ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.14
Committed: Thu Aug 31 17:54:14 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +139 -151 lines
Log Message:
rewrote object serialiser, parser is next

File Contents

# 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 root 1.14 #define NUM_BODY_LOCATIONS 12
37     #define BODY_ARMS 1
38 root 1.1
39     /* See common/item.c */
40    
41     typedef struct Body_Locations {
42 root 1.14 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 root 1.14 #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 root 1.1
86    
87 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
88     * don't just want it copied, so you'll need to add to common/object.C,
89     * e.g. copy_object.
90 root 1.1 */
91 elmex 1.4
92 root 1.9 struct object_simple : attachable<object> {
93 root 1.14 tag_t count; /* Unique object number for this object */
94     uint16 refcount; /* How many objects points to this object */
95    
96 root 1.1 /* These variables are not changed by copy_object() */
97 root 1.14 struct pl *contr; /* Pointer to the player which control this object */
98     struct object *next; /* Pointer to the next object in the free/used list */
99     struct object *prev; /* Pointer to the previous object in the free/used list*/
100     struct object *active_next; /* Next & previous object in the 'active' */
101     struct object *active_prev; /* List. This is used in process_events */
102     /* so that the entire object list does not */
103     /* need to be gone through. */
104     struct object *below; /* Pointer to the object stacked below this one */
105     struct object *above; /* Pointer to the object stacked above this one */
106     /* Note: stacked in the *same* environment*/
107     struct object *inv; /* Pointer to the first object in the inventory */
108     struct object *container; /* Current container being used. I think this
109     * is only used by the player right now.
110     */
111     struct object *env; /* Pointer to the object which is the environment.
112     * This is typically the container that the object is in.
113     */
114     struct object *more; /* Pointer to the rest of a large body of objects */
115     struct object *head; /* Points to the main object of a large body */
116     struct mapstruct *map; /* Pointer to the map in which this object is present */
117 elmex 1.4 };
118 root 1.1
119 root 1.7 struct object_special {
120 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
121     * All fields beow this point are automatically copied by memcpy. If
122     * adding something that needs a refcount updated, make sure you modify
123     * copy_object to do so. Everything below here also gets cleared
124     * by clear_object()
125     */
126 root 1.14 shstr name; /* The name of the object, obviously... */
127     shstr name_pl; /* The plural name of the object */
128     shstr title; /* Of foo, etc */
129     shstr race; /* human, goblin, dragon, etc */
130     shstr slaying; /* Which race to do double damage to */
131 root 1.12 /* If this is an exit, this is the filename */
132 root 1.14 shstr skill; /* Name of the skill this object uses/grants */
133     shstr msg; /* If this is a book/sign/magic mouth/etc */
134     shstr lore; /* Obscure information about this object, */
135 root 1.12 /* To get put into books and the like. */
136 root 1.1
137 root 1.14 sint16 x,y; /* Position in the map for this object */
138     sint16 ox,oy; /* For debugging: Where it was last inserted */
139     float speed; /* The overall speed of this object */
140     float speed_left; /* How much speed is left to spend this round */
141     uint32 nrof; /* How many of the objects */
142     New_Face *face; /* Face with colors */
143     sint8 direction; /* Means the object is moving that way. */
144     sint8 facing; /* Object is oriented/facing that way. */
145 root 1.1
146     /* This next big block are basically used for monsters and equipment */
147 root 1.14 uint8 type; /* PLAYER, BULLET, etc. See define.h */
148     uint8 subtype; /* subtype of object */
149     uint16 client_type; /* Public type information. see doc/Developers/objects */
150     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
151     uint32 attacktype; /* Bitmask of attacks this object does */
152     uint32 path_attuned; /* Paths the object is attuned to */
153     uint32 path_repelled; /* Paths the object is repelled from */
154     uint32 path_denied; /* Paths the object is denied access to */
155     uint16 material; /* What materials this object consist of */
156     shstr materialname; /* specific material name */
157     sint8 magic; /* Any magical bonuses to this item */
158     uint8 state; /* How the object was last drawn (animation) */
159     sint32 value; /* How much money it is worth (or contains) */
160     sint16 level; /* Level of creature or object */
161 root 1.1 /* Note that the last_.. values are sometimes used for non obvious
162     * meanings by some objects, eg, sp penalty, permanent exp.
163     */
164 root 1.14 sint32 last_heal; /* Last healed. Depends on constitution */
165     sint32 last_sp; /* As last_heal, but for spell points */
166     sint16 last_grace; /* as last_sp, except for grace */
167     sint16 last_eat; /* How long since we last ate */
168     sint16 invisible; /* How much longer the object will be invis */
169     uint8 pick_up; /* See crossfire.doc */
170     sint8 item_power; /* power rating of the object */
171     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
172     sint32 weight; /* Attributes of the object */
173     sint32 weight_limit; /* Weight-limit of object */
174     sint32 carrying; /* How much weight this object contains */
175     sint8 glow_radius; /* indicates the glow radius of the object */
176     living stats; /* Str, Con, Dex, etc */
177     sint64 perm_exp; /* Permanent exp */
178     struct object *current_weapon; /* Pointer to the weapon currently used */
179     uint32 weapontype; /* type of weapon */
180     uint32 tooltype; /* type of tool or build facility */
181     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
182     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
183 root 1.12 /* See the doc/Developers/objects for more info about body locations */
184 root 1.1
185     /* Following mostly refers to fields only used for monsters */
186 root 1.14 struct object *owner; /* Pointer to the object which controls this one */
187 root 1.12 /* Owner should not be referred to directly - */
188     /* get_owner should be used instead. */
189 root 1.14 tag_t ownercount; /* What count the owner had (in case owner */
190 root 1.12 /* has been freed) */
191 root 1.14 struct object *enemy; /* Monster/player to follow even if not closest */
192     struct object *attacked_by; /* This object start to attack us! only player & monster */
193     tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
194 root 1.1 struct treasureliststruct *randomitems; /* Items to be generated */
195 root 1.14 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
196     struct object *chosen_skill; /* the skill chosen to use */
197     uint32 hide; /* The object is hidden, not invisible */
198 root 1.1 /* changes made by kholland@sunlab.cit.cornell.edu */
199     /* allows different movement patterns for attackers */
200 root 1.14 sint32 move_status; /* What stage in attack mode */
201     uint16 attack_movement;/* What kind of attack movement */
202     uint8 will_apply; /* See crossfire.doc */
203     struct object *spellitem; /* Spell ability monster is choosing to use */
204     double expmul; /* needed experience = (calc_exp*expmul) - means some */
205 root 1.12 /* races/classes can need less/more exp to gain levels */
206 root 1.1
207     /* Spell related information, may be useful elsewhere
208     * Note that other fields are used - these files are basically
209     * only used in spells.
210     */
211 root 1.14 sint16 duration; /* How long the spell lasts */
212     uint8 duration_modifier; /* how level modifies duration */
213     sint16 casting_time; /* time left before spell goes off */
214     struct object *spell; /* Spell that was being cast */
215     uint16 start_holding;
216     char *spellarg;
217     uint8 dam_modifier; /* How going up in level effects damage */
218     sint8 range; /* Range of the spell */
219     uint8 range_modifier; /* How going up in level effects range */
220 root 1.1
221     /* Following are values used by any object */
222     struct archt *arch; /* Pointer to archetype */
223 root 1.14 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
224 root 1.12 /* this objects turns into or what this object creates */
225 root 1.14 uint32 flags[4]; /* various flags */
226     uint16 animation_id; /* An index into the animation array */
227     uint8 anim_speed; /* ticks between animation-frames */
228     uint8 last_anim; /* last sequence used to draw face */
229     sint32 elevation; /* elevation of this terrain - not currently used */
230     uint8 smoothlevel; /* how to smooth this square around*/
231    
232     MoveType move_type; /* Type of movement this object uses */
233     MoveType move_block; /* What movement types this blocks */
234     MoveType move_allow; /* What movement types explicitly allowd */
235     MoveType move_on; /* Move types affected moving on to this space */
236     MoveType move_off; /* Move types affected moving off this space */
237     MoveType move_slow; /* Movement types this slows down */
238     float move_slow_penalty; /* How much this slows down the object */
239 root 1.1
240     event *events;
241    
242 root 1.14 shstr custom_name; /* Custom name assigned by player */
243 root 1.1 key_value *key_values; /* Fields not explictly known by the loader. */
244 elmex 1.4 };
245    
246     struct object : object_special, object_simple {
247 root 1.7 void clone (object *destination)
248     {
249     if (attach)
250     destination->attach = add_refcount (attach);
251    
252     if (self || cb)
253     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
254     }
255 elmex 1.4 };
256 root 1.1
257     typedef struct oblnk { /* Used to link together several objects */
258     object *ob;
259     struct oblnk *next;
260     tag_t id;
261     } objectlink;
262    
263     typedef struct oblinkpt { /* Used to link together several object links */
264     struct oblnk *link;
265 root 1.14 long value; /* Used as connected value in buttons/gates */
266 root 1.1 struct oblinkpt *next;
267     } oblinkpt;
268    
269     /*
270     * The archetype structure is a set of rules on how to generate and manipulate
271     * objects which point to archetypes.
272     * This probably belongs in arch.h, but there really doesn't appear to
273     * be much left in the archetype - all it really is is a holder for the
274     * object and pointers. This structure should get removed, and just replaced
275     * by the object structure
276     */
277    
278     typedef struct archt {
279 root 1.14 const char *name; /* More definite name, like "generate_kobold" */
280     struct archt *next; /* Next archetype in a linked list */
281     struct archt *head; /* The main part of a linked object */
282     struct archt *more; /* Next part of a linked object */
283     object clone; /* An object from which to do copy_object() */
284     uint32 editable; /* editable flags (mainly for editor) */
285     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
286     * in comparison to the head.
287     */
288 root 1.1 } archetype;
289    
290     extern object *objects;
291     extern object *active_objects;
292     extern object *free_objects;
293     extern object objarray[STARTMAX];
294    
295     extern int nrofallocobjects;
296     extern int nroffreeobjects;
297    
298     /* This returns TRUE if the object is somethign that
299     * should be displayed in the look window
300     */
301     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
302    
303     /* Used by update_object to know if the object being passed is
304     * being added or removed.
305     */
306     #define UP_OBJ_INSERT 1
307     #define UP_OBJ_REMOVE 2
308     #define UP_OBJ_CHANGE 3
309     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
310    
311     /* These are flags passed to insert_ob_in_map and
312     * insert_ob_in_ob. Note that all flags may not be meaningful
313     * for both functions.
314     * Most are fairly explanatory:
315     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
316     * on space.
317     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
318     * INS_NO_WALK_ON: Don't call check_walk_on against the
319     * originator - saves cpu time if you know the inserted object
320     * is not meaningful in terms of having an effect.
321     * INS_ON_TOP: Always put object on top. Generally only needed when loading
322     * files from disk and ordering needs to be preserved.
323     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
324     * Use for treasure chests so the new object is the highest thing
325     * beneath the player, but not actually above it. Note - the
326     * map and x,y coordinates for the object to be inserted must
327     * match the originator.
328     * INS_MAP_LOAD: disable lots of checkings done at insertion to
329     * speed up map loading process, as we assume the ordering in
330     * loaded map is correct.
331     *
332     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
333     * are mutually exclusive. The behaviour for passing more than one
334     * should be considered undefined - while you may notice what happens
335     * right now if you pass more than one, that could very well change
336     * in future revisions of the code.
337     */
338 root 1.14 #define INS_NO_MERGE 0x0001
339     #define INS_ABOVE_FLOOR_ONLY 0x0002
340     #define INS_NO_WALK_ON 0x0004
341     #define INS_ON_TOP 0x0008
342     #define INS_BELOW_ORIGINATOR 0x0010
343     #define INS_MAP_LOAD 0x0020
344 root 1.1
345     #define ARCH_SINGULARITY "singularity"
346     #define ARCH_SINGULARITY_LEN 11
347     #define ARCH_DETECT_MAGIC "detect_magic"
348     #define ARCH_DEPLETION "depletion"
349     #define ARCH_SYMPTOM "symptom"
350    
351     #endif