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/cvs/deliantra/server/include/object.h
Revision: 1.5
Committed: Fri Aug 25 17:11:53 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1 -0 lines
Log Message:
converted more events, broken per-object events (needs map support), lots of fixes

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     typedef uint32 tag_t;
33     #define NUM_BODY_LOCATIONS 12
34     #define BODY_ARMS 1
35    
36     /* See common/item.c */
37    
38     typedef struct Body_Locations {
39 elmex 1.3 const char *save_name; /* Name used to load/save it to disk */
40     const char *use_name; /* Name used when describing an item we can use */
41     const char *nonuse_name; /* Name to describe objects we can't use */
42 root 1.1 } Body_Locations;
43    
44     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45    
46     typedef struct _event
47     {
48     int type;
49     const char *hook;
50     const char *plugin;
51     const char *options;
52     struct _event *next;
53     } event;
54    
55     /*
56     * Each object (this also means archetypes!) could have a few of these
57     * "dangling" from it; this could also end up containing 'parse errors'.
58     *
59     * key and value are shared-strings.
60     *
61     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62     * accessing the list directly.
63     * Exception is if you want to walk this list for some reason.
64     */
65     typedef struct _key_value {
66     const char * key;
67     const char * value;
68     struct _key_value * next;
69     } key_value;
70    
71    
72     /* Definition for WILL_APPLY values. Replaces having harcoded values
73     * sprinkled in the code. Note that some of these also replace fields
74     * that were in the can_apply area. What is the point of having both
75     * can_apply and will_apply?
76     */
77     #define WILL_APPLY_HANDLE 0x1
78     #define WILL_APPLY_TREASURE 0x2
79     #define WILL_APPLY_EARTHWALL 0x4
80     #define WILL_APPLY_DOOR 0x8
81     #define WILL_APPLY_FOOD 0x10
82    
83    
84     /* Note that the ordering of this structure is sort of relevent -
85     * copy_object copies everything over beyond 'name' using memcpy.
86     * Thus, values that need to be copied need to be located beyond that
87     * point.
88     *
89     * However, if you're keeping a pointer of some sort, you probably
90     * don't just want it copied, so you'll need to add to common/object.c,
91     * e.g. copy-object
92     *
93     * I've tried to clean up this structure a bit (in terms of formatting)
94     * by making it more consistent. I've also tried to locate some of the fields
95     * more logically together (put the item related ones together, the monster
96     * related ones, etc.
97     * This structure is best viewed with about a 100 width screen.
98     * MSW 2002-07-05
99     */
100 elmex 1.4
101     struct object_simple {
102 root 1.1 /* These variables are not changed by copy_object() */
103     struct pl *contr; /* Pointer to the player which control this object */
104 elmex 1.4 struct object *next; /* Pointer to the next object in the free/used list */
105     struct object *prev; /* Pointer to the previous object in the free/used list*/
106     struct object *active_next; /* Next & previous object in the 'active' */
107     struct object *active_prev; /* List. This is used in process_events */
108 root 1.1 /* so that the entire object list does not */
109     /* need to be gone through. */
110 elmex 1.4 struct object *below; /* Pointer to the object stacked below this one */
111     struct object *above; /* Pointer to the object stacked above this one */
112 root 1.1 /* Note: stacked in the *same* environment*/
113 elmex 1.4 struct object *inv; /* Pointer to the first object in the inventory */
114     struct object *container; /* Current container being used. I think this
115 root 1.1 * is only used by the player right now.
116     */
117 elmex 1.4 struct object *env; /* Pointer to the object which is the environment.
118 root 1.1 * This is typically the container that the object is in.
119     */
120 elmex 1.4 struct object *more; /* Pointer to the rest of a large body of objects */
121     struct object *head; /* Points to the main object of a large body */
122     struct mapstruct *map; /* Pointer to the map in which this object is present */
123 root 1.1
124     tag_t count; /* Unique object number for this object */
125     uint16 refcount; /* How many objects points to this object */
126 elmex 1.4 };
127 root 1.1
128 elmex 1.4 struct object_special {
129 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
130     * All fields beow this point are automatically copied by memcpy. If
131     * adding something that needs a refcount updated, make sure you modify
132     * copy_object to do so. Everything below here also gets cleared
133     * by clear_object()
134     */
135     const char *name; /* The name of the object, obviously... */
136     const char *name_pl; /* The plural name of the object */
137     const char *title; /* Of foo, etc */
138     const char *race; /* human, goblin, dragon, etc */
139     const char *slaying; /* Which race to do double damage to */
140     /* If this is an exit, this is the filename */
141     const char *skill; /* Name of the skill this object uses/grants */
142     const char *msg; /* If this is a book/sign/magic mouth/etc */
143     const char *lore; /* Obscure information about this object, */
144     /* To get put into books and the like. */
145    
146     sint16 x,y; /* Position in the map for this object */
147     sint16 ox,oy; /* For debugging: Where it was last inserted */
148     float speed; /* The overall speed of this object */
149     float speed_left; /* How much speed is left to spend this round */
150     uint32 nrof; /* How many of the objects */
151     New_Face *face; /* Face with colors */
152     sint8 direction; /* Means the object is moving that way. */
153     sint8 facing; /* Object is oriented/facing that way. */
154    
155     /* This next big block are basically used for monsters and equipment */
156     uint8 type; /* PLAYER, BULLET, etc. See define.h */
157     uint8 subtype; /* subtype of object */
158     uint16 client_type; /* Public type information. see doc/Developers/objects */
159     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160     uint32 attacktype; /* Bitmask of attacks this object does */
161     uint32 path_attuned; /* Paths the object is attuned to */
162     uint32 path_repelled; /* Paths the object is repelled from */
163     uint32 path_denied; /* Paths the object is denied access to */
164     uint16 material; /* What materials this object consist of */
165     const char *materialname; /* specific material name */
166     sint8 magic; /* Any magical bonuses to this item */
167     uint8 state; /* How the object was last drawn (animation) */
168     sint32 value; /* How much money it is worth (or contains) */
169     sint16 level; /* Level of creature or object */
170     /* Note that the last_.. values are sometimes used for non obvious
171     * meanings by some objects, eg, sp penalty, permanent exp.
172     */
173     sint32 last_heal; /* Last healed. Depends on constitution */
174     sint32 last_sp; /* As last_heal, but for spell points */
175     sint16 last_grace; /* as last_sp, except for grace */
176     sint16 last_eat; /* How long since we last ate */
177     sint16 invisible; /* How much longer the object will be invis */
178     uint8 pick_up; /* See crossfire.doc */
179     sint8 item_power; /* power rating of the object */
180     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
181     sint32 weight; /* Attributes of the object */
182     sint32 weight_limit; /* Weight-limit of object */
183     sint32 carrying; /* How much weight this object contains */
184     sint8 glow_radius; /* indicates the glow radius of the object */
185     living stats; /* Str, Con, Dex, etc */
186     sint64 perm_exp; /* Permanent exp */
187     const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188     /* each time the object attacks something */
189 elmex 1.4 struct object *current_weapon; /* Pointer to the weapon currently used */
190 root 1.1 uint32 weapontype; /* type of weapon */
191     uint32 tooltype; /* type of tool or build facility */
192     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194     /* See the doc/Developers/objects for more info about body locations */
195    
196     /* Following mostly refers to fields only used for monsters */
197 elmex 1.4 struct object *owner; /* Pointer to the object which controls this one */
198 root 1.1 /* Owner should not be referred to directly - */
199     /* get_owner should be used instead. */
200     tag_t ownercount; /* What count the owner had (in case owner */
201     /* has been freed) */
202 elmex 1.4 struct object *enemy; /* Monster/player to follow even if not closest */
203     struct object *attacked_by; /* This object start to attack us! only player & monster */
204 root 1.1 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205     struct treasureliststruct *randomitems; /* Items to be generated */
206     uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
207 elmex 1.4 struct object *chosen_skill; /* the skill chosen to use */
208 root 1.1 uint32 hide; /* The object is hidden, not invisible */
209     /* changes made by kholland@sunlab.cit.cornell.edu */
210     /* allows different movement patterns for attackers */
211     sint32 move_status; /* What stage in attack mode */
212     uint16 attack_movement;/* What kind of attack movement */
213     uint8 will_apply; /* See crossfire.doc */
214 elmex 1.4 struct object *spellitem; /* Spell ability monster is choosing to use */
215 root 1.1 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216     /* races/classes can need less/more exp to gain levels */
217    
218     /* Spell related information, may be useful elsewhere
219     * Note that other fields are used - these files are basically
220     * only used in spells.
221     */
222     sint16 duration; /* How long the spell lasts */
223     uint8 duration_modifier; /* how level modifies duration */
224     sint16 casting_time; /* time left before spell goes off */
225 elmex 1.4 struct object *spell; /* Spell that was being cast */
226 root 1.1 uint16 start_holding;
227     char *spellarg;
228     uint8 dam_modifier; /* How going up in level effects damage */
229     sint8 range; /* Range of the spell */
230     uint8 range_modifier; /* How going up in level effects range */
231    
232     /* Following are values used by any object */
233     struct archt *arch; /* Pointer to archetype */
234     struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235     /* this objects turns into or what this object creates */
236     uint32 flags[4]; /* various flags */
237     uint16 animation_id; /* An index into the animation array */
238     uint8 anim_speed; /* ticks between animation-frames */
239     uint8 last_anim; /* last sequence used to draw face */
240     sint32 elevation; /* elevation of this terrain - not currently used */
241     uint8 smoothlevel; /* how to smooth this square around*/
242    
243     MoveType move_type; /* Type of movement this object uses */
244     MoveType move_block; /* What movement types this blocks */
245 elmex 1.3 MoveType move_allow; /* What movement types explicitly allowd */
246 root 1.1 MoveType move_on; /* Move types affected moving on to this space */
247     MoveType move_off; /* Move types affected moving off this space */
248     MoveType move_slow; /* Movement types this slows down */
249     float move_slow_penalty; /* How much this slows down the object */
250    
251     event *events;
252    
253     const char *custom_name; /* Custom name assigned by player */
254     key_value *key_values; /* Fields not explictly known by the loader. */
255 elmex 1.4 };
256    
257     struct object : object_special, object_simple {
258 root 1.5 void *self, *cb; // CF+ perl's self and callback registry
259 elmex 1.4 };
260 root 1.1
261     typedef struct oblnk { /* Used to link together several objects */
262     object *ob;
263     struct oblnk *next;
264     tag_t id;
265     } objectlink;
266    
267     typedef struct oblinkpt { /* Used to link together several object links */
268     struct oblnk *link;
269     long value; /* Used as connected value in buttons/gates */
270     struct oblinkpt *next;
271     } oblinkpt;
272    
273     /*
274     * The archetype structure is a set of rules on how to generate and manipulate
275     * objects which point to archetypes.
276     * This probably belongs in arch.h, but there really doesn't appear to
277     * be much left in the archetype - all it really is is a holder for the
278     * object and pointers. This structure should get removed, and just replaced
279     * by the object structure
280     */
281    
282     typedef struct archt {
283     const char *name; /* More definite name, like "generate_kobold" */
284     struct archt *next; /* Next archetype in a linked list */
285     struct archt *head; /* The main part of a linked object */
286     struct archt *more; /* Next part of a linked object */
287     object clone; /* An object from which to do copy_object() */
288     uint32 editable; /* editable flags (mainly for editor) */
289     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
290     * in comparison to the head.
291     */
292     } archetype;
293    
294     extern object *objects;
295     extern object *active_objects;
296     extern object *free_objects;
297     extern object objarray[STARTMAX];
298    
299     extern int nrofallocobjects;
300     extern int nroffreeobjects;
301    
302     /* This returns TRUE if the object is somethign that
303     * should be displayed in the look window
304     */
305     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
306    
307     /* Used by update_object to know if the object being passed is
308     * being added or removed.
309     */
310     #define UP_OBJ_INSERT 1
311     #define UP_OBJ_REMOVE 2
312     #define UP_OBJ_CHANGE 3
313     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314    
315     /* These are flags passed to insert_ob_in_map and
316     * insert_ob_in_ob. Note that all flags may not be meaningful
317     * for both functions.
318     * Most are fairly explanatory:
319     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
320     * on space.
321     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
322     * INS_NO_WALK_ON: Don't call check_walk_on against the
323     * originator - saves cpu time if you know the inserted object
324     * is not meaningful in terms of having an effect.
325     * INS_ON_TOP: Always put object on top. Generally only needed when loading
326     * files from disk and ordering needs to be preserved.
327     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
328     * Use for treasure chests so the new object is the highest thing
329     * beneath the player, but not actually above it. Note - the
330     * map and x,y coordinates for the object to be inserted must
331     * match the originator.
332     * INS_MAP_LOAD: disable lots of checkings done at insertion to
333     * speed up map loading process, as we assume the ordering in
334     * loaded map is correct.
335     *
336     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
337     * are mutually exclusive. The behaviour for passing more than one
338     * should be considered undefined - while you may notice what happens
339     * right now if you pass more than one, that could very well change
340     * in future revisions of the code.
341     */
342     #define INS_NO_MERGE 0x0001
343     #define INS_ABOVE_FLOOR_ONLY 0x0002
344     #define INS_NO_WALK_ON 0x0004
345     #define INS_ON_TOP 0x0008
346     #define INS_BELOW_ORIGINATOR 0x0010
347     #define INS_MAP_LOAD 0x0020
348    
349     #define ARCH_SINGULARITY "singularity"
350     #define ARCH_SINGULARITY_LEN 11
351     #define ARCH_DETECT_MAGIC "detect_magic"
352     #define ARCH_DEPLETION "depletion"
353     #define ARCH_SYMPTOM "symptom"
354    
355 root 1.2 extern void (*object_free_callback)(object *ob); // called for every object_free
356    
357 root 1.1 #endif