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/cvs/deliantra/server/include/object.h
Revision: 1.23
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +16 -6 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

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 root 1.20 typedef struct Body_Locations
37     {
38     const char *save_name; /* Name used to load/save it to disk */
39     const char *use_name; /* Name used when describing an item we can use */
40     const char *nonuse_name; /* Name to describe objects we can't use */
41 root 1.1 } Body_Locations;
42    
43     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
44    
45     /*
46     * Each object (this also means archetypes!) could have a few of these
47     * "dangling" from it; this could also end up containing 'parse errors'.
48     *
49     * key and value are shared-strings.
50     *
51     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
52     * accessing the list directly.
53     * Exception is if you want to walk this list for some reason.
54     */
55 root 1.20 struct key_value
56     {
57     key_value *next;
58     shstr key, value;
59 root 1.15 };
60 root 1.1
61    
62     /* Definition for WILL_APPLY values. Replaces having harcoded values
63     * sprinkled in the code. Note that some of these also replace fields
64     * that were in the can_apply area. What is the point of having both
65     * can_apply and will_apply?
66     */
67 root 1.14 #define WILL_APPLY_HANDLE 0x1
68     #define WILL_APPLY_TREASURE 0x2
69     #define WILL_APPLY_EARTHWALL 0x4
70     #define WILL_APPLY_DOOR 0x8
71     #define WILL_APPLY_FOOD 0x10
72 root 1.1
73    
74 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
75     * don't just want it copied, so you'll need to add to common/object.C,
76     * e.g. copy_object.
77 root 1.1 */
78 elmex 1.4
79 root 1.18 // these are not being copied
80 root 1.20 ACC_CLASS (object)
81 root 1.18 struct object_keep
82     {
83 root 1.20 tag_t ACC (RW, count); /* Unique object number for this object */
84     uint16 ACC (RW, refcount); /* How many objects points to this object */
85 root 1.18
86     /* These variables are not changed by copy_object() */
87 root 1.20 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88     struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89     struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90     struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91     struct object *ACC (RW, 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 *ACC (RW, below); /* Pointer to the object stacked below this one */
95     struct object *ACC (RW, 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 *ACC (RW, container); /* Current container being used. I think this
99     * is only used by the player right now.
100     */
101     struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102     * This is typically the container that the object is in.
103     */
104     struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105     struct object *ACC (RW, head); /* Points to the main object of a large body */
106     struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107 elmex 1.4 };
108 root 1.1
109 root 1.18 // these are being copied
110 root 1.20 struct object_copy:attachable<object>
111 root 1.18 {
112     /* These get an extra add_refcount(), after having been copied by memcpy().
113     * All fields beow this point are automatically copied by memcpy. If
114     * adding something that needs a refcount updated, make sure you modify
115     * copy_object to do so. Everything below here also gets cleared
116     * by clear_object()
117     */
118 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
119     shstr ACC (RW, name_pl); /* The plural name of the object */
120     shstr ACC (RW, title); /* Of foo, etc */
121     shstr ACC (RW, race); /* human, goblin, dragon, etc */
122     shstr ACC (RW, slaying); /* Which race to do double damage to */
123     /* If this is an exit, this is the filename */
124     shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126     shstr ACC (RW, lore); /* Obscure information about this object, */
127     /* To get put into books and the like. */
128     shstr ACC (RW, materialname); /* specific material name */
129     shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 root 1.18 };
131 root 1.1
132 root 1.18 // these are being copied and also cleared
133     struct object_pod
134     {
135 root 1.20 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136     float ACC (RW, speed); /* The overall speed of this object */
137     float ACC (RW, speed_left); /* How much speed is left to spend this round */
138     uint32 ACC (RW, nrof); /* How many of the objects */
139     New_Face *ACC (RW, face); /* Face with colors */
140     sint8 ACC (RW, direction); /* Means the object is moving that way. */
141     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 root 1.18
143     /* This next big block are basically used for monsters and equipment */
144 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145     uint8 ACC (RW, subtype); /* subtype of object */
146     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148     uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149     uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
150     uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152     uint16 ACC (RW, material); /* What materials this object consist of */
153     sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155     sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156     sint16 ACC (RW, level); /* Level of creature or object */
157 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
158     * meanings by some objects, eg, sp penalty, permanent exp.
159     */
160 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163     sint16 ACC (RW, last_eat); /* How long since we last ate */
164     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
165     uint8 ACC (RW, pick_up); /* See crossfire.doc */
166     sint8 ACC (RW, item_power); /* power rating of the object */
167     sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
168     sint32 ACC (RW, weight); /* Attributes of the object */
169     sint32 ACC (RW, weight_limit); /* Weight-limit of object */
170     sint32 ACC (RW, carrying); /* How much weight this object contains */
171     sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172     living ACC (RO, stats); /* Str, Con, Dex, etc */
173     sint64 ACC (RW, perm_exp); /* Permanent exp */
174     struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175     uint32 ACC (RW, weapontype); /* type of weapon */
176     uint32 ACC (RW, tooltype); /* type of tool or build facility */
177     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
179     /* See the doc/Developers/objects for more info about body locations */
180 root 1.18
181     /* Following mostly refers to fields only used for monsters */
182 root 1.20 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183     /* Owner should not be referred to directly - */
184     /* get_owner should be used instead. */
185     tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186     /* has been freed) */
187     struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188     struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189     tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190     struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191     uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192     struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193     uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 root 1.18 /* changes made by kholland@sunlab.cit.cornell.edu */
195     /* allows different movement patterns for attackers */
196 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
197     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198     uint8 ACC (RW, will_apply); /* See crossfire.doc */
199     struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200     double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201     /* races/classes can need less/more exp to gain levels */
202 root 1.18
203     /* Spell related information, may be useful elsewhere
204     * Note that other fields are used - these files are basically
205     * only used in spells.
206     */
207 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
208     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209     sint16 ACC (RW, casting_time); /* time left before spell goes off */
210     struct object *ACC (RW, spell); /* Spell that was being cast */
211     uint16 ACC (RW, start_holding);
212     char *ACC (RW, spellarg);
213     uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214     sint8 ACC (RW, range); /* Range of the spell */
215     uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 root 1.18
217     /* Following are values used by any object */
218 root 1.21 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219     struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 root 1.20 /* this objects turns into or what this object creates */
221     uint32 flags[4]; /* various flags */
222     uint16 ACC (RW, animation_id); /* An index into the animation array */
223     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225     sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227    
228     MoveType ACC (RW, move_type); /* Type of movement this object uses */
229     MoveType ACC (RW, move_block); /* What movement types this blocks */
230     MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233     MoveType ACC (RW, move_slow); /* Movement types this slows down */
234     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235     key_value *key_values; /* Fields not explictly known by the loader. */
236 elmex 1.4 };
237    
238 root 1.23 #define get_object() object::create ()
239     #define free_object(op) (op)->free (0)
240     #define free_object2(op, free_inv) (op)->free (free_inv)
241    
242 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
243     {
244 root 1.23 static object *create ();
245     void free (bool free_inventory = false);
246     void mortalise ();
247 root 1.22
248 root 1.23 static void free_mortals ();
249     static bool can_merge (object *op1, object *op2);
250 root 1.19
251 root 1.18 void clear ();
252 root 1.23 void clone (object *destination);
253    
254     protected:
255     friend struct archetype;
256    
257     object ();
258     ~object ();
259 elmex 1.4 };
260 root 1.1
261 root 1.19 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
262    
263 root 1.20 typedef struct oblnk
264     { /* Used to link together several objects */
265 root 1.1 object *ob;
266     struct oblnk *next;
267     tag_t id;
268     } objectlink;
269    
270 root 1.20 typedef struct oblinkpt
271     { /* Used to link together several object links */
272 root 1.1 struct oblnk *link;
273 root 1.20 long value; /* Used as connected value in buttons/gates */
274 root 1.1 struct oblinkpt *next;
275     } oblinkpt;
276    
277     /*
278     * The archetype structure is a set of rules on how to generate and manipulate
279     * objects which point to archetypes.
280     * This probably belongs in arch.h, but there really doesn't appear to
281     * be much left in the archetype - all it really is is a holder for the
282     * object and pointers. This structure should get removed, and just replaced
283     * by the object structure
284     */
285    
286 root 1.20 ACC_CLASS(archetype)
287 root 1.21 struct archetype : zero_initialised
288 root 1.15 {
289 root 1.22 archetype ();
290     ~archetype ();
291    
292 root 1.20 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
293 root 1.21 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
294     struct archetype *ACC (RW, head); /* The main part of a linked object */
295     struct archetype *ACC (RW, more); /* Next part of a linked object */
296 root 1.20 object ACC (RO, clone); /* An object from which to do copy_object() */
297     uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
298     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
299     * in comparison to the head.
300     */
301 root 1.21 };
302 root 1.1
303     extern object *objects;
304     extern object *active_objects;
305    
306     extern int nrofallocobjects;
307    
308 root 1.15 /* This returns TRUE if the object is something that
309 root 1.1 * should be displayed in the look window
310     */
311     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
312    
313     /* Used by update_object to know if the object being passed is
314     * being added or removed.
315     */
316     #define UP_OBJ_INSERT 1
317     #define UP_OBJ_REMOVE 2
318     #define UP_OBJ_CHANGE 3
319 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
320 root 1.1
321     /* These are flags passed to insert_ob_in_map and
322     * insert_ob_in_ob. Note that all flags may not be meaningful
323     * for both functions.
324     * Most are fairly explanatory:
325     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
326     * on space.
327     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
328     * INS_NO_WALK_ON: Don't call check_walk_on against the
329     * originator - saves cpu time if you know the inserted object
330     * is not meaningful in terms of having an effect.
331     * INS_ON_TOP: Always put object on top. Generally only needed when loading
332     * files from disk and ordering needs to be preserved.
333     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
334     * Use for treasure chests so the new object is the highest thing
335     * beneath the player, but not actually above it. Note - the
336     * map and x,y coordinates for the object to be inserted must
337     * match the originator.
338     * INS_MAP_LOAD: disable lots of checkings done at insertion to
339     * speed up map loading process, as we assume the ordering in
340     * loaded map is correct.
341     *
342     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
343     * are mutually exclusive. The behaviour for passing more than one
344     * should be considered undefined - while you may notice what happens
345     * right now if you pass more than one, that could very well change
346     * in future revisions of the code.
347     */
348 root 1.14 #define INS_NO_MERGE 0x0001
349     #define INS_ABOVE_FLOOR_ONLY 0x0002
350     #define INS_NO_WALK_ON 0x0004
351     #define INS_ON_TOP 0x0008
352     #define INS_BELOW_ORIGINATOR 0x0010
353     #define INS_MAP_LOAD 0x0020
354 root 1.1
355     #define ARCH_SINGULARITY "singularity"
356     #define ARCH_SINGULARITY_LEN 11
357     #define ARCH_DETECT_MAGIC "detect_magic"
358     #define ARCH_DEPLETION "depletion"
359     #define ARCH_SYMPTOM "symptom"
360    
361     #endif