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Comparing deliantra/server/include/object.h (file contents):
Revision 1.97 by root, Wed Feb 7 02:13:06 2007 UTC vs.
Revision 1.232 by root, Sat Apr 3 02:29:40 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33//+GPL
34
33typedef int tag_t; 35typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 36
35#define BODY_ARMS 1 37// also see common/item.C
38enum {
39 body_skill,
40 body_combat,
41 body_range,
42 body_shield,
43 body_arm,
44 body_torso,
45 body_head,
46 body_neck,
47 body_finger,
48 body_shoulder,
49 body_foot,
50 body_hand,
51 body_wrist,
52 body_waist,
53 NUM_BODY_LOCATIONS
54};
36 55
37/* See common/item.c */ 56/* See common/item.c */
38 57
39typedef struct Body_Locations 58typedef struct Body_Locations
40{ 59{
41 const char *save_name; /* Name used to load/save it to disk */ 60 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 61 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 62 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 63} Body_Locations;
45 64
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 65extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
66
67#define NUM_COINS 4 /* number of coin types */
68extern const char *const coins[NUM_COINS + 1];
47 69
48/* 70/*
49 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 73 *
52 * key and value are shared-strings. 74 * key and value are shared-strings.
53 * 75 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use kv_get/kv_set/kv_del from object rather than
55 * accessing the list directly. 77 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
57 */ 79 */
58struct key_value 80struct key_value : slice_allocated
59{ 81{
60 key_value *next; 82 key_value *next;
61 shstr key, value; 83 shstr key, value;
62}; 84};
63 85
86//-GPL
87
64struct UUID 88struct UUID
65{ 89{
66 uint64 seq; 90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
67 97
68 UUID () { } 98 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 99 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 100 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 101 void operator =(uint64 seq) { this->seq = seq; }
102
103 bool parse (const char *s);
104 char *append (char *buf) const;
105 char *c_str () const;
72}; 106};
73 107
74extern void init_uuid (); 108//+GPL
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 109
78/* Definition for WILL_APPLY values. Replaces having harcoded values 110/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 111 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 112 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 113 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 116#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 117#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 118#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 119#define WILL_APPLY_FOOD 0x10
88 120
89/* However, if you're keeping a pointer of some sort, you probably 121struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 122{
91 * e.g. ->copy_to () 123 signed char used:4; /* Calculated value based on items equipped */
92 */ 124 signed char info:4; /* body info as loaded from the file */
125};
126
127typedef struct oblnk
128{ /* Used to link together several objects */
129 object_ptr ob;
130 struct oblnk *next;
131} objectlink;
132
133typedef struct oblinkpt
134{ /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138} oblinkpt;
93 139
94INTERFACE_CLASS (object) 140INTERFACE_CLASS (object)
95// these are being copied 141// these are being copied
96struct object_copy : attachable 142struct object_copy : attachable
97{ 143{
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 144 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
145
146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
147 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 149 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
150
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 151 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 152 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 153 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 155 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 156 /* If this is an exit, this is the filename */
157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160#if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162#endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 165 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 171 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 172 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 175
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 176 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
129 uint32 ACC (RW, nrof); /* How many of the objects */ 179 sint32 ACC (RW, nrof); /* How many of the objects */
130
131 /* This next big block are basically used for monsters and equipment */ 180 /* This next big block is basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
188
140 uint16 ACC (RW, materials); /* What materials this object consists of */ 189 uint16 ACC (RW, materials); /* What materials this object consists of */
141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
193
144 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
145 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
146 */ 196 */
147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
148 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
149 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
150 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
152 sint16 ACC (RW, level); /* Level of creature or object */ 203 sint16 ACC (RW, level); /* Level of creature or object */
204
153 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 205 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 ACC (RW, item_power); /* power rating of the object */
155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
157 sint32 ACC (RW, weight); /* Attributes of the object */ 217 sint32 ACC (RW, weight); /* Attributes of the object */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 222 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 223 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 224 /* See the pod/objects.pod for more info about body locations */
167 225
168 /* Following mostly refers to fields only used for monsters */ 226 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
170
171 /* allows different movement patterns for attackers */
172 sint32 ACC (RW, move_status); /* What stage in attack mode */
173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
176 /* races/classes can need less/more exp to gain levels */
177 227
178 /* Spell related information, may be useful elsewhere 228 /* Spell related information, may be useful elsewhere
179 * Note that other fields are used - these files are basically 229 * Note that other fields are used - these files are basically
180 * only used in spells. 230 * only used in spells.
181 */ 231 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 232 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
184 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
235
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
187 sint8 ACC (RW, range); /* Range of the spell */ 237 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
189 240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 243 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199 256
200 /* Following are values used by any object */ 257 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 258 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */ 260
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 261 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
267
268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
269 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
270 /* allows different movement patterns for attackers */
271 uint8 ACC (RW, move_status); /* What stage in attack mode */
272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
273
274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
214}; 282};
283
284const_utf8_string query_weight (const object *op);
285const_utf8_string query_short_name (const object *op);
286const_utf8_string query_name (const object *op);
287const_utf8_string query_base_name (const object *op, int plural);
215 288
216struct object : zero_initialised, object_copy 289struct object : zero_initialised, object_copy
217{ 290{
218 // These variables are not changed by ->copy_to 291 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 292 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
220 293
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 294 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 295 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 296 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 297 object_vector_index ACC (RO, active); // index into actives
225 298
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 299 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
227 300
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 301 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 302 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 303 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 304 object *inv; /* Pointer to the first object in the inventory */
232 305
233 //TODO: container must move into client 306 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 307 object_ptr ACC (RW, container);/* Currently opened container. I think this
235 * is only used by the player right now. 308 * is only used by the player right now.
236 */ 309 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment. 310 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in. 311 * This is typically the container that the object is in.
239 */ 312 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 313 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 314 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 315 key_value *key_values; /* Fields not explictly known by the loader. */
316
317 // privates / perl
318 shstr_tmp kv_get (shstr_tmp key) const;
319 void kv_del (shstr_tmp key);
320 void kv_set (shstr_tmp key, shstr_tmp value);
321
322//-GPL
323
324 // custom extra fields management
325 struct key_value_access_proxy
326 {
327 object &ob;
328 shstr_tmp key;
329
330 key_value_access_proxy (object &ob, shstr_tmp key)
331 : ob (ob), key (key)
332 {
333 }
334
335 const key_value_access_proxy &operator =(shstr_tmp value) const
336 {
337 ob.kv_set (key, value);
338 return *this;
339 }
340
341 operator const shstr_tmp () const { return ob.kv_get (key); }
342 operator const char *() const { return ob.kv_get (key); }
343
344 private:
345 void operator =(int);
346 };
347
348 // operator [] is too annoying to use
349 const key_value_access_proxy kv (shstr_tmp key)
350 {
351 return key_value_access_proxy (*this, key);
352 }
353
354 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
355 MTH void post_load_check (); // do some adjustments after parsing
356 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
357 bool write (object_freezer &f);
243 358
244 MTH static object *create (); 359 MTH static object *create ();
360 const mapxy &operator =(const mapxy &pos);
245 MTH void copy_to (object *dst); 361 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 362 MTH object *clone (); // create + copy_to a single object
363 MTH object *deep_clone (); // copy whole more chain and inventory
247 void do_destroy (); 364 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 365 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 366 MTH void destroy ();
367 MTH void drop_and_destroy ()
368 {
369 destroy_inv (true);
370 destroy ();
371 }
250 372
251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 373 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false); 374 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH object *insert (object *item); // insert into inventory 375 MTH object *insert (object *item); // insert into inventory
376 MTH void play_sound (faceidx sound) const;
377 MTH void say_msg (const_utf8_string msg) const;
378
254 void do_remove (); 379 void do_remove ();
255 MTH void remove () 380 MTH void remove ()
256 { 381 {
257 if (!flag [FLAG_REMOVED]) 382 if (!flag [FLAG_REMOVED])
258 do_remove (); 383 do_remove ();
259 } 384 }
385
386 MTH bool blocked (maptile *m, int x, int y) const;
387
388 void move_to (const mapxy &pos)
389 {
390 remove ();
391 *this = pos;
392 insert_at (this, this);
393 }
394
395 // high-level move method.
396 // object op is trying to move in direction dir.
397 // originator is typically the same as op, but
398 // can be different if originator is causing op to
399 // move (originator is pushing op)
400 // returns 0 if the object is not able to move to the
401 // desired space, 1 otherwise (in which case we also
402 // move the object accordingly. This function is
403 // very similiar to move_object.
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
411 // changes move_type to a new value - handles move_on/move_off effects
412 MTH void change_move_type (MoveType mt);
260 413
261 static bool can_merge_slow (object *op1, object *op2); 414 static bool can_merge_slow (object *op1, object *op2);
262 415
263 // this is often used in time-critical code, so optimise 416 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 417 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 421 && can_merge_slow (op1, op2);
269 } 422 }
270 423
271 MTH void set_owner (object *owner); 424 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 425 MTH void set_speed (float speed);
426 MTH void set_glow_radius (sint8 rad);
427 MTH bool change_skill (object *ob); // deprecated?
273 428
429 MTH void open_container (object *new_container);
430 MTH void close_container ()
431 {
432 open_container (0);
433 }
434
435 // potential future accessor for "container"
436 MTH object *container_ () const
437 {
438 return container;
439 }
440
441 MTH bool is_open_container () const
442 {
443 // strangely enough, using ?: here causes code to inflate
444 return type == CONTAINER
445 && ((env && env->container_ () == this)
446 || (!env && flag [FLAG_APPLIED]));
447 }
448
449 MTH object *force_find (shstr_tmp name);
450 MTH void force_set_timer (int duration);
451 MTH object *force_add (shstr_tmp name, int duration = 0);
452
453 oblinkpt *find_link () const;
454 MTH void add_link (maptile *map, shstr_tmp id);
455 MTH void remove_link ();
456
457 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
458 bool should_invoke (event_type event)
459 {
460 return ev_want_event [event] || ev_want_type [type] || cb;
461 }
462
274 MTH void instantiate () 463 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 464
282 // recalculate all stats 465 // recalculate all stats
283 MTH void update_stats (); 466 MTH void update_stats ();
284 MTH void roll_stats (); 467 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 468 MTH void swap_stats (int a, int b);
288 MTH void drain_stat (); 471 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 472 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 473 MTH void change_luck (int value);
291 474
292 // info must hold 256 * 3 bytes currently 475 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 476 const_utf8_string debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 477 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const; 478 const_utf8_string flag_desc (char *desc, int len) const;
297 479
480 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
481 MTH object *split (sint32 nr = 1); // return 0 on failure
482
298 int number_of () const 483 MTH int number_of () const
299 { 484 {
300 return nrof ? nrof : 1; 485 return nrof ? nrof : 1;
301 } 486 }
302 487
303 uint64 total_weight () const 488 MTH sint32 total_weight () const
304 { 489 {
305 return weight * number_of (); 490 return (weight + carrying) * number_of ();
306 } 491 }
492
493 MTH void update_weight ();
307 494
308 // return the dominant material of this item, always return something 495 // return the dominant material of this item, always return something
309 const materialtype_t *dominant_material () const; 496 const materialtype_t *dominant_material () const
497 {
498 return material;
499 }
310 500
501 // return the volume of this object in cm³
311 uint64 volume () const 502 MTH uint64 volume () const
312 { 503 {
313 return total_weight () / dominant_material ()->density; 504 return (uint64)total_weight ()
505 * 1024 // 1000 actually
506 * (type == CONTAINER ? 128 : 1)
507 / dominant_material ()->density; // ugh, division
314 } 508 }
315 509
510 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
511
512 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
316 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 513 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
317 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 514 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
318 || type == CLOAK || type == BOOTS || type == GLOVES 515 || type == CLOAK || type == BOOTS || type == GLOVES
319 || type == BRACERS || type == GIRDLE; } 516 || type == BRACERS || type == GIRDLE; }
320 MTH bool is_alive () const { return (type == PLAYER 517 MTH bool is_alive () const { return (type == PLAYER
322 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 519 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
323 && !flag [FLAG_IS_A_TEMPLATE]; } 520 && !flag [FLAG_IS_A_TEMPLATE]; }
324 MTH bool is_arrow () const { return type == ARROW 521 MTH bool is_arrow () const { return type == ARROW
325 || (type == SPELL_EFFECT 522 || (type == SPELL_EFFECT
326 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 523 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
524 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
327 525
526 MTH bool is_dragon () const;
527
328 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 528 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
329 529
330 // temporary: wether the object can be saved in a map file 530 // temporary: wether the object can be saved in a map file
331 // contr => is a player 531 // contr => is a player
332 // head => only save head of a multitile object 532 // head => only save head of a multitile object
333 // owner => can not reference owner yet 533 // owner => can not reference owner yet
334 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 534 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
335 535
336 /* This return true if object has still randomitems which 536 /* This return true if object has still randomitems which
337 * could be expanded. 537 * could be expanded.
338 */ 538 */
339 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
340 540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
341 // returns the player that has this object in his inventory, or 0 573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
342 MTH object *in_player () const 575 MTH object *in_player () const
343 { 576 {
344 for (object *op = env; op; op = op->env) 577 object *op = outer_env_or_self ();
345 if (op->type == PLAYER)
346 return op;
347 578
348 return 0; 579 return op->type == PLAYER ? op : 0;
349 } 580 }
350 581
351 // "temporary" helper function 582 // "temporary" helper function
352 MTH object *head_ () 583 MTH object *head_ () const
353 { 584 {
354 return head ? head : this; 585 return head ? head : const_cast<object *>(this);
355 } 586 }
587
588 MTH bool is_head () const
589 {
590 return head_ () == this;
591 }
592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
622 MTH std::string describe_monster (object *who = 0);
623 MTH std::string describe_item (object *who = 0);
624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const_utf8_string query_weight () { return ::query_weight (this); }
627 MTH const_utf8_string query_name () { return ::query_name (this); }
628 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
629 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
630
631 // If this object has no extra parts but should have them,
632 // add them, effectively expanding heads into multipart
633 // objects. This method only works on objects not inserted
634 // anywhere.
635 MTH void expand_tail ();
636
637 MTH void create_treasure (treasurelist *tl, int flags = 0);
356 638
357 // insert object at same map position as 'where' 639 // insert object at same map position as 'where'
358 // handles both inventory and map "positions" 640 // handles both inventory and map "positions"
359 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 641 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
643 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
644 MTH void drop_unpaid_items ();
360 645
361 MTH void activate (); 646 MTH void activate ();
362 MTH void deactivate (); 647 MTH void deactivate ();
363 MTH void activate_recursive (); 648 MTH void activate_recursive ();
364 MTH void deactivate_recursive (); 649 MTH void deactivate_recursive ();
365 650
366 // set the givne flag on all objects in the inventory recursively 651 // set the given flag on all objects in the inventory recursively
367 MTH void set_flag_inv (int flag, int value = 1); 652 MTH void set_flag_inv (int flag, int value = 1);
368 653
369 void enter_exit (object *exit);//PERL 654 void enter_exit (object *exit);//Perl
370 MTH void enter_map (maptile *newmap, int x, int y); 655 MTH void enter_map (maptile *newmap, int x, int y);
656 void player_goto (const_utf8_string path, int x, int y); // only for players
657 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
371 658
372 // returns the mapspace this object is in 659 // returns the mapspace this object is in
373 mapspace &ms () const; 660 mapspace &ms () const;
374 661
375 // fully recursive iterator 662 // fully recursive iterator
411 { 698 {
412 return this; 699 return this;
413 } 700 }
414 701
415 /* This returns TRUE if the object is something that 702 /* This returns TRUE if the object is something that
416 * should be displayed in the floorbox/inventory window 703 * a client might want to know about.
417 */ 704 */
418 MTH bool client_visible () const 705 MTH bool client_visible () const
419 { 706 {
420 return !invisible && type != PLAYER; 707 return !invisible && type != PLAYER;
421 } 708 }
422 709
710 // the client does nrof * this weight
711 MTH sint32 client_weight () const
712 {
713 return weight + carrying;
714 }
715
423 MTH struct region *region () const; 716 MTH struct region *region () const;
424 717
718 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
719 void failmsg (const_utf8_string msg, int color = NDI_RED);
720
721 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
722
723 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
724 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
725
726 // make some noise with given item into direction dir,
727 // currently only used for players to make them temporarily visible
728 // when they are invisible.
729 MTH void make_noise ();
730
731 /* animation */
732 MTH bool has_anim () const { return animation_id; }
733 const animation &anim () const { return animations [animation_id]; }
734 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
735 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
736 /* anim_frames () returns the number of animations allocated. The last
737 * usuable animation will be anim_frames () - 1 (for example, if an object
738 * has 8 animations, anim_frames () will return 8, but the values will
739 * range from 0 through 7.
740 */
741 MTH int anim_frames () const { return anim ().num_animations; }
742 MTH int anim_facings () const { return anim ().facings; }
743
744 MTH utf8_string as_string ();
745
425protected: 746protected:
426 friend struct archetype;
427
428 void link (); 747 void link ();
429 void unlink (); 748 void unlink ();
430 749
431 object (); 750 object ();
432 ~object (); 751 ~object ();
752
753private:
754 object &operator =(const object &);
755 object (const object &);
433}; 756};
434 757
435typedef object_vector<object, &object::index > objectvec; 758// move this object to the top of its env's inventory to speed up
436typedef object_vector<object, &object::active> activevec; 759// searches for it.
760static inline object *
761splay (object *ob)
762{
763 if (ob->above && ob->env)
764 {
765 if (ob->above) ob->above->below = ob->below;
766 if (ob->below) ob->below->above = ob->above;
437 767
438extern objectvec objects; 768 ob->above = 0;
439extern activevec actives; 769 ob->below = ob->env->inv;
770 ob->below->above = ob;
771 ob->env->inv = ob;
772 }
440 773
441#define for_all_objects(var) \ 774 return ob;
442 for (int _i = 0; _i < objects.size (); ++_i) \ 775}
443 declvar (object *, var, objects [_i])
444 776
445#define for_all_actives(var) \ 777//+GPL
446 for (int _i = 0; _i < actives.size (); ++_i) \
447 declvar (object *, var, actives [_i])
448 778
449typedef struct oblnk 779object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
450{ /* Used to link together several objects */ 780object *find_skill_by_name (object *who, shstr_cmp sh);
451 object_ptr ob; 781object *find_skill_by_number (object *who, int skillno);
452 struct oblnk *next;
453} objectlink;
454
455typedef struct oblinkpt
456{ /* Used to link together several object links */
457 struct oblnk *link;
458 long value; /* Used as connected value in buttons/gates */
459 struct oblinkpt *next;
460} oblinkpt;
461 782
462/* 783/*
463 * The archetype structure is a set of rules on how to generate and manipulate 784 * The archetype structure is a set of rules on how to generate and manipulate
464 * objects which point to archetypes. 785 * objects which point to archetypes.
465 * This probably belongs in arch.h, but there really doesn't appear to 786 * This probably belongs in arch.h, but there really doesn't appear to
466 * be much left in the archetype - all it really is is a holder for the 787 * be much left in the archetype - all it really is is a holder for the
467 * object and pointers. This structure should get removed, and just replaced 788 * object and pointers. This structure should get removed, and just replaced
468 * by the object structure 789 * by the object structure
469 */ 790 */
470 791
792//-GPL
793
471INTERFACE_CLASS (archetype) 794INTERFACE_CLASS (archetype)
472struct archetype : zero_initialised, attachable 795struct archetype : object
473{ 796{
474 archetype (); 797 static arch_ptr empty; // the empty_archetype
798 MTH static void gc ();
799
800 archetype (const_utf8_string name);
475 ~archetype (); 801 ~archetype ();
476 void gather_callbacks (AV *&callbacks, event_type event) const; 802 void gather_callbacks (AV *&callbacks, event_type event) const;
477 803
478 static archetype *find (const char *name); 804 MTH static archetype *find (const_utf8_string name);
479 805
480 void hash_add (); // add to hashtable 806 MTH void link ();
481 void hash_del (); // remove from hashtable 807 MTH void unlink ();
482 808
809 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
810 MTH object *instance ();
811
812 MTH void post_load_check (); // do some adjustments after parsing
813
814 object_vector_index ACC (RW, archid); // index in archvector
483 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 815 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
484 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 816
485 struct archetype *ACC (RW, head); /* The main part of a linked object */ 817 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
486 struct archetype *ACC (RW, more); /* Next part of a linked object */ 818
487 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 819 // support for archetype loading
488 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 820 static archetype *read (object_thawer &f);
489 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 821 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
490 * in comparison to the head. 822 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
491 */
492}; 823};
824
825// returns whether the object is a dragon player, which are often specialcased
826inline bool
827object::is_dragon () const
828{
829 return arch->race == shstr_dragon && is_player ();
830}
831
832inline void
833object_freezer::put (const keyword_string k, archetype *v)
834{
835 if (expect_true (v))
836 put (k, v->archname);
837 else
838 put (k);
839}
840
841typedef object_vector<object, &object::index > objectvec;
842typedef object_vector<object, &object::active> activevec;
843typedef object_vector<archetype, &archetype::archid> archvec;
844
845extern objectvec objects;
846extern activevec actives;
847extern archvec archetypes;
848
849// "safely" iterate over inv in a way such that the current item is removable
850// quite horrible, that's why its hidden in some macro
851#define for_inv_removable(op,var) \
852 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
853
854#define for_all_objects(var) \
855 for (unsigned _i = 0; _i < objects.size (); ++_i) \
856 statementvar (object *, var, objects [_i])
857
858#define for_all_actives(var) \
859 for (unsigned _i = 0; _i < actives.size (); ++_i) \
860 statementvar (object *, var, actives [_i])
861
862#define for_all_archetypes(var) \
863 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
864 statementvar (archetype *, var, archetypes [_i])
865
866//+GPL
493 867
494/* Used by update_object to know if the object being passed is 868/* Used by update_object to know if the object being passed is
495 * being added or removed. 869 * being added or removed.
496 */ 870 */
497#define UP_OBJ_INSERT 1 871#define UP_OBJ_INSERT 1
514 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 888 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
515 * Use for treasure chests so the new object is the highest thing 889 * Use for treasure chests so the new object is the highest thing
516 * beneath the player, but not actually above it. Note - the 890 * beneath the player, but not actually above it. Note - the
517 * map and x,y coordinates for the object to be inserted must 891 * map and x,y coordinates for the object to be inserted must
518 * match the originator. 892 * match the originator.
519 * INS_MAP_LOAD: disable lots of checkings done at insertion to
520 * speed up map loading process, as we assume the ordering in
521 * loaded map is correct.
522 * 893 *
523 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 894 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
524 * are mutually exclusive. The behaviour for passing more than one 895 * are mutually exclusive. The behaviour for passing more than one
525 * should be considered undefined - while you may notice what happens 896 * should be considered undefined - while you may notice what happens
526 * right now if you pass more than one, that could very well change 897 * right now if you pass more than one, that could very well change
529#define INS_NO_MERGE 0x0001 900#define INS_NO_MERGE 0x0001
530#define INS_ABOVE_FLOOR_ONLY 0x0002 901#define INS_ABOVE_FLOOR_ONLY 0x0002
531#define INS_NO_WALK_ON 0x0004 902#define INS_NO_WALK_ON 0x0004
532#define INS_ON_TOP 0x0008 903#define INS_ON_TOP 0x0008
533#define INS_BELOW_ORIGINATOR 0x0010 904#define INS_BELOW_ORIGINATOR 0x0010
534#define INS_MAP_LOAD 0x0020
535 905
536#define ARCH_SINGULARITY "singularity" 906//-GPL
537#define ARCH_SINGULARITY_LEN 11
538#define ARCH_DETECT_MAGIC "detect_magic"
539#define ARCH_DEPLETION "depletion"
540#define ARCH_SYMPTOM "symptom"
541 907
542#endif 908#endif
543 909

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