 constexpr static const float expmul = 1.0;//D
301 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
206 302
207 /* Following are values used by any object */ 303 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 /* this objects turns into or what this object creates */ 304 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 305 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 306
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 307 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 308 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
309 uint8 ACC (RW, will_apply); /* See crossfire.doc */
310 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
311 uint16 ACC (RW, animation_id);/* An index into the animation array */
312 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
217 313
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 314 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 315 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 316 /* allows different movement patterns for attackers */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 317 uint8 ACC (RW, move_status); /* What stage in attack mode */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 318 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 319
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 320 //16+ free bits
225 key_value *key_values; /* Fields not explictly known by the loader. */ 321
322 // rarely-accessed members should be at the end
323 shstr ACC (RW, tag); // a tag used to tracking this object
324 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
325 shstr ACC (RW, lore); /* Obscure information about this object, */
326 /* To get put into books and the like. */
327 shstr ACC (RW, custom_name); /* Custom name assigned by player */
226}; 328};
227 329
228struct object : zero_initialised, object_keep, object_copy, object_pod 330const_utf8_string query_weight (const object *op);
331const_utf8_string query_short_name (const object *op);
332const_utf8_string query_name (const object *op);
333const_utf8_string query_base_name (const object *op, int plural);
334sint64 query_cost (const object *tmp, object *who, int flag);
335const char *query_cost_string (const object *tmp, object *who, int flag);
336
337int change_ability_duration (object *spell, object *caster);
338int min_casting_level (object *caster, object *spell);
339int casting_level (object *caster, object *spell);
340sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
341int SP_level_dam_adjust (object *caster, object *spob);
342int SP_level_duration_adjust (object *caster, object *spob);
343int SP_level_range_adjust (object *caster, object *spob);
344
345struct freelist_item
229{ 346{
347 freelist_item *next;
348 uint32_t count;
349};
350
351struct object : object_copy
352{
353 // These variables are not changed by ->copy_to
354 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
355
356 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
357 uint32_t ACC (RO, count);
358 object_vector_index ACC (RO, index); // index into objects
359 object_vector_index ACC (RO, active); // index into actives
360
361 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
362
363 object *ACC (RW, below); /* Pointer to the object stacked below this one */
364 object *ACC (RW, above); /* Pointer to the object stacked above this one */
365 /* Note: stacked in the *same* environment */
366 object *inv; /* Pointer to the first object in the inventory */
367
368 //TODO: container must move into client
369 object_ptr ACC (RW, container);/* Currently opened container. I think this
370 * is only used by the player right now.
371 */
372 object *ACC (RW, env); /* Pointer to the object which is the environment.
373 * This is typically the container that the object is in.
374 */
375 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
376 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
377
378 MTH void set_flag (int flagnum)
379 {
380 flag [flagnum] = true;
381 }
382
383 MTH void clr_flag (int flagnum)
384 {
385 flag [flagnum] = false;
386 }
387
388 // extra key value pairs
389 key_values kv;
390
391//-GPL
392
393 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
394 MTH void post_load_check (); // do some adjustments after parsing
395 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
396 bool write (object_freezer &f);
397
230 static object *create (); 398 MTH static object *create ();
231 void free (bool free_inventory = false); 399 const mapxy &operator =(const mapxy &pos);
400 MTH void copy_to (object *dst);
401 MTH object *clone (); // create + copy_to a single object
402 MTH object *deep_clone (); // copy whole more chain and inventory
403 void do_destroy ();
404 void gather_callbacks (AV *&callbacks, event_type event) const;
405 MTH void destroy ();
406 MTH void drop_and_destroy ()
407 {
408 destroy_inv (true);
409 destroy ();
410 }
232 411
233 static void free_mortals (); 412 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
413 MTH void destroy_inv (bool drop_to_ground = false);
414 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
415 MTH object *insert (object *item); // insert into inventory
416 MTH void play_sound (faceidx sound) const;
417 MTH void say_msg (const_utf8_string msg) const;
418
419 void do_remove ();
420 MTH void remove ()
421 {
422 if (!flag [FLAG_REMOVED])
423 do_remove ();
424 }
425
426 MTH bool blocked (maptile *m, int x, int y) const;
427
428 void move_to (const mapxy &pos)
429 {
430 remove ();
431 *this = pos;
432 insert_at (this, this);
433 }
434
435 // high-level move method.
436 // object op is trying to move in direction dir.
437 // originator is typically the same as op, but
438 // can be different if originator is causing op to
439 // move (originator is pushing op)
440 // returns 0 if the object is not able to move to the
441 // desired space, 1 otherwise (in which case we also
442 // move the object accordingly. This function is
443 // very similiar to move_object.
444 int move (int dir, object *originator);
445
446 int move (int dir)
447 {
448 return move (dir, this);
449 }
450
451 // changes move_type to a new value - handles move_on/move_off effects
452 MTH void change_move_type (MoveType mt);
453
234 static bool can_merge (object *op1, object *op2); 454 static bool can_merge_slow (object *op1, object *op2);
235 455
236 void clear (); 456 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 457 MTH static bool can_merge (object *op1, object *op2)
458 {
459 return op1->value == op2->value
460 && op1->name == op2->name
461 && can_merge_slow (op1, op2);
462 }
238 463
239 void set_owner (object *owner); 464 MTH void set_owner (object_ornull *owner);
465 MTH void set_speed (float speed);
466 MTH void set_glow_radius (sint8 rad);
467
468 MTH void open_container (object *new_container);
469 MTH void close_container ()
470 {
471 open_container (0);
472 }
473
474 // potential future accessor for "container"
475 MTH object *container_ () const
476 {
477 return container;
478 }
479
480 MTH bool is_open_container () const
481 {
482 // strangely enough, using ?: here causes code to inflate
483 return type == CONTAINER
484 && ((env && env->container_ () == this)
485 || (!env && flag [FLAG_APPLIED]));
486 }
487
488 MTH object *find_spell (const_utf8_string prefix) const;
489
490 MTH object *force_find (shstr_tmp name);
491 MTH void force_set_timer (int duration);
492 MTH object *force_add (shstr_tmp name, int duration = 0);
493
494 oblinkpt *find_link () const;
495 MTH void add_link (maptile *map, shstr_tmp id);
496 MTH void remove_link ();
497
498 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
499 bool should_invoke (event_type event)
500 {
501 return ev_want_event [event] || ev_want_type [type] || cb;
502 }
503
504 MTH void instantiate ();
505
506 // recalculate all stats
507 MTH void update_stats ();
508 MTH void roll_stats ();
509 MTH void swap_stats (int a, int b);
510 MTH void add_statbonus ();
511 MTH void remove_statbonus ();
512 MTH void drain_stat ();
513 MTH void drain_specific_stat (int deplete_stats);
514 MTH void change_luck (int value);
515
516 // info must hold 256 * 3 bytes currently
517 const_utf8_string debug_desc (char *info) const;
518 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
519 const_utf8_string flag_desc (char *desc, int len) const;
520
521 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
522 MTH object *split (sint32 nr = 1); // return 0 on failure
523
524 MTH int number_of () const
525 {
526 return nrof ? nrof : 1;
527 }
528
529 MTH weight_t total_weight () const
530 {
531 return sint64 (weight + carrying) * number_of ();
532 }
533
534 MTH void update_weight ();
535
536 // return the dominant material of this item, always return something
537 const materialtype_t *dominant_material () const
538 {
539 return material;
540 }
541
542 // return the volume of this object in cm³
543 MTH volume_t volume () const
544 {
545 return (volume_t)total_weight ()
546 * 1024 // 1000 actually
547 * (type == CONTAINER ? 128 : 1)
548 / dominant_material ()->density; // ugh, division
549 }
550
551 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
552
553 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
554 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
555 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
556 || type == CLOAK || type == BOOTS || type == GLOVES
557 || type == BRACERS || type == GIRDLE; }
558 MTH bool is_alive () const { return (type == PLAYER
559 || flag [FLAG_MONSTER]
560 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
561 && !flag [FLAG_IS_A_TEMPLATE]; }
562 MTH bool is_arrow () const { return type == ARROW
563 || (type == SPELL_EFFECT
564 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
565 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
566
567 MTH bool is_dragon () const;
568
569 MTH bool is_immunity () const { return invisible && type == SIGN; }
570
571 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
572
573 // temporary: wether the object can be saved in a map file
574 // contr => is a player
575 // head => only save head of a multitile object
576 // owner => can not reference owner yet
577 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
578
579 /* This return true if object has still randomitems which
580 * could be expanded.
581 */
582 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
583
584 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
585
586 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
587
588 /* need_identify returns true if the item should be identified. This
589 * function really should not exist - by default, any item not identified
590 * should need it.
591 */
592 MTH bool need_identify () const;
593
594 // returns the outermost owner, never returns 0
240 object *get_owner (); 595 MTH object *outer_owner ()
596 {
597 object *op;
598
599 for (op = this; op->owner; op = op->owner)
600 ;
601
602 return op;
603 }
604
605 // returns the outermost environment, never returns 0
606 MTH object *outer_env_or_self () const
607 {
608 const object *op;
609
610 for (op = this; op->env; op = op->env)
611 ;
612
613 return const_cast<object *>(op);
614 }
615
616 // returns the outermost environment, may return 0
617 MTH object *outer_env () const
618 {
619 return env ? outer_env_or_self () : 0;
620 }
621
622 // returns the player that has this object in his inventory, or 0
623 // we assume the player is always the outer env
624 MTH object *in_player () const
625 {
626 object *op = outer_env_or_self ();
627
628 return op->type == PLAYER ? op : 0;
629 }
630
631 // "temporary" helper function
632 MTH object *head_ () const
633 {
634 return head ? head : const_cast<object *>(this);
635 }
636
637 MTH bool is_head () const
638 {
639 return head_ () == this;
640 }
641
642 MTH bool is_on_map () const
643 {
644 return !env && !flag [FLAG_REMOVED];
645 }
646
647 MTH bool is_inserted () const
648 {
649 return !flag [FLAG_REMOVED];
650 }
651
652 MTH bool is_player () const
653 {
654 return !!contr;
655 }
656
657 /* elmex: this method checks whether the object is in a shop */
658 MTH bool is_in_shop () const;
659
660 MTH bool affects_los () const
661 {
662 return glow_radius || flag [FLAG_BLOCKSVIEW];
663 }
664
665 MTH bool has_carried_lights () const
666 {
667 return glow_radius;
668 }
669
670 // returns the player that can see this object, if any
671 MTH object *visible_to () const;
672
673 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
674 MTH std::string describe_monster (object *who = 0);
675 MTH std::string describe_item (object *who = 0);
676 MTH std::string describe (object *who = 0); // long description, without name
677
678 MTH const_utf8_string query_weight () { return ::query_weight (this); }
679 MTH const_utf8_string query_name () { return ::query_name (this); }
680 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
681 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
682
683 // If this object has no extra parts but should have them,
684 // add them, effectively expanding heads into multipart
685 // objects. This method only works on objects not inserted
686 // anywhere.
687 MTH void expand_tail ();
688
689 MTH void create_treasure (treasurelist *tl, int flags = 0);
690
691 // makes sure the player has the named skill,
692 // and also makes it innate if can_use is true.
693 // returns the new skill or 0 if no such skill exists.
694 MTH object *give_skill (shstr_cmp name, bool can_use = false);
695 MTH void become_follower (object *new_god);
696
697 // insert object at same map position as 'where'
698 // handles both inventory and map "positions"
699 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
700 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
701 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
702 MTH void drop_unpaid_items ();
703
704 MTH void activate ();
705 MTH void deactivate ();
706 MTH void activate_recursive ();
707 MTH void deactivate_recursive ();
708
709 // prefetch and activate the surrounding area
710 MTH void prefetch_surrounding_maps ();
711
712 // set the given flag on all objects in the inventory recursively
713 MTH void set_flag_inv (int flag, int value = 1);
714
715 void enter_exit (object *exit); // perl
716 MTH bool enter_map (maptile *newmap, int x, int y);
717 void player_goto (const_utf8_string path, int x, int y); // only for players
718 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
719
720 MTH object *mark () const;
721 MTH void splay_marked ();
722
723 // returns the mapspace this object is in
724 mapspace &ms () const;
241 725
242 // fully recursive iterator 726 // fully recursive iterator
243 struct iterator_base 727 struct iterator_base
244 { 728 {
245 object *item; 729 object *item;
252 operator object *() const { return item; } 736 operator object *() const { return item; }
253 737
254 object *operator ->() const { return item; } 738 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 739 object &operator * () const { return *item; }
256 }; 740 };
741
742 MTH unsigned int random_seed () const
743 {
744 return (unsigned int)uuid.seq;
745 }
257 746
258 // depth-first recursive iterator 747 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 748 struct depth_iterator : iterator_base
260 { 749 {
261 depth_iterator (object *container); 750 depth_iterator (object *container);
272 object *end () 761 object *end ()
273 { 762 {
274 return this; 763 return this;
275 } 764 }
276 765
766 /* This returns TRUE if the object is something that
767 * a client might want to know about.
768 */
769 MTH bool client_visible () const
770 {
771 return !invisible && type != PLAYER;
772 }
773
774 // the client does nrof * this weight
775 MTH sint32 client_weight () const
776 {
777 return weight + carrying;
778 }
779
780 MTH struct region *region () const;
781
782 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
783 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
784 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
785
786 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
787
788 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
789 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
790
791 // make some noise with given item into direction dir,
792 // currently only used for players to make them temporarily visible
793 // when they are invisible.
794 MTH void make_noise ();
795
796 /* animation */
797 MTH bool has_anim () const { return animation_id; }
798 const animation &anim () const { return animations [animation_id]; }
799 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
800 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
801 /* anim_frames () returns the number of animations allocated. The last
802 * usuable animation will be anim_frames () - 1 (for example, if an object
803 * has 8 animations, anim_frames () will return 8, but the values will
804 * range from 0 through 7.
805 */
806 MTH int anim_frames () const { return anim ().num_animations; }
807 MTH int anim_facings () const { return anim ().facings; }
808
809 // sets a new animation frame, if the object has animation frames,
810 // and updates the face
811 MTH void update_anim_frame (int frame);
812
813 MTH utf8_string as_string ();
814
815 // low-level management, statistics, ...
816 static uint32_t ACC (RW, object_count);
817 static uint32_t ACC (RW, free_count);
818 static uint32_t ACC (RW, create_count);
819 static uint32_t ACC (RW, destroy_count);
820 static freelist_item *freelist;
821 MTH static void freelist_free (int count);
822
277protected: 823protected:
278 friend struct archetype;
279
280 void link (); 824 void link ();
281 void unlink (); 825 void unlink ();
826
827 void do_delete ();
282 828
283 object (); 829 object ();
284 ~object (); 830 ~object ();
831
832private:
833 object &operator =(const object &);
834 object (const object &);
285}; 835};
286 836
287#define get_object() object::create () 837// move this object to the top of its env's inventory to speed up
288#define free_object(op) (op)->free (0) 838// searches for it.
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293
294static inline object * 839static inline object *
295get_owner (object *op) 840splay (object *ob)
296{ 841{
297 return op->get_owner (); 842 if (ob->above && ob->env)
843 {
844 if (ob->above) ob->above->below = ob->below;
845 if (ob->below) ob->below->above = ob->above;
846
847 ob->above = 0;
848 ob->below = ob->env->inv;
849 ob->below->above = ob;
850 ob->env->inv = ob;
851 }
852
853 return ob;
298} 854}
299 855
300static inline void 856//+GPL
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305 857
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 858object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
307 859object *find_skill_by_name (object *who, shstr_cmp sh);
308typedef struct oblnk 860object *find_skill_by_number (object *who, int skillno);
309{ /* Used to link together several objects */
310 object *ob;
311 struct oblnk *next;
312 tag_t id;
313} objectlink;
314
315typedef struct oblinkpt
316{ /* Used to link together several object links */
317 struct oblnk *link;
318 long value; /* Used as connected value in buttons/gates */
319 struct oblinkpt *next;
320} oblinkpt;
321 861
322/* 862/*
323 * The archetype structure is a set of rules on how to generate and manipulate 863 * The archetype structure is a set of rules on how to generate and manipulate
324 * objects which point to archetypes. 864 * objects which point to archetypes.
325 * This probably belongs in arch.h, but there really doesn't appear to 865 * This probably belongs in arch.h, but there really doesn't appear to
326 * be much left in the archetype - all it really is is a holder for the 866 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 867 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 868 * by the object structure
329 */ 869 */
330 870
871//-GPL
872
331ACC_CLASS(archetype) 873INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 874struct archetype : object, zero_initialised
333{ 875{
334 archetype (); 876 static arch_ptr empty; // the empty_archetype
877 MTH static void gc ();
878
879 archetype (const_utf8_string name);
335 ~archetype (); 880 ~archetype ();
881 void gather_callbacks (AV *&callbacks, event_type event) const;
336 882
883 MTH static archetype *find (const_utf8_string name);
884
885 MTH void link ();
886 MTH void unlink ();
887
888 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
889 MTH object *instance ();
890
891 MTH void post_load_check (); // do some adjustments after parsing
892
893 object_vector_index ACC (RW, archid); // index in archvector
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 894 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 895
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 896 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 897
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 898 // support for archetype loading
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 899 static archetype *read (object_thawer &f);
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 900 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
344 * in comparison to the head. 901 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
345 */ 902
903protected:
904 void do_delete ();
346}; 905};
347 906
907// returns whether the object is a dragon player, which are often specialcased
908inline bool
909object::is_dragon () const
910{
911 return arch->race == shstr_dragon && is_player ();
912}
913
914inline void
915object_freezer::put (const keyword_string k, archetype *v)
916{
917 if (expect_true (v))
918 put (k, v->archname);
919 else
920 put (k);
921}
922
923typedef object_vector<object, &object::index > objectvec;
924typedef object_vector<object, &object::active> activevec;
925typedef object_vector<archetype, &archetype::archid> archvec;
926
348extern object *objects; 927extern objectvec objects;
349extern object *active_objects; 928extern activevec actives;
929extern archvec archetypes;
350 930
351extern int nrofallocobjects; 931// "safely" iterate over inv in a way such that the current item is removable
932// quite horrible, that's why its hidden in some macro
933#define for_inv_removable(op,var) \
934 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
352 935
353/* This returns TRUE if the object is something that 936#define for_all_objects(var) \
354 * should be displayed in the look window 937 for (unsigned _i = 0; _i < objects.size (); ++_i) \
355 */ 938 statementvar (object *, var, objects [_i])
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 939
940#define for_all_actives(var) \
941 for (unsigned _i = 0; _i < actives.size (); ++_i) \
942 statementvar (object *, var, actives [_i])
943
944#define for_all_archetypes(var) \
945 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
946 statementvar (archetype *, var, archetypes [_i])
947
948//+GPL
357 949
358/* Used by update_object to know if the object being passed is 950/* Used by update_object to know if the object being passed is
359 * being added or removed. 951 * being added or removed.
360 */ 952 */
361#define UP_OBJ_INSERT 1 953#define UP_OBJ_INSERT 1 // object was inserted
362#define UP_OBJ_REMOVE 2 954#define UP_OBJ_REMOVE 2 // object was removed
363#define UP_OBJ_CHANGE 3 955#define UP_OBJ_CHANGE 3 // object has changed in some unspecified way
364#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 956#define UP_OBJ_FACE 4 // only thing that changed was the face
365 957
366/* These are flags passed to insert_ob_in_map and 958/* These are flags passed to insert_ob_in_map and
367 * insert_ob_in_ob. Note that all flags may not be meaningful 959 * insert_ob_in_ob. Note that all flags may not be meaningful
368 * for both functions. 960 * for both functions.
369 * Most are fairly explanatory: 961 * Most are fairly explanatory:
370 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 962 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
371 * on space. 963 * on space.
372 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 964 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
373 * INS_NO_WALK_ON: Don't call check_walk_on against the 965 * INS_NO_WALK_ON: Don't call check_walk_on against the
374 * originator - saves cpu time if you know the inserted object 966 * originator - saves cpu time if you know the inserted object
375 * is not meaningful in terms of having an effect. 967 * is not meaningful in terms of having an effect.
376 * INS_ON_TOP: Always put object on top. Generally only needed when loading 968 * INS_ON_TOP: Always put object on top. Generally only needed when loading
377 * files from disk and ordering needs to be preserved. 969 * files from disk and ordering needs to be preserved.
378 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 970 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
379 * Use for treasure chests so the new object is the highest thing 971 * Use for treasure chests so the new object is the highest thing
380 * beneath the player, but not actually above it. Note - the 972 * beneath the player, but not actually above it. Note - the
381 * map and x,y coordinates for the object to be inserted must 973 * map and x,y coordinates for the object to be inserted must
382 * match the originator. 974 * match the originator.
383 * INS_MAP_LOAD: disable lots of checkings done at insertion to
384 * speed up map loading process, as we assume the ordering in
385 * loaded map is correct.
386 * 975 *
387 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 976 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
388 * are mutually exclusive. The behaviour for passing more than one 977 * are mutually exclusive. The behaviour for passing more than one
389 * should be considered undefined - while you may notice what happens 978 * should be considered undefined - while you may notice what happens
390 * right now if you pass more than one, that could very well change 979 * right now if you pass more than one, that could very well change
393#define INS_NO_MERGE 0x0001 982#define INS_NO_MERGE 0x0001
394#define INS_ABOVE_FLOOR_ONLY 0x0002 983#define INS_ABOVE_FLOOR_ONLY 0x0002
395#define INS_NO_WALK_ON 0x0004 984#define INS_NO_WALK_ON 0x0004
396#define INS_ON_TOP 0x0008 985#define INS_ON_TOP 0x0008
397#define INS_BELOW_ORIGINATOR 0x0010 986#define INS_BELOW_ORIGINATOR 0x0010
398#define INS_MAP_LOAD 0x0020 987#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
399 988
400#define ARCH_SINGULARITY "singularity" 989//-GPL
401#define ARCH_SINGULARITY_LEN 11
402#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom"
405 990
406#endif 991#endif
992

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