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

Comparing deliantra/server/include/object.h (file contents):
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC vs.
Revision 1.228 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
33//+GPL
34
32typedef uint32 tag_t; 35typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 36
34#define BODY_ARMS 1 37enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
52 NUM_BODY_LOCATIONS
53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
35 61
36/* See common/item.c */ 62/* See common/item.c */
37 63
38typedef struct Body_Locations 64typedef struct Body_Locations
39{ 65{
40 const char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 67 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
43} Body_Locations; 69} Body_Locations;
44 70
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
46 75
47/* 76/*
48 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
49 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 79 *
51 * key and value are shared-strings. 80 * key and value are shared-strings.
52 * 81 *
53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
54 * accessing the list directly. 83 * accessing the list directly.
55 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
56 */ 85 */
57struct key_value 86struct key_value : slice_allocated
58{ 87{
59 key_value *next; 88 key_value *next;
60 shstr key, value; 89 shstr key, value;
61}; 90};
62 91
92//-GPL
93
63struct UUID 94struct UUID
64{ 95{
65 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
66 103
67 UUID () { } 104 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 106 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
71}; 112};
72 113
73extern void init_uuid (); 114//+GPL
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
76 115
77/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply? 119 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
87 126
88/* However, if you're keeping a pointer of some sort, you probably 127struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 128{
90 * e.g. ->copy_to () 129 signed char used:4; /* Calculated value based on items equipped */
91 */ 130 signed char info:4; /* body info as loaded from the file */
131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
92 145
93INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
94// these are being copied 147// these are being copied
95struct object_copy : attachable 148struct object_copy : attachable
96{ 149{
97 typedef bitset<NUM_FLAGS> flags_t;
98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 157 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
107 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 177 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 178 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 181
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
127 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
128
129 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 194
195 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
142 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
144 */ 202 */
145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
151 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152 sint8 ACC (RW, item_power); /* power rating of the object */
153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
155 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
165 231
166 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168
169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */
175 233
176 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
178 * only used in spells. 236 * only used in spells.
179 */ 237 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
187 246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197 262
198 /* Following are values used by any object */ 263 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */ 266
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
212}; 288};
213 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294
214struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
215{ 296{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
220 299
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
301 int ACC (RO, count);
302 object_vector_index ACC (RO, index); // index into objects
303 object_vector_index ACC (RO, active); // index into actives
223 304
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 305 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 306
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 307 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
311
312 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
236 * is only used by the player right now. 314 * is only used by the player right now.
237 */ 315 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
240 */ 318 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 321 key_value *key_values; /* Fields not explictly known by the loader. */
244 322
245 static vector active; // active objects, not yet used 323 // privates / perl
246 static vector objects; // not used yet, use first->next->... 324 shstr_tmp kv_get (shstr_tmp key) const;
247 static object *first; // will be replaced by "objects" 325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
248 327
328//-GPL
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 MTH void post_load_check (); // do some adjustments after parsing
362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
363 bool write (object_freezer &f);
364
365 MTH int slottype () const;
249 MTH static object *create (); 366 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos);
250 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
252 void do_destroy (); 371 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
255 379
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const_utf8_string msg) const;
385
386 void do_remove ();
387 MTH void remove ()
388 {
389 if (!flag [FLAG_REMOVED])
390 do_remove ();
391 }
392
393 MTH bool blocked (maptile *m, int x, int y) const;
394
395 void move_to (const mapxy &pos)
396 {
397 remove ();
398 *this = pos;
399 insert_at (this, this);
400 }
401
402 // high-level move method.
403 // object op is trying to move in direction dir.
404 // originator is typically the same as op, but
405 // can be different if originator is causing op to
406 // move (originator is pushing op)
407 // returns 0 if the object is not able to move to the
408 // desired space, 1 otherwise (in which case we also
409 // move the object accordingly. This function is
410 // very similiar to move_object.
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
418 // changes move_type to a new value - handles move_on/move_off effects
419 MTH void change_move_type (MoveType mt);
260 420
261 static bool can_merge_slow (object *op1, object *op2); 421 static bool can_merge_slow (object *op1, object *op2);
262 422
263 // this is often used in time-critical code, so optimise 423 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 424 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 428 && can_merge_slow (op1, op2);
269 } 429 }
270 430
271 MTH void set_owner (object *owner); 431 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 432 MTH void set_speed (float speed);
433 MTH void set_glow_radius (sint8 rad);
434 MTH bool change_weapon (object *ob);
435 MTH bool change_skill (object *ob);
273 436
437 MTH void open_container (object *new_container);
438 MTH void close_container ()
439 {
440 open_container (0);
441 }
442
443 // potential future accessor for "container"
444 MTH object *container_ () const
445 {
446 return container;
447 }
448
449 MTH bool is_open_container () const
450 {
451 // strangely enough, using ?: here causes code to inflate
452 return type == CONTAINER
453 && ((env && env->container_ () == this)
454 || (!env && flag [FLAG_APPLIED]));
455 }
456
457 MTH object *force_find (shstr_tmp name);
458 MTH void force_set_timer (int duration);
459 MTH object *force_add (shstr_tmp name, int duration = 0);
460
461 oblinkpt *find_link () const;
462 MTH void add_link (maptile *map, shstr_tmp id);
463 MTH void remove_link ();
464
465 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
466 bool should_invoke (event_type event)
467 {
468 return ev_want_event [event] || ev_want_type [type] || cb;
469 }
470
274 MTH void instantiate () 471 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 472
282 // recalculate all stats 473 // recalculate all stats
283 MTH void update_stats (); 474 MTH void update_stats ();
284 MTH void roll_stats (); 475 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 476 MTH void swap_stats (int a, int b);
288 MTH void drain_stat (); 479 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 480 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 481 MTH void change_luck (int value);
291 482
292 // info must hold 256 * 3 bytes currently 483 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 484 const_utf8_string debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 485 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
295 const char *flag_desc (char *desc, int len) const; 486 const_utf8_string flag_desc (char *desc, int len) const;
296 487
488 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
489 MTH object *split (sint32 nr = 1); // return 0 on failure
490
491 MTH int number_of () const
492 {
493 return nrof ? nrof : 1;
494 }
495
496 MTH sint32 total_weight () const
497 {
498 return (weight + carrying) * number_of ();
499 }
500
501 MTH void update_weight ();
502
503 // return the dominant material of this item, always return something
504 const materialtype_t *dominant_material () const
505 {
506 return material;
507 }
508
509 // return the volume of this object in cm³
510 MTH uint64 volume () const
511 {
512 return (uint64)total_weight ()
513 * 1024 // 1000 actually
514 * (type == CONTAINER ? 128 : 1)
515 / dominant_material ()->density; // ugh, division
516 }
517
518 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
519
520 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 521 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 522 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 523 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 524 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER 525 MTH bool is_alive () const { return (type == PLAYER
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 527 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 528 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 529 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 530 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 531 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
532 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 533
534 MTH bool is_dragon () const;
535
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 536 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
310 537
311 // temporary: wether the object can be saved in a map file 538 // temporary: wether the object can be saved in a map file
312 // contr => is a player 539 // contr => is a player
313 // head => only save head of a multitile object 540 // head => only save head of a multitile object
314 // owner => can not reference owner yet 541 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 542 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
316 543
317 /* This return true if object has still randomitems which 544 /* This return true if object has still randomitems which
318 * could be expanded. 545 * could be expanded.
319 */ 546 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321 548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
322 // returns the player that has this object in his inventory, or 0 581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
323 MTH object *in_player () const 583 MTH object *in_player () const
324 { 584 {
325 for (object *op = env; op; op = op->env) 585 object *op = outer_env_or_self ();
326 if (op->type == PLAYER)
327 return op;
328 586
329 return 0; 587 return op->type == PLAYER ? op : 0;
330 } 588 }
331 589
332 // "temporary" helper function 590 // "temporary" helper function
333 MTH object *head_ () 591 MTH object *head_ () const
334 { 592 {
335 return head ? head : this; 593 return head ? head : const_cast<object *>(this);
336 } 594 }
595
596 MTH bool is_head () const
597 {
598 return head_ () == this;
599 }
600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
630 MTH std::string describe_monster (object *who = 0);
631 MTH std::string describe_item (object *who = 0);
632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const_utf8_string query_weight () { return ::query_weight (this); }
635 MTH const_utf8_string query_name () { return ::query_name (this); }
636 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
637 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
638
639 // If this object has no extra parts but should have them,
640 // add them, effectively expanding heads into multipart
641 // objects. This method only works on objects not inserted
642 // anywhere.
643 MTH void expand_tail ();
644
645 MTH void create_treasure (treasurelist *tl, int flags = 0);
337 646
338 // insert object at same map position as 'where' 647 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 648 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 649 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
651 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
652 MTH void drop_unpaid_items ();
341 653
654 MTH void activate ();
655 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 656 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 657 MTH void deactivate_recursive ();
344 658
659 // set the given flag on all objects in the inventory recursively
660 MTH void set_flag_inv (int flag, int value = 1);
661
345 void enter_exit (object *exit);//PERL 662 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 663 MTH void enter_map (maptile *newmap, int x, int y);
664 void player_goto (const_utf8_string path, int x, int y); // only for players
347 665
348 // returns the mapspace this object is in 666 // returns the mapspace this object is in
349 mapspace &ms () const; 667 mapspace &ms () const;
350 668
351 // fully recursive iterator 669 // fully recursive iterator
361 operator object *() const { return item; } 679 operator object *() const { return item; }
362 680
363 object *operator ->() const { return item; } 681 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 682 object &operator * () const { return *item; }
365 }; 683 };
684
685 MTH unsigned int random_seed () const
686 {
687 return (unsigned int)uuid.seq;
688 }
366 689
367 // depth-first recursive iterator 690 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 691 struct depth_iterator : iterator_base
369 { 692 {
370 depth_iterator (object *container); 693 depth_iterator (object *container);
381 object *end () 704 object *end ()
382 { 705 {
383 return this; 706 return this;
384 } 707 }
385 708
709 /* This returns TRUE if the object is something that
710 * a client might want to know about.
711 */
712 MTH bool client_visible () const
713 {
714 return !invisible && type != PLAYER;
715 }
716
717 // the client does nrof * this weight
718 MTH sint32 client_weight () const
719 {
720 return weight + carrying;
721 }
722
723 MTH struct region *region () const;
724
725 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
726 void failmsg (const_utf8_string msg, int color = NDI_RED);
727
728 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
729
730 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
731 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
732
733 // make some noise with given item into direction dir,
734 // currently only used for players to make them temporarily visible
735 // when they are invisible.
736 MTH void make_noise ();
737
738 /* animation */
739 MTH bool has_anim () const { return animation_id; }
740 const animation &anim () const { return animations [animation_id]; }
741 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
742 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
743 /* anim_frames () returns the number of animations allocated. The last
744 * usuable animation will be anim_frames () - 1 (for example, if an object
745 * has 8 animations, anim_frames () will return 8, but the values will
746 * range from 0 through 7.
747 */
748 MTH int anim_frames () const { return anim ().num_animations; }
749 MTH int anim_facings () const { return anim ().facings; }
750
751 MTH utf8_string as_string ();
752
386protected: 753protected:
387 friend struct archetype;
388
389 void link (); 754 void link ();
390 void unlink (); 755 void unlink ();
391 756
392 object (); 757 object ();
393 ~object (); 758 ~object ();
759
760private:
761 object &operator =(const object &);
762 object (const object &);
394}; 763};
395 764
396typedef struct oblnk 765// move this object to the top of its env's inventory to speed up
397{ /* Used to link together several objects */ 766// searches for it.
398 object_ptr ob; 767static inline object *
399 struct oblnk *next; 768splay (object *ob)
400} objectlink; 769{
770 if (ob->above && ob->env)
771 {
772 if (ob->above) ob->above->below = ob->below;
773 if (ob->below) ob->below->above = ob->above;
401 774
402typedef struct oblinkpt 775 ob->above = 0;
403{ /* Used to link together several object links */ 776 ob->below = ob->env->inv;
404 struct oblnk *link; 777 ob->below->above = ob;
405 long value; /* Used as connected value in buttons/gates */ 778 ob->env->inv = ob;
406 struct oblinkpt *next; 779 }
407} oblinkpt; 780
781 return ob;
782}
783
784//+GPL
785
786object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
787object *find_skill_by_name (object *who, shstr_cmp sh);
788object *find_skill_by_number (object *who, int skillno);
408 789
409/* 790/*
410 * The archetype structure is a set of rules on how to generate and manipulate 791 * The archetype structure is a set of rules on how to generate and manipulate
411 * objects which point to archetypes. 792 * objects which point to archetypes.
412 * This probably belongs in arch.h, but there really doesn't appear to 793 * This probably belongs in arch.h, but there really doesn't appear to
413 * be much left in the archetype - all it really is is a holder for the 794 * be much left in the archetype - all it really is is a holder for the
414 * object and pointers. This structure should get removed, and just replaced 795 * object and pointers. This structure should get removed, and just replaced
415 * by the object structure 796 * by the object structure
416 */ 797 */
417 798
799//-GPL
800
418INTERFACE_CLASS (archetype) 801INTERFACE_CLASS (archetype)
419struct archetype : zero_initialised, attachable 802struct archetype : object
420{ 803{
421 archetype (); 804 static arch_ptr empty; // the empty_archetype
805 MTH static void gc ();
806
807 archetype (const_utf8_string name);
422 ~archetype (); 808 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 809 void gather_callbacks (AV *&callbacks, event_type event) const;
424 810
425 static archetype *find (const char *arch); 811 MTH static archetype *find (const_utf8_string name);
426 812
427 void hash_add (); // add to hashtable 813 MTH void link ();
428 void hash_del (); // remove from hashtable 814 MTH void unlink ();
429 815
816 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
817 MTH object *instance ();
818
819 MTH void post_load_check (); // do some adjustments after parsing
820
821 object_vector_index ACC (RW, archid); // index in archvector
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 822 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 823
432 struct archetype *ACC (RW, head); /* The main part of a linked object */ 824 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */ 825
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 826 // support for archetype loading
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 827 static archetype *read (object_thawer &f);
436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 828 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
437 * in comparison to the head. 829 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
438 */
439}; 830};
440 831
832// returns whether the object is a dragon player, which are often specialcased
833inline bool
834object::is_dragon () const
835{
836 return arch->race == shstr_dragon && is_player ();
837}
838
839inline void
840object_freezer::put (const keyword_string k, archetype *v)
841{
842 if (expect_true (v))
843 put (k, v->archname);
844 else
845 put (k);
846}
847
848typedef object_vector<object, &object::index > objectvec;
849typedef object_vector<object, &object::active> activevec;
850typedef object_vector<archetype, &archetype::archid> archvec;
851
441extern object *objects; 852extern objectvec objects;
442extern object *active_objects; 853extern activevec actives;
854extern archvec archetypes;
443 855
444extern int nrofallocobjects; 856// "safely" iterate over inv in a way such that the current item is removable
857// quite horrible, that's why its hidden in some macro
858#define for_inv_removable(op,var) \
859 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
445 860
446/* This returns TRUE if the object is something that 861#define for_all_objects(var) \
447 * should be displayed in the look window 862 for (unsigned _i = 0; _i < objects.size (); ++_i) \
448 */ 863 statementvar (object *, var, objects [_i])
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 864
865#define for_all_actives(var) \
866 for (unsigned _i = 0; _i < actives.size (); ++_i) \
867 statementvar (object *, var, actives [_i])
868
869#define for_all_archetypes(var) \
870 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
871 statementvar (archetype *, var, archetypes [_i])
872
873//+GPL
450 874
451/* Used by update_object to know if the object being passed is 875/* Used by update_object to know if the object being passed is
452 * being added or removed. 876 * being added or removed.
453 */ 877 */
454#define UP_OBJ_INSERT 1 878#define UP_OBJ_INSERT 1
471 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 895 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
472 * Use for treasure chests so the new object is the highest thing 896 * Use for treasure chests so the new object is the highest thing
473 * beneath the player, but not actually above it. Note - the 897 * beneath the player, but not actually above it. Note - the
474 * map and x,y coordinates for the object to be inserted must 898 * map and x,y coordinates for the object to be inserted must
475 * match the originator. 899 * match the originator.
476 * INS_MAP_LOAD: disable lots of checkings done at insertion to
477 * speed up map loading process, as we assume the ordering in
478 * loaded map is correct.
479 * 900 *
480 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 901 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
481 * are mutually exclusive. The behaviour for passing more than one 902 * are mutually exclusive. The behaviour for passing more than one
482 * should be considered undefined - while you may notice what happens 903 * should be considered undefined - while you may notice what happens
483 * right now if you pass more than one, that could very well change 904 * right now if you pass more than one, that could very well change
486#define INS_NO_MERGE 0x0001 907#define INS_NO_MERGE 0x0001
487#define INS_ABOVE_FLOOR_ONLY 0x0002 908#define INS_ABOVE_FLOOR_ONLY 0x0002
488#define INS_NO_WALK_ON 0x0004 909#define INS_NO_WALK_ON 0x0004
489#define INS_ON_TOP 0x0008 910#define INS_ON_TOP 0x0008
490#define INS_BELOW_ORIGINATOR 0x0010 911#define INS_BELOW_ORIGINATOR 0x0010
491#define INS_MAP_LOAD 0x0020
492 912
493#define ARCH_SINGULARITY "singularity" 913//-GPL
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom"
498 914
499#endif 915#endif
500 916

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines