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/cvs/deliantra/server/include/object.h
Revision: 1.13
Committed: Thu Aug 31 09:19:34 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +0 -2 lines
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# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_object_h =
3 elmex 1.3 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #ifndef OBJECT_H
30     #define OBJECT_H
31    
32 root 1.6 #include "cfperl.h"
33 root 1.7 #include "shstr.h"
34 root 1.6
35 root 1.1 typedef uint32 tag_t;
36     #define NUM_BODY_LOCATIONS 12
37     #define BODY_ARMS 1
38    
39     /* See common/item.c */
40    
41     typedef struct Body_Locations {
42 elmex 1.3 const char *save_name; /* Name used to load/save it to disk */
43     const char *use_name; /* Name used when describing an item we can use */
44     const char *nonuse_name; /* Name to describe objects we can't use */
45 root 1.1 } Body_Locations;
46    
47     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48    
49     typedef struct _event
50     {
51     int type;
52     const char *hook;
53     const char *plugin;
54     const char *options;
55     struct _event *next;
56     } event;
57    
58     /*
59     * Each object (this also means archetypes!) could have a few of these
60     * "dangling" from it; this could also end up containing 'parse errors'.
61     *
62     * key and value are shared-strings.
63     *
64     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65     * accessing the list directly.
66     * Exception is if you want to walk this list for some reason.
67     */
68     typedef struct _key_value {
69     const char * key;
70     const char * value;
71     struct _key_value * next;
72     } key_value;
73    
74    
75     /* Definition for WILL_APPLY values. Replaces having harcoded values
76     * sprinkled in the code. Note that some of these also replace fields
77     * that were in the can_apply area. What is the point of having both
78     * can_apply and will_apply?
79     */
80     #define WILL_APPLY_HANDLE 0x1
81     #define WILL_APPLY_TREASURE 0x2
82     #define WILL_APPLY_EARTHWALL 0x4
83     #define WILL_APPLY_DOOR 0x8
84     #define WILL_APPLY_FOOD 0x10
85    
86    
87     /* Note that the ordering of this structure is sort of relevent -
88     * copy_object copies everything over beyond 'name' using memcpy.
89     * Thus, values that need to be copied need to be located beyond that
90     * point.
91     *
92     * However, if you're keeping a pointer of some sort, you probably
93     * don't just want it copied, so you'll need to add to common/object.c,
94     * e.g. copy-object
95     *
96     * I've tried to clean up this structure a bit (in terms of formatting)
97     * by making it more consistent. I've also tried to locate some of the fields
98     * more logically together (put the item related ones together, the monster
99     * related ones, etc.
100     * This structure is best viewed with about a 100 width screen.
101     * MSW 2002-07-05
102     */
103 elmex 1.4
104 root 1.9 struct object_simple : attachable<object> {
105 root 1.1 /* These variables are not changed by copy_object() */
106     struct pl *contr; /* Pointer to the player which control this object */
107 elmex 1.4 struct object *next; /* Pointer to the next object in the free/used list */
108     struct object *prev; /* Pointer to the previous object in the free/used list*/
109     struct object *active_next; /* Next & previous object in the 'active' */
110     struct object *active_prev; /* List. This is used in process_events */
111 root 1.12 /* so that the entire object list does not */
112     /* need to be gone through. */
113 elmex 1.4 struct object *below; /* Pointer to the object stacked below this one */
114     struct object *above; /* Pointer to the object stacked above this one */
115 root 1.12 /* Note: stacked in the *same* environment*/
116 elmex 1.4 struct object *inv; /* Pointer to the first object in the inventory */
117     struct object *container; /* Current container being used. I think this
118 root 1.12 * is only used by the player right now.
119     */
120 elmex 1.4 struct object *env; /* Pointer to the object which is the environment.
121 root 1.12 * This is typically the container that the object is in.
122     */
123 elmex 1.4 struct object *more; /* Pointer to the rest of a large body of objects */
124     struct object *head; /* Points to the main object of a large body */
125     struct mapstruct *map; /* Pointer to the map in which this object is present */
126 root 1.1
127     tag_t count; /* Unique object number for this object */
128     uint16 refcount; /* How many objects points to this object */
129 elmex 1.4 };
130 root 1.1
131 root 1.7 struct object_special {
132 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
133     * All fields beow this point are automatically copied by memcpy. If
134     * adding something that needs a refcount updated, make sure you modify
135     * copy_object to do so. Everything below here also gets cleared
136     * by clear_object()
137     */
138     const char *name; /* The name of the object, obviously... */
139     const char *name_pl; /* The plural name of the object */
140     const char *title; /* Of foo, etc */
141     const char *race; /* human, goblin, dragon, etc */
142     const char *slaying; /* Which race to do double damage to */
143 root 1.12 /* If this is an exit, this is the filename */
144 root 1.1 const char *skill; /* Name of the skill this object uses/grants */
145     const char *msg; /* If this is a book/sign/magic mouth/etc */
146     const char *lore; /* Obscure information about this object, */
147 root 1.12 /* To get put into books and the like. */
148 root 1.1
149     sint16 x,y; /* Position in the map for this object */
150     sint16 ox,oy; /* For debugging: Where it was last inserted */
151     float speed; /* The overall speed of this object */
152     float speed_left; /* How much speed is left to spend this round */
153     uint32 nrof; /* How many of the objects */
154     New_Face *face; /* Face with colors */
155     sint8 direction; /* Means the object is moving that way. */
156     sint8 facing; /* Object is oriented/facing that way. */
157    
158     /* This next big block are basically used for monsters and equipment */
159     uint8 type; /* PLAYER, BULLET, etc. See define.h */
160     uint8 subtype; /* subtype of object */
161     uint16 client_type; /* Public type information. see doc/Developers/objects */
162     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
163     uint32 attacktype; /* Bitmask of attacks this object does */
164     uint32 path_attuned; /* Paths the object is attuned to */
165     uint32 path_repelled; /* Paths the object is repelled from */
166     uint32 path_denied; /* Paths the object is denied access to */
167     uint16 material; /* What materials this object consist of */
168     const char *materialname; /* specific material name */
169     sint8 magic; /* Any magical bonuses to this item */
170     uint8 state; /* How the object was last drawn (animation) */
171     sint32 value; /* How much money it is worth (or contains) */
172     sint16 level; /* Level of creature or object */
173     /* Note that the last_.. values are sometimes used for non obvious
174     * meanings by some objects, eg, sp penalty, permanent exp.
175     */
176     sint32 last_heal; /* Last healed. Depends on constitution */
177     sint32 last_sp; /* As last_heal, but for spell points */
178     sint16 last_grace; /* as last_sp, except for grace */
179     sint16 last_eat; /* How long since we last ate */
180     sint16 invisible; /* How much longer the object will be invis */
181     uint8 pick_up; /* See crossfire.doc */
182     sint8 item_power; /* power rating of the object */
183     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
184     sint32 weight; /* Attributes of the object */
185     sint32 weight_limit; /* Weight-limit of object */
186     sint32 carrying; /* How much weight this object contains */
187     sint8 glow_radius; /* indicates the glow radius of the object */
188     living stats; /* Str, Con, Dex, etc */
189     sint64 perm_exp; /* Permanent exp */
190 elmex 1.4 struct object *current_weapon; /* Pointer to the weapon currently used */
191 root 1.1 uint32 weapontype; /* type of weapon */
192     uint32 tooltype; /* type of tool or build facility */
193     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
194     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
195 root 1.12 /* See the doc/Developers/objects for more info about body locations */
196 root 1.1
197     /* Following mostly refers to fields only used for monsters */
198 elmex 1.4 struct object *owner; /* Pointer to the object which controls this one */
199 root 1.12 /* Owner should not be referred to directly - */
200     /* get_owner should be used instead. */
201 root 1.1 tag_t ownercount; /* What count the owner had (in case owner */
202 root 1.12 /* has been freed) */
203 elmex 1.4 struct object *enemy; /* Monster/player to follow even if not closest */
204     struct object *attacked_by; /* This object start to attack us! only player & monster */
205 root 1.1 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
206     struct treasureliststruct *randomitems; /* Items to be generated */
207     uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
208 elmex 1.4 struct object *chosen_skill; /* the skill chosen to use */
209 root 1.1 uint32 hide; /* The object is hidden, not invisible */
210     /* changes made by kholland@sunlab.cit.cornell.edu */
211     /* allows different movement patterns for attackers */
212     sint32 move_status; /* What stage in attack mode */
213     uint16 attack_movement;/* What kind of attack movement */
214     uint8 will_apply; /* See crossfire.doc */
215 elmex 1.4 struct object *spellitem; /* Spell ability monster is choosing to use */
216 root 1.1 double expmul; /* needed experience = (calc_exp*expmul) - means some */
217 root 1.12 /* races/classes can need less/more exp to gain levels */
218 root 1.1
219     /* Spell related information, may be useful elsewhere
220     * Note that other fields are used - these files are basically
221     * only used in spells.
222     */
223     sint16 duration; /* How long the spell lasts */
224     uint8 duration_modifier; /* how level modifies duration */
225     sint16 casting_time; /* time left before spell goes off */
226 elmex 1.4 struct object *spell; /* Spell that was being cast */
227 root 1.1 uint16 start_holding;
228     char *spellarg;
229     uint8 dam_modifier; /* How going up in level effects damage */
230     sint8 range; /* Range of the spell */
231     uint8 range_modifier; /* How going up in level effects range */
232    
233     /* Following are values used by any object */
234     struct archt *arch; /* Pointer to archetype */
235     struct archt *other_arch; /* Pointer used for various things - mostly used for what */
236 root 1.12 /* this objects turns into or what this object creates */
237 root 1.1 uint32 flags[4]; /* various flags */
238     uint16 animation_id; /* An index into the animation array */
239     uint8 anim_speed; /* ticks between animation-frames */
240     uint8 last_anim; /* last sequence used to draw face */
241     sint32 elevation; /* elevation of this terrain - not currently used */
242     uint8 smoothlevel; /* how to smooth this square around*/
243    
244     MoveType move_type; /* Type of movement this object uses */
245     MoveType move_block; /* What movement types this blocks */
246 elmex 1.3 MoveType move_allow; /* What movement types explicitly allowd */
247 root 1.1 MoveType move_on; /* Move types affected moving on to this space */
248     MoveType move_off; /* Move types affected moving off this space */
249     MoveType move_slow; /* Movement types this slows down */
250     float move_slow_penalty; /* How much this slows down the object */
251    
252     event *events;
253    
254     const char *custom_name; /* Custom name assigned by player */
255     key_value *key_values; /* Fields not explictly known by the loader. */
256 elmex 1.4 };
257    
258     struct object : object_special, object_simple {
259 root 1.7 void clone (object *destination)
260     {
261     if (attach)
262     destination->attach = add_refcount (attach);
263    
264     if (self || cb)
265     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
266     }
267 elmex 1.4 };
268 root 1.1
269     typedef struct oblnk { /* Used to link together several objects */
270     object *ob;
271     struct oblnk *next;
272     tag_t id;
273     } objectlink;
274    
275     typedef struct oblinkpt { /* Used to link together several object links */
276     struct oblnk *link;
277     long value; /* Used as connected value in buttons/gates */
278     struct oblinkpt *next;
279     } oblinkpt;
280    
281     /*
282     * The archetype structure is a set of rules on how to generate and manipulate
283     * objects which point to archetypes.
284     * This probably belongs in arch.h, but there really doesn't appear to
285     * be much left in the archetype - all it really is is a holder for the
286     * object and pointers. This structure should get removed, and just replaced
287     * by the object structure
288     */
289    
290     typedef struct archt {
291     const char *name; /* More definite name, like "generate_kobold" */
292     struct archt *next; /* Next archetype in a linked list */
293     struct archt *head; /* The main part of a linked object */
294     struct archt *more; /* Next part of a linked object */
295     object clone; /* An object from which to do copy_object() */
296     uint32 editable; /* editable flags (mainly for editor) */
297     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
298 root 1.12 * in comparison to the head.
299     */
300 root 1.1 } archetype;
301    
302     extern object *objects;
303     extern object *active_objects;
304     extern object *free_objects;
305     extern object objarray[STARTMAX];
306    
307     extern int nrofallocobjects;
308     extern int nroffreeobjects;
309    
310     /* This returns TRUE if the object is somethign that
311     * should be displayed in the look window
312     */
313     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
314    
315     /* Used by update_object to know if the object being passed is
316     * being added or removed.
317     */
318     #define UP_OBJ_INSERT 1
319     #define UP_OBJ_REMOVE 2
320     #define UP_OBJ_CHANGE 3
321     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
322    
323     /* These are flags passed to insert_ob_in_map and
324     * insert_ob_in_ob. Note that all flags may not be meaningful
325     * for both functions.
326     * Most are fairly explanatory:
327     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
328     * on space.
329     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
330     * INS_NO_WALK_ON: Don't call check_walk_on against the
331     * originator - saves cpu time if you know the inserted object
332     * is not meaningful in terms of having an effect.
333     * INS_ON_TOP: Always put object on top. Generally only needed when loading
334     * files from disk and ordering needs to be preserved.
335     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
336     * Use for treasure chests so the new object is the highest thing
337     * beneath the player, but not actually above it. Note - the
338     * map and x,y coordinates for the object to be inserted must
339     * match the originator.
340     * INS_MAP_LOAD: disable lots of checkings done at insertion to
341     * speed up map loading process, as we assume the ordering in
342     * loaded map is correct.
343     *
344     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
345     * are mutually exclusive. The behaviour for passing more than one
346     * should be considered undefined - while you may notice what happens
347     * right now if you pass more than one, that could very well change
348     * in future revisions of the code.
349     */
350     #define INS_NO_MERGE 0x0001
351     #define INS_ABOVE_FLOOR_ONLY 0x0002
352     #define INS_NO_WALK_ON 0x0004
353     #define INS_ON_TOP 0x0008
354     #define INS_BELOW_ORIGINATOR 0x0010
355     #define INS_MAP_LOAD 0x0020
356    
357     #define ARCH_SINGULARITY "singularity"
358     #define ARCH_SINGULARITY_LEN 11
359     #define ARCH_DETECT_MAGIC "detect_magic"
360     #define ARCH_DEPLETION "depletion"
361     #define ARCH_SYMPTOM "symptom"
362    
363     #endif