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/cvs/deliantra/server/include/object.h
Revision: 1.17
Committed: Sun Sep 3 22:45:56 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +0 -5 lines
Log Message:
string scanning (e.g. for patch) is not implemented ATM but should be easy
to add with an alternative constructor for object_thawer.

Rewrote flex scanner to be simpler, faster and more modularised.

Initial speedup: 16%

(ah well)

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     #ifndef OBJECT_H
25     #define OBJECT_H
26    
27 root 1.6 #include "cfperl.h"
28 root 1.7 #include "shstr.h"
29 root 1.6
30 root 1.1 typedef uint32 tag_t;
31 root 1.14 #define NUM_BODY_LOCATIONS 12
32     #define BODY_ARMS 1
33 root 1.1
34     /* See common/item.c */
35    
36     typedef struct Body_Locations {
37 root 1.14 const char *save_name; /* Name used to load/save it to disk */
38     const char *use_name; /* Name used when describing an item we can use */
39     const char *nonuse_name; /* Name to describe objects we can't use */
40 root 1.1 } Body_Locations;
41    
42     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43    
44     /*
45     * Each object (this also means archetypes!) could have a few of these
46     * "dangling" from it; this could also end up containing 'parse errors'.
47     *
48     * key and value are shared-strings.
49     *
50     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51     * accessing the list directly.
52     * Exception is if you want to walk this list for some reason.
53     */
54 root 1.15 struct key_value {
55     key_value *next;
56     shstr key, value;
57     };
58 root 1.1
59    
60     /* Definition for WILL_APPLY values. Replaces having harcoded values
61     * sprinkled in the code. Note that some of these also replace fields
62     * that were in the can_apply area. What is the point of having both
63     * can_apply and will_apply?
64     */
65 root 1.14 #define WILL_APPLY_HANDLE 0x1
66     #define WILL_APPLY_TREASURE 0x2
67     #define WILL_APPLY_EARTHWALL 0x4
68     #define WILL_APPLY_DOOR 0x8
69     #define WILL_APPLY_FOOD 0x10
70 root 1.1
71    
72 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
73     * don't just want it copied, so you'll need to add to common/object.C,
74     * e.g. copy_object.
75 root 1.1 */
76 elmex 1.4
77 root 1.9 struct object_simple : attachable<object> {
78 root 1.14 tag_t count; /* Unique object number for this object */
79     uint16 refcount; /* How many objects points to this object */
80    
81 root 1.1 /* These variables are not changed by copy_object() */
82 root 1.14 struct pl *contr; /* Pointer to the player which control this object */
83     struct object *next; /* Pointer to the next object in the free/used list */
84     struct object *prev; /* Pointer to the previous object in the free/used list*/
85     struct object *active_next; /* Next & previous object in the 'active' */
86     struct object *active_prev; /* List. This is used in process_events */
87     /* so that the entire object list does not */
88     /* need to be gone through. */
89     struct object *below; /* Pointer to the object stacked below this one */
90     struct object *above; /* Pointer to the object stacked above this one */
91     /* Note: stacked in the *same* environment*/
92     struct object *inv; /* Pointer to the first object in the inventory */
93     struct object *container; /* Current container being used. I think this
94     * is only used by the player right now.
95     */
96     struct object *env; /* Pointer to the object which is the environment.
97     * This is typically the container that the object is in.
98     */
99     struct object *more; /* Pointer to the rest of a large body of objects */
100     struct object *head; /* Points to the main object of a large body */
101     struct mapstruct *map; /* Pointer to the map in which this object is present */
102 elmex 1.4 };
103 root 1.1
104 root 1.7 struct object_special {
105 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
106     * All fields beow this point are automatically copied by memcpy. If
107     * adding something that needs a refcount updated, make sure you modify
108     * copy_object to do so. Everything below here also gets cleared
109     * by clear_object()
110     */
111 root 1.14 shstr name; /* The name of the object, obviously... */
112     shstr name_pl; /* The plural name of the object */
113     shstr title; /* Of foo, etc */
114     shstr race; /* human, goblin, dragon, etc */
115     shstr slaying; /* Which race to do double damage to */
116 root 1.12 /* If this is an exit, this is the filename */
117 root 1.14 shstr skill; /* Name of the skill this object uses/grants */
118     shstr msg; /* If this is a book/sign/magic mouth/etc */
119     shstr lore; /* Obscure information about this object, */
120 root 1.12 /* To get put into books and the like. */
121 root 1.1
122 root 1.14 sint16 x,y; /* Position in the map for this object */
123     float speed; /* The overall speed of this object */
124     float speed_left; /* How much speed is left to spend this round */
125     uint32 nrof; /* How many of the objects */
126     New_Face *face; /* Face with colors */
127     sint8 direction; /* Means the object is moving that way. */
128     sint8 facing; /* Object is oriented/facing that way. */
129 root 1.1
130     /* This next big block are basically used for monsters and equipment */
131 root 1.14 uint8 type; /* PLAYER, BULLET, etc. See define.h */
132     uint8 subtype; /* subtype of object */
133     uint16 client_type; /* Public type information. see doc/Developers/objects */
134     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
135     uint32 attacktype; /* Bitmask of attacks this object does */
136     uint32 path_attuned; /* Paths the object is attuned to */
137     uint32 path_repelled; /* Paths the object is repelled from */
138     uint32 path_denied; /* Paths the object is denied access to */
139     uint16 material; /* What materials this object consist of */
140     shstr materialname; /* specific material name */
141     sint8 magic; /* Any magical bonuses to this item */
142     uint8 state; /* How the object was last drawn (animation) */
143     sint32 value; /* How much money it is worth (or contains) */
144     sint16 level; /* Level of creature or object */
145 root 1.1 /* Note that the last_.. values are sometimes used for non obvious
146     * meanings by some objects, eg, sp penalty, permanent exp.
147     */
148 root 1.14 sint32 last_heal; /* Last healed. Depends on constitution */
149     sint32 last_sp; /* As last_heal, but for spell points */
150     sint16 last_grace; /* as last_sp, except for grace */
151     sint16 last_eat; /* How long since we last ate */
152     sint16 invisible; /* How much longer the object will be invis */
153     uint8 pick_up; /* See crossfire.doc */
154     sint8 item_power; /* power rating of the object */
155     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
156     sint32 weight; /* Attributes of the object */
157     sint32 weight_limit; /* Weight-limit of object */
158     sint32 carrying; /* How much weight this object contains */
159     sint8 glow_radius; /* indicates the glow radius of the object */
160     living stats; /* Str, Con, Dex, etc */
161     sint64 perm_exp; /* Permanent exp */
162     struct object *current_weapon; /* Pointer to the weapon currently used */
163     uint32 weapontype; /* type of weapon */
164     uint32 tooltype; /* type of tool or build facility */
165     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
166     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
167 root 1.12 /* See the doc/Developers/objects for more info about body locations */
168 root 1.1
169     /* Following mostly refers to fields only used for monsters */
170 root 1.14 struct object *owner; /* Pointer to the object which controls this one */
171 root 1.12 /* Owner should not be referred to directly - */
172     /* get_owner should be used instead. */
173 root 1.14 tag_t ownercount; /* What count the owner had (in case owner */
174 root 1.12 /* has been freed) */
175 root 1.14 struct object *enemy; /* Monster/player to follow even if not closest */
176     struct object *attacked_by; /* This object start to attack us! only player & monster */
177     tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
178 root 1.1 struct treasureliststruct *randomitems; /* Items to be generated */
179 root 1.14 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
180     struct object *chosen_skill; /* the skill chosen to use */
181     uint32 hide; /* The object is hidden, not invisible */
182 root 1.1 /* changes made by kholland@sunlab.cit.cornell.edu */
183     /* allows different movement patterns for attackers */
184 root 1.14 sint32 move_status; /* What stage in attack mode */
185     uint16 attack_movement;/* What kind of attack movement */
186     uint8 will_apply; /* See crossfire.doc */
187     struct object *spellitem; /* Spell ability monster is choosing to use */
188     double expmul; /* needed experience = (calc_exp*expmul) - means some */
189 root 1.12 /* races/classes can need less/more exp to gain levels */
190 root 1.1
191     /* Spell related information, may be useful elsewhere
192     * Note that other fields are used - these files are basically
193     * only used in spells.
194     */
195 root 1.14 sint16 duration; /* How long the spell lasts */
196     uint8 duration_modifier; /* how level modifies duration */
197     sint16 casting_time; /* time left before spell goes off */
198     struct object *spell; /* Spell that was being cast */
199     uint16 start_holding;
200     char *spellarg;
201     uint8 dam_modifier; /* How going up in level effects damage */
202     sint8 range; /* Range of the spell */
203     uint8 range_modifier; /* How going up in level effects range */
204 root 1.1
205     /* Following are values used by any object */
206     struct archt *arch; /* Pointer to archetype */
207 root 1.14 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
208 root 1.12 /* this objects turns into or what this object creates */
209 root 1.14 uint32 flags[4]; /* various flags */
210     uint16 animation_id; /* An index into the animation array */
211     uint8 anim_speed; /* ticks between animation-frames */
212     uint8 last_anim; /* last sequence used to draw face */
213     sint32 elevation; /* elevation of this terrain - not currently used */
214     uint8 smoothlevel; /* how to smooth this square around*/
215    
216     MoveType move_type; /* Type of movement this object uses */
217     MoveType move_block; /* What movement types this blocks */
218     MoveType move_allow; /* What movement types explicitly allowd */
219     MoveType move_on; /* Move types affected moving on to this space */
220     MoveType move_off; /* Move types affected moving off this space */
221     MoveType move_slow; /* Movement types this slows down */
222     float move_slow_penalty; /* How much this slows down the object */
223 root 1.1
224 root 1.14 shstr custom_name; /* Custom name assigned by player */
225 root 1.1 key_value *key_values; /* Fields not explictly known by the loader. */
226 elmex 1.4 };
227    
228 root 1.15 struct object : object_special, object_simple, zero_initialised {
229 root 1.7 void clone (object *destination)
230     {
231 root 1.15 destination->attach = attach;
232 root 1.7
233     if (self || cb)
234     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
235     }
236 elmex 1.4 };
237 root 1.1
238     typedef struct oblnk { /* Used to link together several objects */
239     object *ob;
240     struct oblnk *next;
241     tag_t id;
242     } objectlink;
243    
244     typedef struct oblinkpt { /* Used to link together several object links */
245     struct oblnk *link;
246 root 1.14 long value; /* Used as connected value in buttons/gates */
247 root 1.1 struct oblinkpt *next;
248     } oblinkpt;
249    
250     /*
251     * The archetype structure is a set of rules on how to generate and manipulate
252     * objects which point to archetypes.
253     * This probably belongs in arch.h, but there really doesn't appear to
254     * be much left in the archetype - all it really is is a holder for the
255     * object and pointers. This structure should get removed, and just replaced
256     * by the object structure
257     */
258    
259 root 1.15 typedef struct archt : zero_initialised
260     {
261     shstr name; /* More definite name, like "generate_kobold" */
262 root 1.14 struct archt *next; /* Next archetype in a linked list */
263     struct archt *head; /* The main part of a linked object */
264     struct archt *more; /* Next part of a linked object */
265     object clone; /* An object from which to do copy_object() */
266     uint32 editable; /* editable flags (mainly for editor) */
267     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
268     * in comparison to the head.
269     */
270 root 1.1 } archetype;
271    
272     extern object *objects;
273     extern object *active_objects;
274     extern object *free_objects;
275     extern object objarray[STARTMAX];
276    
277     extern int nrofallocobjects;
278     extern int nroffreeobjects;
279    
280 root 1.15 /* This returns TRUE if the object is something that
281 root 1.1 * should be displayed in the look window
282     */
283     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
284    
285     /* Used by update_object to know if the object being passed is
286     * being added or removed.
287     */
288     #define UP_OBJ_INSERT 1
289     #define UP_OBJ_REMOVE 2
290     #define UP_OBJ_CHANGE 3
291     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292    
293     /* These are flags passed to insert_ob_in_map and
294     * insert_ob_in_ob. Note that all flags may not be meaningful
295     * for both functions.
296     * Most are fairly explanatory:
297     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
298     * on space.
299     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
300     * INS_NO_WALK_ON: Don't call check_walk_on against the
301     * originator - saves cpu time if you know the inserted object
302     * is not meaningful in terms of having an effect.
303     * INS_ON_TOP: Always put object on top. Generally only needed when loading
304     * files from disk and ordering needs to be preserved.
305     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
306     * Use for treasure chests so the new object is the highest thing
307     * beneath the player, but not actually above it. Note - the
308     * map and x,y coordinates for the object to be inserted must
309     * match the originator.
310     * INS_MAP_LOAD: disable lots of checkings done at insertion to
311     * speed up map loading process, as we assume the ordering in
312     * loaded map is correct.
313     *
314     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
315     * are mutually exclusive. The behaviour for passing more than one
316     * should be considered undefined - while you may notice what happens
317     * right now if you pass more than one, that could very well change
318     * in future revisions of the code.
319     */
320 root 1.14 #define INS_NO_MERGE 0x0001
321     #define INS_ABOVE_FLOOR_ONLY 0x0002
322     #define INS_NO_WALK_ON 0x0004
323     #define INS_ON_TOP 0x0008
324     #define INS_BELOW_ORIGINATOR 0x0010
325     #define INS_MAP_LOAD 0x0020
326 root 1.1
327     #define ARCH_SINGULARITY "singularity"
328     #define ARCH_SINGULARITY_LEN 11
329     #define ARCH_DETECT_MAGIC "detect_magic"
330     #define ARCH_DEPLETION "depletion"
331     #define ARCH_SYMPTOM "symptom"
332    
333     #endif