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/**
* @file
* Object structure, the core of Crossfire.
*/
#include "dialog.h"
#ifndef OBJECT_H
#define OBJECT_H
/** Object tag, unique during the whole game. */
typedef uint32_t tag_t;
#define NUM_BODY_LOCATIONS 13 /**< Number of body locations. */
#define BODY_ARMS 1 /**< This should be the index of the arms. */
/**
* One body location.
* See common/item.c.
*/
typedef struct body_locations_struct {
const char *save_name; /**< Name used to load/save it to disk */
const char *use_name; /**< Name used when describing an item we can use */
const char *nonuse_name; /**< Name to describe objects we can't use */
} body_locations_struct;
extern body_locations_struct body_locations[NUM_BODY_LOCATIONS];
extern const char *const move_name[];
/**
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
*
* key and value are shared-strings.
*
* Please use object_get_value(), object_set_value() from object.c rather than
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
typedef struct _key_value {
const char *key; /**< Name of the key. */
const char *value; /**< Key's value. */
struct _key_value *next; /**< Next key in the list. */
} key_value;
/**
* @defgroup WILL_APPLY_xxx What monsters apply
* How monsters should handle some items they have or things on the ground.
* Those flags correspond to the object::will_apply field.
*/
/*@{*/
#define WILL_APPLY_HANDLE 0x1 /**< Apply handles and triggers. */
#define WILL_APPLY_TREASURE 0x2 /**< Open chests. */
#define WILL_APPLY_EARTHWALL 0x4 /**< Destroy earthwalls. */
#define WILL_APPLY_DOOR 0x8 /**< Open non-locked doors. */
#define WILL_APPLY_FOOD 0x10 /**< Eat food (not drinks). */
/*@}*/
/**
* Checks if an object still exists.
* @param op
* object to check
* @param old_tag
* old tag of the object.
* @return
* true if the object was destroyed, 0 otherwise
*/
#define object_was_destroyed(op, old_tag) \
(op->count != old_tag || QUERY_FLAG(op, FLAG_FREED))
/**
* Defines default size of the *spell_tags pointer.
* The OB_SPELL_TAG_HASH is a simple mechanism to get/set the
* spell tags based on a simple hash - it should change if the tag size
* also changes. Note that since count is used for this, this value
* is effectively random or at least fairly evenly distributed, at
* least in the low bits. And a size of 16 lets us do a very
* fast operation.
*/
#define SPELL_TAG_SIZE 16
/**
* Get the hash on an object for a specified count.
* @param op what to check.
* @param count item to check the hash for.
*/
#define OB_SPELL_TAG_HASH(op, count) (op->spell_tags[count&0xf])
/**
* Check whether a tag matches in the tags.
* @param op item to check against.
* @param count tag to check.
*/
#define OB_SPELL_TAG_MATCH(op, count) (op->spell_tags[count&0xf] == count)
/**
* Only add new values to this list if somewhere in the program code, it is
* actually needed. Just because you add a new monster does not mean it has to
* have a type defined here. That only needs to happen if in some .c file, it
* needs to do certain special actions based on the monster type, that can not
* be handled by any of the numerous flags. Also, if you add new entries, try
* and fill up the holes in this list. Additionally, when you add a new entry,
* include it in the table in common/item.c
*
* type 0 is undefined and indicates non-valid type information.
*/
enum object_type {
PLAYER = 1,
TRANSPORT = 2, /**< see doc/Developers/objects */
ROD = 3,
TREASURE = 4,
POTION = 5,
FOOD = 6,
POISON = 7,
BOOK = 8,
CLOCK = 9,
DRAGON_FOCUS = 10, /**< Used during character creation */
ARROW = 13,
BOW = 14,
WEAPON = 15,
ARMOUR = 16,
PEDESTAL = 17,
ALTAR = 18,
LOCKED_DOOR = 20,
SPECIAL_KEY = 21,
MAP = 22,
DOOR = 23,
KEY = 24,
TIMED_GATE = 26,
TRIGGER = 27,
GRIMREAPER = 28,
MAGIC_EAR = 29,
TRIGGER_BUTTON = 30,
TRIGGER_ALTAR = 31,
TRIGGER_PEDESTAL = 32,
SHIELD = 33,
HELMET = 34,
MONEY = 36,
CLASS = 37, /**< Object for applying character class modifications to someone */
AMULET = 39,
PLAYERMOVER = 40,
TELEPORTER = 41,
CREATOR = 42,
SKILL = 43, /**< Also see ::SKILL_TOOL (74) below */
EARTHWALL = 45,
GOLEM = 46,
THROWN_OBJ = 48,
BLINDNESS = 49,
GOD = 50,
DETECTOR = 51, /**< peterm: detector is an object
* which notices the presense of
* another object and is triggered
* like buttons. */
TRIGGER_MARKER = 52, /**< inserts an invisible, weightless
* force into a player with a
* specified string WHEN TRIGGERED. */
DEAD_OBJECT = 53,
DRINK = 54,
MARKER = 55, /**< inserts an invisible, weightless
* force into a player with a
* specified string. */
HOLY_ALTAR = 56,
PLAYER_CHANGER = 57,
BATTLEGROUND = 58, /**< battleground, by Andreas Vogl */
PEACEMAKER = 59, /**< Object owned by a player which can
* convert a monster into a peaceful
* being incapable of attack. */
GEM = 60,
FIREWALL = 62,
CHECK_INV = 64, /**< b.t. thomas@nomad.astro.psu.edu */
MOOD_FLOOR = 65, /**< b.t. thomas@nomad.astro.psu.edu
* values of last_sp set how to
* change:
* 0 = furious, all monsters become
* aggressive
* 1 = angry, all but friendly become
* aggressive
* 2 = calm, all aggressive monsters
* calm down
* 3 = sleep, all monsters fall asleep
* 4 = charm, monsters become pets */
EXIT = 66,
ENCOUNTER = 67,
SHOP_FLOOR = 68,
SHOP_MAT = 69,
RING = 70,
FLOOR = 71, /**< Floor tile -> native layer 0 */
FLESH = 72, /**< animal 'body parts' -b.t. */
INORGANIC = 73, /**< metals, minerals, dragon scales */
SKILL_TOOL = 74, /**< Allows the use of a skill */
LIGHTER = 75,
WALL = 77, /**< Wall. Put it always in layer 1 if
* not set is_floor */
MISC_OBJECT = 79, /**< misc. objects are for objects
* without a function in the engine.
* Like statues, clocks, chairs...
* If perhaps we create a function
* where we can sit on chairs, we
* create a new type and remove all
* chairs from here. */
MONSTER = 80, /**< A real, living creature */
LAMP = 82, /**< Lamp */
DUPLICATOR = 83, /**< Duplicator/multiplier object */
SPELLBOOK = 85,
CLOAK = 87,
SPINNER = 90,
GATE = 91,
BUTTON = 92,
CF_HANDLE = 93,
HOLE = 94, /* When open, objects fall through */
TRAPDOOR = 95,
SIGN = 98,
BOOTS = 99,
GLOVES = 100,
SPELL = 101,
SPELL_EFFECT = 102,
CONVERTER = 103,
BRACERS = 104,
POISONING = 105,
SAVEBED = 106,
WAND = 109,
SCROLL = 111,
DIRECTOR = 112,
GIRDLE = 113,
FORCE = 114,
POTION_RESIST_EFFECT = 115, /**< A force, holding the effect of a
* resistance potion */
EVENT_CONNECTOR = 116, /**< Lauwenmark: an invisible object
* holding a plugin event hook */
CLOSE_CON = 121, /**< Eneq((at)csd.uu.se): Id for
* close_container archetype. */
CONTAINER = 122,
ARMOUR_IMPROVER = 123,
WEAPON_IMPROVER = 124,
SKILLSCROLL = 130, /**< can add a skill to player's
* inventory -bt.*/
DEEP_SWAMP = 138,
IDENTIFY_ALTAR = 139,
SHOP_INVENTORY = 150, /**< Mark Wedel (mark@pyramid.com) Shop
* inventories */
RUNE = 154,
TRAP = 155,
POWER_CRYSTAL = 156,
CORPSE = 157,
DISEASE = 158,
SYMPTOM = 159,
BUILDER = 160, /**< Generic item builder, see subtypes
* below */
MATERIAL = 161, /**< Material for building */
MIMIC = 162,
OBJECT_TYPE_MAX = 163, /**< Update if you add new types */
};
/**
* Main Crossfire structure, one ingame object.
*
* Note that the ordering of this structure is sort of relevent -
* object_copy() copies everything over beyond 'name' using memcpy.
* Thus, values that need to be copied need to be located beyond that
* point.
*
* However, if you're keeping a pointer of some sort, you probably
* don't just want it copied, so you'll need to add to common/object.c,
* e.g. copy-object
*
* I've tried to clean up this structure a bit (in terms of formatting)
* by making it more consistent. I've also tried to locate some of the fields
* more logically together (put the item related ones together, the monster
* related ones, etc.
* This structure is best viewed with about a 100 width screen.
* MSW 2002-07-05
*
* See the @ref page_object "documentation page" for more details.
*/
typedef struct obj {
/* These variables are not changed by object_copy() */
struct pl *contr; /**< Pointer to the player which control this object */
struct obj *next; /**< Pointer to the next object in the free/used list */
struct obj *prev; /**< Pointer to the previous object in the free/used list*/
struct obj *active_next; /**< Next object in the 'active' list
* This is used in process_events
* so that the entire object list does not
* need to be gone through.*/
struct obj *active_prev; /**< Previous object in the 'active list
* This is used in process_events
* so that the entire object list does not
* need to be gone through. */
struct obj *below; /**< Pointer to the object stacked below this one */
struct obj *above; /**< Pointer to the object stacked above this one */
/* Note: stacked in the *same *environment*/
struct obj *inv; /**< Pointer to the first object in the inventory */
struct obj *container; /**< Current container being used. I think this
* is only used by the player right now. */
struct obj *env; /**< Pointer to the object which is the environment.
* This is typically the container that the object is in. */
struct obj *more; /**< Pointer to the rest of a large body of objects */
struct obj *head; /**< Points to the main object of a large body */
struct mapdef *map; /**< Pointer to the map in which this object is present */
tag_t count; /**< Unique object number for this object */
struct struct_dialog_information *dialog_information; /**< Parsed dialog information for this object.
* Valid if FLAG_DIALOG_PARSED is set (but can be NULL). */
/* These get an extra add_refcount(), after having been copied by memcpy().
*
* Fields below name (included) are copied by memcpy in object_copy().
*
* If adding something that needs a refcount updated, make sure you modify
* object_copy() to do so.
* Everything below here also gets cleared by object_clear().
*/
const char *name; /**< The name of the object, obviously... */
/* Place new attributes that should get copied and cleared below name */
sstring artifact; /**< If set, the item is the artifact with this name and the matching type. */
const char *name_pl; /**< The plural name of the object */
const char *anim_suffix; /**< Used to determine combined animations */
const char *title; /**< Of foo, etc */
const char *race; /**< Human, goblin, dragon, etc */
const char *slaying; /**< Which race to do double damage to.
* If this is an exit, this is the filename */
const char *skill; /**< Name of the skill this object uses/grants */
const char* msg; /**< If this is a book/sign/magic mouth/etc. Modify with
object_set_msg() to preserve invariants. */
const char *lore; /**< Obscure information about this object,
* to get put into books and the like. */
int16_t x, y; /**< Position in the map for this object */
int16_t ox, oy; /**< For debugging: Where it was last inserted */
float speed; /**< Frequency of object 'moves' relative to server tick rate */
float speed_left; /**< How much speed is left to spend this round */
float weapon_speed; /**< The overall speed of this object */
float weapon_speed_left; /**< How much speed is left to spend this round */
const Face *face; /**< Face with colors */
uint32_t nrof; /**< Number of objects. Consider accessing
with NROF() macro. */
int8_t direction; /**< Means the object is moving that way. */
int8_t facing; /**< Object is oriented/facing that way. */
/* This next big block are basically used for monsters and equipment */
uint8_t type; /**< PLAYER, BULLET, etc. See define.h */
uint8_t subtype; /**< Subtype of object */
uint16_t client_type; /**< Public type information. see doc/Developers/objects */
int16_t resist[NROFATTACKS]; /**< Resistance adjustments for attacks */
uint32_t attacktype; /**< Bitmask of attacks this object does */
uint32_t path_attuned; /**< Paths the object is attuned to */
uint32_t path_repelled; /**< Paths the object is repelled from */
uint32_t path_denied; /**< Paths the object is denied access to */
const char *materialname; /**< Specific material name */
uint16_t material; /**< What materials this object consist of */
int8_t magic; /**< Any magical bonuses to this item */
uint8_t state; /**< How the object was last drawn (animation) */
int32_t value; /**< How much money it is worth (or contains) */
int16_t level; /**< Level of creature or object */
/* Note that the last_.. values are sometimes used for non obvious
* meanings by some objects, eg, sp penalty, permanent exp.
*/
int32_t last_eat; /**< How long since we last ate */
int32_t last_heal; /**< Last healed. Depends on constitution */
int32_t last_sp; /**< As last_heal, but for spell points */
int16_t last_grace; /**< As last_sp, except for grace */
int16_t invisible; /**< How much longer the object will be invis */
uint8_t pick_up; /**< See crossfire.doc */
int8_t item_power; /**< Power rating of the object */
int8_t gen_sp_armour; /**< Sp regen penalty this object has (was last_heal)*/
int8_t glow_radius; /**< indicates the glow radius of the object */
int32_t weight; /**< Attributes of the object */
int32_t weight_limit; /**< Weight-limit of object */
int32_t carrying; /**< How much weight this object contains */
living stats; /**< Str, Con, Dex, etc */
//int64_t perm_exp; /**< Permanent exp */
int64_t total_exp; /**< All exp ever earned (used to calc perm_exp) */
struct obj *current_weapon; /**< Pointer to the weapon currently used */
uint32_t weapontype; /**< Type of weapon */
int8_t body_info[NUM_BODY_LOCATIONS]; /**< Body info as loaded from the file */
int8_t body_used[NUM_BODY_LOCATIONS]; /**< Calculated value based on items equipped */
/* See the doc/Developers/objects for more info about body locations */
/* Following mostly refers to fields only used for monsters */
struct obj *owner; /**< Pointer to the object which controls this one.
* Owner should not be referred to directly -
* object_get_owner() should be used instead. */
tag_t ownercount; /**< What count the owner had (in case owner has been freed) */
struct obj *enemy; /**< Monster/player to follow even if not closest */
struct obj *attacked_by; /**< This object start to attack us! only player & monster */
tag_t attacked_by_count; /**< The tag of attacker, so we can be sure */
uint8_t run_away; /**< Monster runs away if it's hp goes below this percentage. */
struct treasureliststruct *randomitems; /**< Items to be generated */
struct obj *chosen_skill; /**< The skill chosen to use */
uint8_t hide; /**< The object is hidden, not invisible */
/* changes made by kholland@sunlab.cit.cornell.edu */
/* allows different movement patterns for attackers */
int32_t move_status; /**< What stage in attack mode */
uint16_t attack_movement;/**< What kind of attack movement */
uint8_t will_apply; /**< See crossfire.doc and @ref WILL_APPLY_xxx */
uint8_t sound_chance; /**< Ignored. Probability, 0 to 100, of the object emitting a sound. */
struct obj *spellitem; /**< Spell ability monster is choosing to use */
double expmul; /**< needed experience = (calc_exp*expmul) - means some
* races/classes can need less/more exp to gain levels */
/* Spell related information, may be useful elsewhere
* Note that other fields are used - these files are basically
* only used in spells.
*/
int16_t casting_time; /**< Time left before spell goes off */
int16_t duration; /**< Number of moves (see 'speed') spell lasts */
uint8_t duration_modifier; /**< how level modifies duration */
int8_t range; /**< Range of the spell */
uint8_t range_modifier; /**< How going up in level affects range */
uint8_t dam_modifier; /**< How going up in level affects damage */
struct obj *spell; /**< Spell that was being cast */
char *spellarg; /**< Optional argument when casting obj::spell. */
/* Following are values used by any object */
struct archt *arch; /**< Pointer to archetype */
struct archt *other_arch; /**< Pointer used for various things - mostly used for what
* this objects turns into or what this object creates */
uint32_t flags[4]; /**< Various flags */
const Animations *animation; /**< Animation of this item, NULL if not animated. */
uint8_t anim_speed; /**< Ticks between animation-frames */
uint8_t last_anim; /**< Last sequence used to draw face */
const Animations *temp_animation; /**< A temporary animation. */
uint8_t temp_anim_speed; /**< Ticks between temporary animation-frames */
uint8_t smoothlevel; /**< how to smooth this square around*/
uint8_t map_layer; /**< What level to draw this on the map */
MoveType move_type; /**< Type of movement this object uses */
MoveType move_block; /**< What movement types this blocks */
MoveType move_allow; /**< What movement types explicitly allowed */
MoveType move_on; /**< Move types affected moving on to this space */
MoveType move_off; /**< Move types affected moving off this space */
MoveType move_slow; /**< Movement types this slows down */
float move_slow_penalty; /**< How much this slows down the object */
const char *custom_name; /**< Custom name assigned by player */
key_value *key_values; /**< Fields not explictly known by the loader. */
tag_t *spell_tags; /**< Tags used for spell effect merging. */
} object;
/**
* Used to link together several objects
*/
typedef struct oblnk {
object *ob; /**< Item to link to. */
struct oblnk *next; /**< Next item to link to. */
tag_t id; /**< ob's tag, in case it is removed. */
} objectlink;
/**
* Used to link together several object links
*/
typedef struct oblinkpt {
struct oblnk *link; /**< Items for this value. */
long value; /**< Used as connected value in buttons/gates */
struct oblinkpt *next;/**< Next value in the list. */
} oblinkpt;
/**
* The archetype structure is a set of rules on how to generate and manipulate
* objects which point to archetypes.
* This probably belongs in arch.h, but there really doesn't appear to
* be much left in the archetype - all it really is is a holder for the
* object and pointers. This structure should get removed, and just replaced
* by the object structure
*/
typedef struct archt {
const char *name; /**< More definite name, like "generate_kobold" */
struct archt *next; /**< Next archetype in a linked list */
struct archt *head; /**< The main part of a linked object */
struct archt *more; /**< Next part of a linked object */
object clone; /**< An object from which to do object_copy() */
int8_t tail_x, tail_y; /**< Where the lower right most portion of the object is
* in comparison to the head. */
int reference_count; /**< How many times this temporary archetype is used. If 0, "permanent" archetype. */
} archetype;
extern object *objects;
extern object *active_objects;
extern int nrofallocobjects;
extern int nroffreeobjects;
static inline int compare_flags(const object *p, const object *q) {
return ((p)->flags[0] == (q)->flags[0]) &&
((p)->flags[1] == (q)->flags[1]) &&
((p)->flags[2] == (q)->flags[2]) &&
((p)->flags[3] == (q)->flags[3]);
}
static inline int query_flag(const object *op, int flag) {
return op->flags[flag / 32] & (1U << (flag % 32));
}
static inline void clear_flag(object *op, int flag) {
op->flags[flag / 32] &= ~(1U << (flag % 32));
}
static inline void set_flag(object *op, int flag) {
op->flags[flag / 32] |= (1U << (flag % 32));
}
/**
* This returns TRUE if the object is something that
* should be displayed in the look window
*/
#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
/**
* @defgroup UP_OBJ_xxx Object update flags
*
* Used by object_update() to know if the object being passed is
* being added or removed.
*/
/*@{*/
#define UP_OBJ_INSERT 1 /**< Object was inserted. */
#define UP_OBJ_REMOVE 2 /**< Object was removed. */
#define UP_OBJ_CHANGE 3 /**< Object changed. */
#define UP_OBJ_FACE 4 /**< Only thing that changed was the face. In this case,
* we always update everything as that is easier than trying
* to look at what may have changed. */
/*@}*/
/**
* @defgroup FREE_OBJ_xxx Object free flags
*
* Used by object_free() to specify options.
*/
/*@{*/
#define FREE_OBJ_FREE_INVENTORY 1 /**< Free inventory objects; if not set, drop inventory. */
#define FREE_OBJ_NO_DESTROY_CALLBACK 2 /**< Do not run the destroy callback. */
#define FREE_OBJ_DROP_ABOVE_FLOOR 4 /**< If FREE_OBJ_FREE_INVENTORY is not set, drop inventory just above ground instead on top. */
/*@}*/
/**
* @defgroup INS_xxx Object insertion flags.
*
* These are flags passed to object_insert_in_map() and
* object_insert_in_ob(). Note that all flags may not be meaningful
* for both functions.
* Most are fairly explanatory:
* - INS_NO_MERGE: don't try to merge inserted object with ones alrady
* on space.
* - INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
* - INS_NO_WALK_ON: Don't call check_walk_on against the
* originator - saves cpu time if you know the inserted object
* is not meaningful in terms of having an effect.
* - INS_ON_TOP: Always put object on top. Generally only needed when loading
* files from disk and ordering needs to be preserved.
* - INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
* Use for treasure chests so the new object is the highest thing
* beneath the player, but not actually above it. Note - the
* map and x,y coordinates for the object to be inserted must
* match the originator.
* - INS_MAP_LOAD: disable lots of checkings done at insertion to
* speed up map loading process, as we assume the ordering in
* loaded map is correct.
*
* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
* are mutually exclusive. The behaviour for passing more than one
* should be considered undefined - while you may notice what happens
* right now if you pass more than one, that could very well change
* in future revisions of the code.
*/
/*@{*/
#define INS_NO_MERGE 0x0001 /**< Don't try to merge with other items. */
#define INS_ABOVE_FLOOR_ONLY 0x0002 /**< Put object immediatly above the floor. */
#define INS_NO_WALK_ON 0x0004 /**< Don't call check_walk_on against the originator. */
#define INS_ON_TOP 0x0008 /**< Always put object on top. */
#define INS_BELOW_ORIGINATOR 0x0010 /**< Insert new object immediately below originator. */
#define INS_MAP_LOAD 0x0020 /**< Disable lots of checkings. */
/*@}*/
#define ARCH_SINGULARITY "singularity" /**< Archetype for singularity. */
#define ARCH_SINGULARITY_LEN 11 /**< Length of ::ARCH_SINGULARITY. */
#define ARCH_DETECT_MAGIC "detect_magic" /**< Archetype for detect magic spell. */
#define ARCH_DEPLETION "depletion" /**< Archetype for depletion. */
#define ARCH_SYMPTOM "symptom" /**< Archetype for disease symptom. */
#define ARCH_PORTAL_FAILED "town_portal_failed" /**< Archetype for town portal failure. */
#define ARCH_SPELL_BLOCKED "spell_blocked" /**< Archetype when a spell is blocked (unholy ground or non magic). */
#define ARCH_SPELL_BUNGLE "spell_bungle" /**< Archetype when player bungles a spell. */
/**
* Returns the head part of an object. For single-tile objects returns the
* object itself.
*
* @param op
* the object
* @return
* the head object
*/
#define HEAD(op) ((op)->head != NULL ? (op)->head : (op))
static inline bool IS_PLAYER(object *op) {
return op->type == PLAYER;
}
/**
* Determine whether the given object can have an HP bar.
*/
static inline bool CAN_PROBE(const object *ob) {
return QUERY_FLAG(ob, FLAG_ALIVE) &&
(ob->type == PLAYER || QUERY_FLAG(ob, FLAG_MONSTER));
}
/**
* Returns ob->nrof, unless it is 0, in which case return 1. Most of the code
* assumes that nrof=0 is the same as nrof=1.
*/
static inline uint32_t NROF(const object * const ob) {
return ob->nrof ? ob->nrof : 1;
}
#endif /* OBJECT_H */
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