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/cvs/deliantra/server/include/object.h
Revision: 1.6
Committed: Sat Aug 26 08:44:06 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +5 -4 lines
Log Message:
many, many cleanups

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    
34 root 1.1 typedef uint32 tag_t;
35     #define NUM_BODY_LOCATIONS 12
36     #define BODY_ARMS 1
37    
38     /* See common/item.c */
39    
40     typedef struct Body_Locations {
41 elmex 1.3 const char *save_name; /* Name used to load/save it to disk */
42     const char *use_name; /* Name used when describing an item we can use */
43     const char *nonuse_name; /* Name to describe objects we can't use */
44 root 1.1 } Body_Locations;
45    
46     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47    
48     typedef struct _event
49     {
50     int type;
51     const char *hook;
52     const char *plugin;
53     const char *options;
54     struct _event *next;
55     } event;
56    
57     /*
58     * Each object (this also means archetypes!) could have a few of these
59     * "dangling" from it; this could also end up containing 'parse errors'.
60     *
61     * key and value are shared-strings.
62     *
63     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
64     * accessing the list directly.
65     * Exception is if you want to walk this list for some reason.
66     */
67     typedef struct _key_value {
68     const char * key;
69     const char * value;
70     struct _key_value * next;
71     } key_value;
72    
73    
74     /* Definition for WILL_APPLY values. Replaces having harcoded values
75     * sprinkled in the code. Note that some of these also replace fields
76     * that were in the can_apply area. What is the point of having both
77     * can_apply and will_apply?
78     */
79     #define WILL_APPLY_HANDLE 0x1
80     #define WILL_APPLY_TREASURE 0x2
81     #define WILL_APPLY_EARTHWALL 0x4
82     #define WILL_APPLY_DOOR 0x8
83     #define WILL_APPLY_FOOD 0x10
84    
85    
86     /* Note that the ordering of this structure is sort of relevent -
87     * copy_object copies everything over beyond 'name' using memcpy.
88     * Thus, values that need to be copied need to be located beyond that
89     * point.
90     *
91     * However, if you're keeping a pointer of some sort, you probably
92     * don't just want it copied, so you'll need to add to common/object.c,
93     * e.g. copy-object
94     *
95     * I've tried to clean up this structure a bit (in terms of formatting)
96     * by making it more consistent. I've also tried to locate some of the fields
97     * more logically together (put the item related ones together, the monster
98     * related ones, etc.
99     * This structure is best viewed with about a 100 width screen.
100     * MSW 2002-07-05
101     */
102 elmex 1.4
103     struct object_simple {
104 root 1.1 /* These variables are not changed by copy_object() */
105     struct pl *contr; /* Pointer to the player which control this object */
106 elmex 1.4 struct object *next; /* Pointer to the next object in the free/used list */
107     struct object *prev; /* Pointer to the previous object in the free/used list*/
108     struct object *active_next; /* Next & previous object in the 'active' */
109     struct object *active_prev; /* List. This is used in process_events */
110 root 1.1 /* so that the entire object list does not */
111     /* need to be gone through. */
112 elmex 1.4 struct object *below; /* Pointer to the object stacked below this one */
113     struct object *above; /* Pointer to the object stacked above this one */
114 root 1.1 /* Note: stacked in the *same* environment*/
115 elmex 1.4 struct object *inv; /* Pointer to the first object in the inventory */
116     struct object *container; /* Current container being used. I think this
117 root 1.1 * is only used by the player right now.
118     */
119 elmex 1.4 struct object *env; /* Pointer to the object which is the environment.
120 root 1.1 * This is typically the container that the object is in.
121     */
122 elmex 1.4 struct object *more; /* Pointer to the rest of a large body of objects */
123     struct object *head; /* Points to the main object of a large body */
124     struct mapstruct *map; /* Pointer to the map in which this object is present */
125 root 1.1
126     tag_t count; /* Unique object number for this object */
127     uint16 refcount; /* How many objects points to this object */
128 elmex 1.4 };
129 root 1.1
130 root 1.6 struct object_special : extendable<object> {
131     data_type get_dt () const { return DT_OBJECT; }
132    
133 root 1.1 /* These get an extra add_refcount(), after having been copied by memcpy().
134     * All fields beow this point are automatically copied by memcpy. If
135     * adding something that needs a refcount updated, make sure you modify
136     * copy_object to do so. Everything below here also gets cleared
137     * by clear_object()
138     */
139     const char *name; /* The name of the object, obviously... */
140     const char *name_pl; /* The plural name of the object */
141     const char *title; /* Of foo, etc */
142     const char *race; /* human, goblin, dragon, etc */
143     const char *slaying; /* Which race to do double damage to */
144     /* If this is an exit, this is the filename */
145     const char *skill; /* Name of the skill this object uses/grants */
146     const char *msg; /* If this is a book/sign/magic mouth/etc */
147     const char *lore; /* Obscure information about this object, */
148     /* To get put into books and the like. */
149    
150     sint16 x,y; /* Position in the map for this object */
151     sint16 ox,oy; /* For debugging: Where it was last inserted */
152     float speed; /* The overall speed of this object */
153     float speed_left; /* How much speed is left to spend this round */
154     uint32 nrof; /* How many of the objects */
155     New_Face *face; /* Face with colors */
156     sint8 direction; /* Means the object is moving that way. */
157     sint8 facing; /* Object is oriented/facing that way. */
158    
159     /* This next big block are basically used for monsters and equipment */
160     uint8 type; /* PLAYER, BULLET, etc. See define.h */
161     uint8 subtype; /* subtype of object */
162     uint16 client_type; /* Public type information. see doc/Developers/objects */
163     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164     uint32 attacktype; /* Bitmask of attacks this object does */
165     uint32 path_attuned; /* Paths the object is attuned to */
166     uint32 path_repelled; /* Paths the object is repelled from */
167     uint32 path_denied; /* Paths the object is denied access to */
168     uint16 material; /* What materials this object consist of */
169     const char *materialname; /* specific material name */
170     sint8 magic; /* Any magical bonuses to this item */
171     uint8 state; /* How the object was last drawn (animation) */
172     sint32 value; /* How much money it is worth (or contains) */
173     sint16 level; /* Level of creature or object */
174     /* Note that the last_.. values are sometimes used for non obvious
175     * meanings by some objects, eg, sp penalty, permanent exp.
176     */
177     sint32 last_heal; /* Last healed. Depends on constitution */
178     sint32 last_sp; /* As last_heal, but for spell points */
179     sint16 last_grace; /* as last_sp, except for grace */
180     sint16 last_eat; /* How long since we last ate */
181     sint16 invisible; /* How much longer the object will be invis */
182     uint8 pick_up; /* See crossfire.doc */
183     sint8 item_power; /* power rating of the object */
184     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185     sint32 weight; /* Attributes of the object */
186     sint32 weight_limit; /* Weight-limit of object */
187     sint32 carrying; /* How much weight this object contains */
188     sint8 glow_radius; /* indicates the glow radius of the object */
189     living stats; /* Str, Con, Dex, etc */
190     sint64 perm_exp; /* Permanent exp */
191     const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192     /* each time the object attacks something */
193 elmex 1.4 struct object *current_weapon; /* Pointer to the weapon currently used */
194 root 1.1 uint32 weapontype; /* type of weapon */
195     uint32 tooltype; /* type of tool or build facility */
196     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198     /* See the doc/Developers/objects for more info about body locations */
199    
200     /* Following mostly refers to fields only used for monsters */
201 elmex 1.4 struct object *owner; /* Pointer to the object which controls this one */
202 root 1.1 /* Owner should not be referred to directly - */
203     /* get_owner should be used instead. */
204     tag_t ownercount; /* What count the owner had (in case owner */
205     /* has been freed) */
206 elmex 1.4 struct object *enemy; /* Monster/player to follow even if not closest */
207     struct object *attacked_by; /* This object start to attack us! only player & monster */
208 root 1.1 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209     struct treasureliststruct *randomitems; /* Items to be generated */
210     uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 elmex 1.4 struct object *chosen_skill; /* the skill chosen to use */
212 root 1.1 uint32 hide; /* The object is hidden, not invisible */
213     /* changes made by kholland@sunlab.cit.cornell.edu */
214     /* allows different movement patterns for attackers */
215     sint32 move_status; /* What stage in attack mode */
216     uint16 attack_movement;/* What kind of attack movement */
217     uint8 will_apply; /* See crossfire.doc */
218 elmex 1.4 struct object *spellitem; /* Spell ability monster is choosing to use */
219 root 1.1 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220     /* races/classes can need less/more exp to gain levels */
221    
222     /* Spell related information, may be useful elsewhere
223     * Note that other fields are used - these files are basically
224     * only used in spells.
225     */
226     sint16 duration; /* How long the spell lasts */
227     uint8 duration_modifier; /* how level modifies duration */
228     sint16 casting_time; /* time left before spell goes off */
229 elmex 1.4 struct object *spell; /* Spell that was being cast */
230 root 1.1 uint16 start_holding;
231     char *spellarg;
232     uint8 dam_modifier; /* How going up in level effects damage */
233     sint8 range; /* Range of the spell */
234     uint8 range_modifier; /* How going up in level effects range */
235    
236     /* Following are values used by any object */
237     struct archt *arch; /* Pointer to archetype */
238     struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239     /* this objects turns into or what this object creates */
240     uint32 flags[4]; /* various flags */
241     uint16 animation_id; /* An index into the animation array */
242     uint8 anim_speed; /* ticks between animation-frames */
243     uint8 last_anim; /* last sequence used to draw face */
244     sint32 elevation; /* elevation of this terrain - not currently used */
245     uint8 smoothlevel; /* how to smooth this square around*/
246    
247     MoveType move_type; /* Type of movement this object uses */
248     MoveType move_block; /* What movement types this blocks */
249 elmex 1.3 MoveType move_allow; /* What movement types explicitly allowd */
250 root 1.1 MoveType move_on; /* Move types affected moving on to this space */
251     MoveType move_off; /* Move types affected moving off this space */
252     MoveType move_slow; /* Movement types this slows down */
253     float move_slow_penalty; /* How much this slows down the object */
254    
255     event *events;
256    
257     const char *custom_name; /* Custom name assigned by player */
258     key_value *key_values; /* Fields not explictly known by the loader. */
259 elmex 1.4 };
260    
261     struct object : object_special, object_simple {
262     };
263 root 1.1
264     typedef struct oblnk { /* Used to link together several objects */
265     object *ob;
266     struct oblnk *next;
267     tag_t id;
268     } objectlink;
269    
270     typedef struct oblinkpt { /* Used to link together several object links */
271     struct oblnk *link;
272     long value; /* Used as connected value in buttons/gates */
273     struct oblinkpt *next;
274     } oblinkpt;
275    
276     /*
277     * The archetype structure is a set of rules on how to generate and manipulate
278     * objects which point to archetypes.
279     * This probably belongs in arch.h, but there really doesn't appear to
280     * be much left in the archetype - all it really is is a holder for the
281     * object and pointers. This structure should get removed, and just replaced
282     * by the object structure
283     */
284    
285     typedef struct archt {
286     const char *name; /* More definite name, like "generate_kobold" */
287     struct archt *next; /* Next archetype in a linked list */
288     struct archt *head; /* The main part of a linked object */
289     struct archt *more; /* Next part of a linked object */
290     object clone; /* An object from which to do copy_object() */
291     uint32 editable; /* editable flags (mainly for editor) */
292     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293     * in comparison to the head.
294     */
295     } archetype;
296    
297     extern object *objects;
298     extern object *active_objects;
299     extern object *free_objects;
300     extern object objarray[STARTMAX];
301    
302     extern int nrofallocobjects;
303     extern int nroffreeobjects;
304    
305     /* This returns TRUE if the object is somethign that
306     * should be displayed in the look window
307     */
308     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
309    
310     /* Used by update_object to know if the object being passed is
311     * being added or removed.
312     */
313     #define UP_OBJ_INSERT 1
314     #define UP_OBJ_REMOVE 2
315     #define UP_OBJ_CHANGE 3
316     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317    
318     /* These are flags passed to insert_ob_in_map and
319     * insert_ob_in_ob. Note that all flags may not be meaningful
320     * for both functions.
321     * Most are fairly explanatory:
322     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
323     * on space.
324     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
325     * INS_NO_WALK_ON: Don't call check_walk_on against the
326     * originator - saves cpu time if you know the inserted object
327     * is not meaningful in terms of having an effect.
328     * INS_ON_TOP: Always put object on top. Generally only needed when loading
329     * files from disk and ordering needs to be preserved.
330     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331     * Use for treasure chests so the new object is the highest thing
332     * beneath the player, but not actually above it. Note - the
333     * map and x,y coordinates for the object to be inserted must
334     * match the originator.
335     * INS_MAP_LOAD: disable lots of checkings done at insertion to
336     * speed up map loading process, as we assume the ordering in
337     * loaded map is correct.
338     *
339     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340     * are mutually exclusive. The behaviour for passing more than one
341     * should be considered undefined - while you may notice what happens
342     * right now if you pass more than one, that could very well change
343     * in future revisions of the code.
344     */
345     #define INS_NO_MERGE 0x0001
346     #define INS_ABOVE_FLOOR_ONLY 0x0002
347     #define INS_NO_WALK_ON 0x0004
348     #define INS_ON_TOP 0x0008
349     #define INS_BELOW_ORIGINATOR 0x0010
350     #define INS_MAP_LOAD 0x0020
351    
352     #define ARCH_SINGULARITY "singularity"
353     #define ARCH_SINGULARITY_LEN 11
354     #define ARCH_DETECT_MAGIC "detect_magic"
355     #define ARCH_DEPLETION "depletion"
356     #define ARCH_SYMPTOM "symptom"
357    
358     #endif