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/cvs/deliantra/server/include/object.h
Revision: 1.16
Committed: Sun Sep 3 14:33:48 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.15: +0 -1 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

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     /*
50     * Each object (this also means archetypes!) could have a few of these
51     * "dangling" from it; this could also end up containing 'parse errors'.
52     *
53     * key and value are shared-strings.
54     *
55     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56     * accessing the list directly.
57     * Exception is if you want to walk this list for some reason.
58     */
59 root 1.15 struct key_value {
60     key_value *next;
61     shstr key, value;
62     };
63 root 1.1
64    
65     /* Definition for WILL_APPLY values. Replaces having harcoded values
66     * sprinkled in the code. Note that some of these also replace fields
67     * that were in the can_apply area. What is the point of having both
68     * can_apply and will_apply?
69     */
70 root 1.14 #define WILL_APPLY_HANDLE 0x1
71     #define WILL_APPLY_TREASURE 0x2
72     #define WILL_APPLY_EARTHWALL 0x4
73     #define WILL_APPLY_DOOR 0x8
74     #define WILL_APPLY_FOOD 0x10
75 root 1.1
76    
77 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
78     * don't just want it copied, so you'll need to add to common/object.C,
79     * e.g. copy_object.
80 root 1.1 */
81 elmex 1.4
82 root 1.9 struct object_simple : attachable<object> {
83 root 1.14 tag_t count; /* Unique object number for this object */
84     uint16 refcount; /* How many objects points to this object */
85    
86 root 1.1 /* These variables are not changed by copy_object() */
87 root 1.14 struct pl *contr; /* Pointer to the player which control this object */
88     struct object *next; /* Pointer to the next object in the free/used list */
89     struct object *prev; /* Pointer to the previous object in the free/used list*/
90     struct object *active_next; /* Next & previous object in the 'active' */
91     struct object *active_prev; /* List. This is used in process_events */
92     /* so that the entire object list does not */
93     /* need to be gone through. */
94     struct object *below; /* Pointer to the object stacked below this one */
95     struct object *above; /* Pointer to the object stacked above this one */
96     /* Note: stacked in the *same* environment*/
97     struct object *inv; /* Pointer to the first object in the inventory */
98     struct object *container; /* Current container being used. I think this
99     * is only used by the player right now.
100     */
101     struct object *env; /* Pointer to the object which is the environment.
102     * This is typically the container that the object is in.
103     */
104     struct object *more; /* Pointer to the rest of a large body of objects */
105     struct object *head; /* Points to the main object of a large body */
106     struct mapstruct *map; /* Pointer to the map in which this object is present */
107 elmex 1.4 };
108 root 1.1
109 root 1.7 struct object_special {
110 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
111     * All fields beow this point are automatically copied by memcpy. If
112     * adding something that needs a refcount updated, make sure you modify
113     * copy_object to do so. Everything below here also gets cleared
114     * by clear_object()
115     */
116 root 1.14 shstr name; /* The name of the object, obviously... */
117     shstr name_pl; /* The plural name of the object */
118     shstr title; /* Of foo, etc */
119     shstr race; /* human, goblin, dragon, etc */
120     shstr slaying; /* Which race to do double damage to */
121 root 1.12 /* If this is an exit, this is the filename */
122 root 1.14 shstr skill; /* Name of the skill this object uses/grants */
123     shstr msg; /* If this is a book/sign/magic mouth/etc */
124     shstr lore; /* Obscure information about this object, */
125 root 1.12 /* To get put into books and the like. */
126 root 1.1
127 root 1.14 sint16 x,y; /* Position in the map for this object */
128     float speed; /* The overall speed of this object */
129     float speed_left; /* How much speed is left to spend this round */
130     uint32 nrof; /* How many of the objects */
131     New_Face *face; /* Face with colors */
132     sint8 direction; /* Means the object is moving that way. */
133     sint8 facing; /* Object is oriented/facing that way. */
134 root 1.1
135     /* This next big block are basically used for monsters and equipment */
136 root 1.14 uint8 type; /* PLAYER, BULLET, etc. See define.h */
137     uint8 subtype; /* subtype of object */
138     uint16 client_type; /* Public type information. see doc/Developers/objects */
139     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
140     uint32 attacktype; /* Bitmask of attacks this object does */
141     uint32 path_attuned; /* Paths the object is attuned to */
142     uint32 path_repelled; /* Paths the object is repelled from */
143     uint32 path_denied; /* Paths the object is denied access to */
144     uint16 material; /* What materials this object consist of */
145     shstr materialname; /* specific material name */
146     sint8 magic; /* Any magical bonuses to this item */
147     uint8 state; /* How the object was last drawn (animation) */
148     sint32 value; /* How much money it is worth (or contains) */
149     sint16 level; /* Level of creature or object */
150 root 1.1 /* Note that the last_.. values are sometimes used for non obvious
151     * meanings by some objects, eg, sp penalty, permanent exp.
152     */
153 root 1.14 sint32 last_heal; /* Last healed. Depends on constitution */
154     sint32 last_sp; /* As last_heal, but for spell points */
155     sint16 last_grace; /* as last_sp, except for grace */
156     sint16 last_eat; /* How long since we last ate */
157     sint16 invisible; /* How much longer the object will be invis */
158     uint8 pick_up; /* See crossfire.doc */
159     sint8 item_power; /* power rating of the object */
160     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
161     sint32 weight; /* Attributes of the object */
162     sint32 weight_limit; /* Weight-limit of object */
163     sint32 carrying; /* How much weight this object contains */
164     sint8 glow_radius; /* indicates the glow radius of the object */
165     living stats; /* Str, Con, Dex, etc */
166     sint64 perm_exp; /* Permanent exp */
167     struct object *current_weapon; /* Pointer to the weapon currently used */
168     uint32 weapontype; /* type of weapon */
169     uint32 tooltype; /* type of tool or build facility */
170     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
171     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
172 root 1.12 /* See the doc/Developers/objects for more info about body locations */
173 root 1.1
174     /* Following mostly refers to fields only used for monsters */
175 root 1.14 struct object *owner; /* Pointer to the object which controls this one */
176 root 1.12 /* Owner should not be referred to directly - */
177     /* get_owner should be used instead. */
178 root 1.14 tag_t ownercount; /* What count the owner had (in case owner */
179 root 1.12 /* has been freed) */
180 root 1.14 struct object *enemy; /* Monster/player to follow even if not closest */
181     struct object *attacked_by; /* This object start to attack us! only player & monster */
182     tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
183 root 1.1 struct treasureliststruct *randomitems; /* Items to be generated */
184 root 1.14 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
185     struct object *chosen_skill; /* the skill chosen to use */
186     uint32 hide; /* The object is hidden, not invisible */
187 root 1.1 /* changes made by kholland@sunlab.cit.cornell.edu */
188     /* allows different movement patterns for attackers */
189 root 1.14 sint32 move_status; /* What stage in attack mode */
190     uint16 attack_movement;/* What kind of attack movement */
191     uint8 will_apply; /* See crossfire.doc */
192     struct object *spellitem; /* Spell ability monster is choosing to use */
193     double expmul; /* needed experience = (calc_exp*expmul) - means some */
194 root 1.12 /* races/classes can need less/more exp to gain levels */
195 root 1.1
196     /* Spell related information, may be useful elsewhere
197     * Note that other fields are used - these files are basically
198     * only used in spells.
199     */
200 root 1.14 sint16 duration; /* How long the spell lasts */
201     uint8 duration_modifier; /* how level modifies duration */
202     sint16 casting_time; /* time left before spell goes off */
203     struct object *spell; /* Spell that was being cast */
204     uint16 start_holding;
205     char *spellarg;
206     uint8 dam_modifier; /* How going up in level effects damage */
207     sint8 range; /* Range of the spell */
208     uint8 range_modifier; /* How going up in level effects range */
209 root 1.1
210     /* Following are values used by any object */
211     struct archt *arch; /* Pointer to archetype */
212 root 1.14 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
213 root 1.12 /* this objects turns into or what this object creates */
214 root 1.14 uint32 flags[4]; /* various flags */
215     uint16 animation_id; /* An index into the animation array */
216     uint8 anim_speed; /* ticks between animation-frames */
217     uint8 last_anim; /* last sequence used to draw face */
218     sint32 elevation; /* elevation of this terrain - not currently used */
219     uint8 smoothlevel; /* how to smooth this square around*/
220    
221     MoveType move_type; /* Type of movement this object uses */
222     MoveType move_block; /* What movement types this blocks */
223     MoveType move_allow; /* What movement types explicitly allowd */
224     MoveType move_on; /* Move types affected moving on to this space */
225     MoveType move_off; /* Move types affected moving off this space */
226     MoveType move_slow; /* Movement types this slows down */
227     float move_slow_penalty; /* How much this slows down the object */
228 root 1.1
229 root 1.14 shstr custom_name; /* Custom name assigned by player */
230 root 1.1 key_value *key_values; /* Fields not explictly known by the loader. */
231 elmex 1.4 };
232    
233 root 1.15 struct object : object_special, object_simple, zero_initialised {
234 root 1.7 void clone (object *destination)
235     {
236 root 1.15 destination->attach = attach;
237 root 1.7
238     if (self || cb)
239     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
240     }
241 elmex 1.4 };
242 root 1.1
243     typedef struct oblnk { /* Used to link together several objects */
244     object *ob;
245     struct oblnk *next;
246     tag_t id;
247     } objectlink;
248    
249     typedef struct oblinkpt { /* Used to link together several object links */
250     struct oblnk *link;
251 root 1.14 long value; /* Used as connected value in buttons/gates */
252 root 1.1 struct oblinkpt *next;
253     } oblinkpt;
254    
255     /*
256     * The archetype structure is a set of rules on how to generate and manipulate
257     * objects which point to archetypes.
258     * This probably belongs in arch.h, but there really doesn't appear to
259     * be much left in the archetype - all it really is is a holder for the
260     * object and pointers. This structure should get removed, and just replaced
261     * by the object structure
262     */
263    
264 root 1.15 typedef struct archt : zero_initialised
265     {
266     shstr name; /* More definite name, like "generate_kobold" */
267 root 1.14 struct archt *next; /* Next archetype in a linked list */
268     struct archt *head; /* The main part of a linked object */
269     struct archt *more; /* Next part of a linked object */
270     object clone; /* An object from which to do copy_object() */
271     uint32 editable; /* editable flags (mainly for editor) */
272     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
273     * in comparison to the head.
274     */
275 root 1.1 } archetype;
276    
277     extern object *objects;
278     extern object *active_objects;
279     extern object *free_objects;
280     extern object objarray[STARTMAX];
281    
282     extern int nrofallocobjects;
283     extern int nroffreeobjects;
284    
285 root 1.15 /* This returns TRUE if the object is something that
286 root 1.1 * should be displayed in the look window
287     */
288     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
289    
290     /* Used by update_object to know if the object being passed is
291     * being added or removed.
292     */
293     #define UP_OBJ_INSERT 1
294     #define UP_OBJ_REMOVE 2
295     #define UP_OBJ_CHANGE 3
296     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
297    
298     /* These are flags passed to insert_ob_in_map and
299     * insert_ob_in_ob. Note that all flags may not be meaningful
300     * for both functions.
301     * Most are fairly explanatory:
302     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
303     * on space.
304     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
305     * INS_NO_WALK_ON: Don't call check_walk_on against the
306     * originator - saves cpu time if you know the inserted object
307     * is not meaningful in terms of having an effect.
308     * INS_ON_TOP: Always put object on top. Generally only needed when loading
309     * files from disk and ordering needs to be preserved.
310     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
311     * Use for treasure chests so the new object is the highest thing
312     * beneath the player, but not actually above it. Note - the
313     * map and x,y coordinates for the object to be inserted must
314     * match the originator.
315     * INS_MAP_LOAD: disable lots of checkings done at insertion to
316     * speed up map loading process, as we assume the ordering in
317     * loaded map is correct.
318     *
319     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
320     * are mutually exclusive. The behaviour for passing more than one
321     * should be considered undefined - while you may notice what happens
322     * right now if you pass more than one, that could very well change
323     * in future revisions of the code.
324     */
325 root 1.14 #define INS_NO_MERGE 0x0001
326     #define INS_ABOVE_FLOOR_ONLY 0x0002
327     #define INS_NO_WALK_ON 0x0004
328     #define INS_ON_TOP 0x0008
329     #define INS_BELOW_ORIGINATOR 0x0010
330     #define INS_MAP_LOAD 0x0020
331 root 1.1
332     #define ARCH_SINGULARITY "singularity"
333     #define ARCH_SINGULARITY_LEN 11
334     #define ARCH_DETECT_MAGIC "detect_magic"
335     #define ARCH_DEPLETION "depletion"
336     #define ARCH_SYMPTOM "symptom"
337    
338     #endif