1 | /* |
1 | /* |
2 | * static char *rcsid_object_h = |
2 | * CrossFire, A Multiplayer Online RPG |
3 | * "$Id: object.h,v 1.1 2006/02/03 07:12:50 root Exp $"; |
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4 | */ |
3 | * |
5 | |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * 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 |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
26 | #define OBJECT_H |
31 | |
27 | |
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28 | #include <bitset> |
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29 | |
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30 | #include "cfperl.h" |
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31 | #include "shstr.h" |
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32 | |
32 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
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34 | |
33 | #define NUM_BODY_LOCATIONS 12 |
35 | #define NUM_BODY_LOCATIONS 14 |
34 | #define BODY_ARMS 1 |
36 | #define BODY_ARMS 1 |
35 | |
37 | |
36 | /* See common/item.c */ |
38 | /* See common/item.c */ |
37 | |
39 | |
38 | typedef struct Body_Locations { |
40 | typedef struct Body_Locations |
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41 | { |
39 | char *save_name; /* Name used to load/save it to disk */ |
42 | const char *save_name; /* Name used to load/save it to disk */ |
40 | char *use_name; /* Name used when describing an item we can use */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
41 | char *nonuse_name; /* Name to describe objects we can't use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
42 | } Body_Locations; |
45 | } Body_Locations; |
43 | |
46 | |
44 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
45 | |
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46 | typedef struct _event |
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47 | { |
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48 | int type; |
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49 | const char *hook; |
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50 | const char *plugin; |
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51 | const char *options; |
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52 | struct _event *next; |
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53 | } event; |
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54 | |
48 | |
55 | /* |
49 | /* |
56 | * Each object (this also means archetypes!) could have a few of these |
50 | * Each object (this also means archetypes!) could have a few of these |
57 | * "dangling" from it; this could also end up containing 'parse errors'. |
51 | * "dangling" from it; this could also end up containing 'parse errors'. |
58 | * |
52 | * |
… | |
… | |
60 | * |
54 | * |
61 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
55 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
62 | * accessing the list directly. |
56 | * accessing the list directly. |
63 | * Exception is if you want to walk this list for some reason. |
57 | * Exception is if you want to walk this list for some reason. |
64 | */ |
58 | */ |
65 | typedef struct _key_value { |
59 | struct key_value |
66 | const char * key; |
60 | { |
67 | const char * value; |
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68 | struct _key_value * next; |
61 | key_value *next; |
69 | } key_value; |
62 | shstr key, value; |
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63 | }; |
70 | |
64 | |
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65 | struct UUID |
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66 | { |
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67 | uint64 seq; |
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68 | |
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69 | UUID () { } |
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70 | UUID (uint64 seq) : seq(seq) { } |
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71 | operator uint64() { return seq; } |
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72 | void operator =(uint64 seq) { this->seq = seq; } |
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73 | }; |
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74 | |
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75 | extern void init_uuid (); |
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76 | extern UUID gen_uuid (); |
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77 | extern const uint64 UUID_SKIP; |
71 | |
78 | |
72 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
79 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
73 | * sprinkled in the code. Note that some of these also replace fields |
80 | * 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 |
81 | * that were in the can_apply area. What is the point of having both |
75 | * can_apply and will_apply? |
82 | * can_apply and will_apply? |
76 | */ |
83 | */ |
77 | #define WILL_APPLY_HANDLE 0x1 |
84 | #define WILL_APPLY_HANDLE 0x01 |
78 | #define WILL_APPLY_TREASURE 0x2 |
85 | #define WILL_APPLY_TREASURE 0x02 |
79 | #define WILL_APPLY_EARTHWALL 0x4 |
86 | #define WILL_APPLY_EARTHWALL 0x04 |
80 | #define WILL_APPLY_DOOR 0x8 |
87 | #define WILL_APPLY_DOOR 0x08 |
81 | #define WILL_APPLY_FOOD 0x10 |
88 | #define WILL_APPLY_FOOD 0x10 |
82 | |
89 | |
83 | |
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84 | /* Note that the ordering of this structure is sort of relevent - |
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85 | * copy_object copies everything over beyond 'name' using memcpy. |
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86 | * Thus, values that need to be copied need to be located beyond that |
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87 | * point. |
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88 | * |
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89 | * However, if you're keeping a pointer of some sort, you probably |
90 | /* 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 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. copy-object |
92 | * e.g. ->copy_to () |
92 | * |
93 | */ |
93 | * I've tried to clean up this structure a bit (in terms of formatting) |
94 | |
94 | * by making it more consistent. I've also tried to locate some of the fields |
95 | struct body_slot |
95 | * more logically together (put the item related ones together, the monster |
96 | { |
96 | * related ones, etc. |
97 | sint8 info:4; /* body info as loaded from the file */ |
97 | * This structure is best viewed with about a 100 width screen. |
98 | sint8 used:4; /* Calculated value based on items equipped */ |
98 | * MSW 2002-07-05 |
99 | }; |
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100 | |
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101 | INTERFACE_CLASS (object) |
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102 | // these are being copied |
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103 | struct object_copy : attachable |
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104 | { |
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105 | typedef bitset<NUM_FLAGS> flags_t; |
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106 | |
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107 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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108 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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109 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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110 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
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111 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
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112 | shstr ACC (RW, title); /* Of foo, etc */ |
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113 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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114 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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115 | /* If this is an exit, this is the filename */ |
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116 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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117 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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118 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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119 | /* To get put into books and the like. */ |
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120 | shstr ACC (RW, materialname); /* specific material name */ |
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121 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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122 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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123 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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124 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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125 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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126 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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127 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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128 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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129 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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130 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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131 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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132 | |
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133 | float ACC (RW, speed); /* The overall speed of this object */ |
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134 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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135 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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136 | |
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137 | /* This next big block are basically used for monsters and equipment */ |
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138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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139 | uint8 ACC (RW, subtype); /* subtype of object */ |
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140 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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141 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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143 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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146 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
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147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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150 | /* Note that the last_.. values are sometimes used for non obvious |
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151 | * meanings by some objects, eg, sp penalty, permanent exp. |
99 | */ |
152 | */ |
100 | typedef struct obj { |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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154 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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155 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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158 | sint16 ACC (RW, level); /* Level of creature or object */ |
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159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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161 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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164 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
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166 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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167 | uint32 ACC (RW, weapontype); /* type of weapon */ |
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168 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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169 | body_slot slot [NUM_BODY_LOCATIONS]; |
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170 | faceidx ACC (RW, face); /* Face with colors */ |
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171 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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172 | /* See the pod/objects.pod for more info about body locations */ |
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173 | |
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174 | /* Following mostly refers to fields only used for monsters */ |
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175 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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176 | |
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177 | /* allows different movement patterns for attackers */ |
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178 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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179 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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180 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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181 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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182 | /* races/classes can need less/more exp to gain levels */ |
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183 | |
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184 | /* Spell related information, may be useful elsewhere |
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185 | * Note that other fields are used - these files are basically |
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186 | * only used in spells. |
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187 | */ |
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188 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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189 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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190 | uint16 ACC (RW, start_holding); |
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191 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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192 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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193 | sint8 ACC (RW, range); /* Range of the spell */ |
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194 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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195 | |
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196 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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197 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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198 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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199 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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200 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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201 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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202 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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203 | |
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204 | char *ACC (RW, spellarg); |
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205 | |
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206 | /* Following are values used by any object */ |
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207 | /* this objects turns into or what this object creates */ |
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208 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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209 | flags_t flag; /* various flags */ |
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210 | #if FOR_PERL |
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211 | bool ACC (RW, flag[NUM_FLAGS]); |
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212 | #endif |
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213 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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214 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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215 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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216 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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217 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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218 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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219 | }; |
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220 | |
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221 | struct object : zero_initialised, object_copy |
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222 | { |
101 | /* These variables are not changed by copy_object() */ |
223 | // These variables are not changed by ->copy_to |
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224 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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225 | |
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226 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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227 | int ACC (RO, count); |
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228 | int ACC (RO, index); // index into objects |
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229 | int ACC (RO, active); // index into actives |
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230 | |
102 | struct pl *contr; /* Pointer to the player which control this object */ |
231 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
103 | struct obj *next; /* Pointer to the next object in the free/used list */ |
232 | |
104 | struct obj *prev; /* Pointer to the previous object in the free/used list*/ |
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105 | struct obj *active_next; /* Next & previous object in the 'active' */ |
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106 | struct obj *active_prev; /* List. This is used in process_events */ |
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107 | /* so that the entire object list does not */ |
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108 | /* need to be gone through. */ |
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109 | struct obj *below; /* Pointer to the object stacked below this one */ |
233 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
110 | struct obj *above; /* Pointer to the object stacked above this one */ |
234 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
111 | /* Note: stacked in the *same* environment*/ |
235 | /* Note: stacked in the *same* environment */ |
112 | struct obj *inv; /* Pointer to the first object in the inventory */ |
236 | object *inv; /* Pointer to the first object in the inventory */ |
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237 | |
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238 | //TODO: container must move into client |
113 | struct obj *container; /* Current container being used. I think this |
239 | object_ptr ACC (RW, container); /* Current container being used. I think this |
114 | * is only used by the player right now. |
240 | * is only used by the player right now. |
115 | */ |
241 | */ |
116 | struct obj *env; /* Pointer to the object which is the environment. |
242 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
117 | * This is typically the container that the object is in. |
243 | * This is typically the container that the object is in. |
118 | */ |
244 | */ |
119 | struct obj *more; /* Pointer to the rest of a large body of objects */ |
245 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
120 | struct obj *head; /* Points to the main object of a large body */ |
246 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
121 | struct mapdef *map; /* Pointer to the map in which this object is present */ |
247 | client_container *seen_by; // seen by which player/container currently? |
122 | |
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123 | tag_t count; /* Unique object number for this object */ |
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124 | uint16 refcount; /* How many objects points to this object */ |
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125 | |
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126 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
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127 | * All fields beow this point are automatically copied by memcpy. If |
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128 | * adding something that needs a refcount updated, make sure you modify |
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129 | * copy_object to do so. Everything below here also gets cleared |
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130 | * by clear_object() |
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131 | */ |
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132 | const char *name; /* The name of the object, obviously... */ |
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133 | const char *name_pl; /* The plural name of the object */ |
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134 | const char *title; /* Of foo, etc */ |
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135 | const char *race; /* human, goblin, dragon, etc */ |
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136 | const char *slaying; /* Which race to do double damage to */ |
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137 | /* If this is an exit, this is the filename */ |
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138 | const char *skill; /* Name of the skill this object uses/grants */ |
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139 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
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140 | const char *lore; /* Obscure information about this object, */ |
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141 | /* To get put into books and the like. */ |
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142 | |
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143 | sint16 x,y; /* Position in the map for this object */ |
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144 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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145 | float speed; /* The overall speed of this object */ |
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146 | float speed_left; /* How much speed is left to spend this round */ |
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147 | uint32 nrof; /* How many of the objects */ |
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148 | New_Face *face; /* Face with colors */ |
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149 | sint8 direction; /* Means the object is moving that way. */ |
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150 | sint8 facing; /* Object is oriented/facing that way. */ |
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151 | |
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152 | /* This next big block are basically used for monsters and equipment */ |
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153 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
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154 | uint8 subtype; /* subtype of object */ |
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155 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
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156 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
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157 | uint32 attacktype; /* Bitmask of attacks this object does */ |
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158 | uint32 path_attuned; /* Paths the object is attuned to */ |
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159 | uint32 path_repelled; /* Paths the object is repelled from */ |
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160 | uint32 path_denied; /* Paths the object is denied access to */ |
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161 | uint16 material; /* What materials this object consist of */ |
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162 | const char *materialname; /* specific material name */ |
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163 | sint8 magic; /* Any magical bonuses to this item */ |
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164 | uint8 state; /* How the object was last drawn (animation) */ |
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165 | sint32 value; /* How much money it is worth (or contains) */ |
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166 | sint16 level; /* Level of creature or object */ |
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167 | /* Note that the last_.. values are sometimes used for non obvious |
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168 | * meanings by some objects, eg, sp penalty, permanent exp. |
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169 | */ |
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170 | sint32 last_heal; /* Last healed. Depends on constitution */ |
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171 | sint32 last_sp; /* As last_heal, but for spell points */ |
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172 | sint16 last_grace; /* as last_sp, except for grace */ |
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173 | sint16 last_eat; /* How long since we last ate */ |
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174 | sint16 invisible; /* How much longer the object will be invis */ |
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175 | uint8 pick_up; /* See crossfire.doc */ |
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176 | sint8 item_power; /* power rating of the object */ |
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177 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
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178 | sint32 weight; /* Attributes of the object */ |
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179 | sint32 weight_limit; /* Weight-limit of object */ |
|
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180 | sint32 carrying; /* How much weight this object contains */ |
|
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181 | sint8 glow_radius; /* indicates the glow radius of the object */ |
|
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182 | living stats; /* Str, Con, Dex, etc */ |
|
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183 | sint64 perm_exp; /* Permanent exp */ |
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|
184 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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185 | /* each time the object attacks something */ |
|
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186 | struct obj *current_weapon; /* Pointer to the weapon currently used */ |
|
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187 | uint32 weapontype; /* type of weapon */ |
|
|
188 | uint32 tooltype; /* type of tool or build facility */ |
|
|
189 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
|
|
190 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
|
|
191 | /* See the doc/Developers/objects for more info about body locations */ |
|
|
192 | |
|
|
193 | /* Following mostly refers to fields only used for monsters */ |
|
|
194 | struct obj *owner; /* Pointer to the object which controls this one */ |
|
|
195 | /* Owner should not be referred to directly - */ |
|
|
196 | /* get_owner should be used instead. */ |
|
|
197 | tag_t ownercount; /* What count the owner had (in case owner */ |
|
|
198 | /* has been freed) */ |
|
|
199 | struct obj *enemy; /* Monster/player to follow even if not closest */ |
|
|
200 | struct obj *attacked_by; /* This object start to attack us! only player & monster */ |
|
|
201 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
|
|
202 | struct treasureliststruct *randomitems; /* Items to be generated */ |
|
|
203 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
|
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204 | struct obj *chosen_skill; /* the skill chosen to use */ |
|
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205 | uint32 hide; /* The object is hidden, not invisible */ |
|
|
206 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
|
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207 | /* allows different movement patterns for attackers */ |
|
|
208 | sint32 move_status; /* What stage in attack mode */ |
|
|
209 | uint16 attack_movement;/* What kind of attack movement */ |
|
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210 | uint8 will_apply; /* See crossfire.doc */ |
|
|
211 | struct obj *spellitem; /* Spell ability monster is choosing to use */ |
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212 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
|
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213 | /* races/classes can need less/more exp to gain levels */ |
|
|
214 | |
|
|
215 | /* Spell related information, may be useful elsewhere |
|
|
216 | * Note that other fields are used - these files are basically |
|
|
217 | * only used in spells. |
|
|
218 | */ |
|
|
219 | sint16 duration; /* How long the spell lasts */ |
|
|
220 | uint8 duration_modifier; /* how level modifies duration */ |
|
|
221 | sint16 casting_time; /* time left before spell goes off */ |
|
|
222 | struct obj *spell; /* Spell that was being cast */ |
|
|
223 | uint16 start_holding; |
|
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224 | char *spellarg; |
|
|
225 | uint8 dam_modifier; /* How going up in level effects damage */ |
|
|
226 | sint8 range; /* Range of the spell */ |
|
|
227 | uint8 range_modifier; /* How going up in level effects range */ |
|
|
228 | |
|
|
229 | /* Following are values used by any object */ |
|
|
230 | struct archt *arch; /* Pointer to archetype */ |
|
|
231 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
|
|
232 | /* this objects turns into or what this object creates */ |
|
|
233 | uint32 flags[4]; /* various flags */ |
|
|
234 | uint16 animation_id; /* An index into the animation array */ |
|
|
235 | uint8 anim_speed; /* ticks between animation-frames */ |
|
|
236 | uint8 last_anim; /* last sequence used to draw face */ |
|
|
237 | sint32 elevation; /* elevation of this terrain - not currently used */ |
|
|
238 | uint8 smoothlevel; /* how to smooth this square around*/ |
|
|
239 | |
|
|
240 | MoveType move_type; /* Type of movement this object uses */ |
|
|
241 | MoveType move_block; /* What movement types this blocks */ |
|
|
242 | MoveType move_on; /* Move types affected moving on to this space */ |
|
|
243 | MoveType move_off; /* Move types affected moving off this space */ |
|
|
244 | MoveType move_slow; /* Movement types this slows down */ |
|
|
245 | float move_slow_penalty; /* How much this slows down the object */ |
|
|
246 | |
|
|
247 | event *events; |
|
|
248 | |
|
|
249 | const char *custom_name; /* Custom name assigned by player */ |
|
|
250 | key_value *key_values; /* Fields not explictly known by the loader. */ |
248 | key_value *key_values; /* Fields not explictly known by the loader. */ |
251 | |
249 | |
252 | } object; |
250 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
251 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
252 | bool write (object_freezer &f); |
253 | |
253 | |
254 | typedef struct oblnk { /* Used to link together several objects */ |
254 | MTH static object *create (); |
|
|
255 | object &operator =(const object &src); |
|
|
256 | MTH void copy_to (object *dst); |
|
|
257 | MTH object *clone (); // create + copy_to |
|
|
258 | void do_destroy (); |
|
|
259 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
260 | MTH void destroy (bool destroy_inventory = false); |
|
|
261 | |
|
|
262 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
263 | MTH void destroy_inv (bool drop_to_ground = false); |
|
|
264 | MTH object *insert (object *item); // insert into inventory |
|
|
265 | void do_remove (); |
|
|
266 | MTH void remove () |
|
|
267 | { |
|
|
268 | if (!flag [FLAG_REMOVED]) |
|
|
269 | do_remove (); |
|
|
270 | } |
|
|
271 | |
|
|
272 | static bool can_merge_slow (object *op1, object *op2); |
|
|
273 | |
|
|
274 | // this is often used in time-critical code, so optimise |
|
|
275 | MTH static bool can_merge (object *op1, object *op2) |
|
|
276 | { |
|
|
277 | return op1->value == op2->value |
|
|
278 | && op1->name == op2->name |
|
|
279 | && can_merge_slow (op1, op2); |
|
|
280 | } |
|
|
281 | |
|
|
282 | MTH void set_owner (object *owner); |
|
|
283 | MTH void set_speed (float speed); |
|
|
284 | MTH void set_weapon (object *ob); |
|
|
285 | |
|
|
286 | MTH void open_container (object *new_container); |
|
|
287 | MTH void close_container () |
|
|
288 | { |
|
|
289 | open_container (0); |
|
|
290 | } |
|
|
291 | |
|
|
292 | MTH void instantiate (); |
|
|
293 | |
|
|
294 | // recalculate all stats |
|
|
295 | MTH void update_stats (); |
|
|
296 | MTH void roll_stats (); |
|
|
297 | MTH void swap_stats (int a, int b); |
|
|
298 | MTH void add_statbonus (); |
|
|
299 | MTH void remove_statbonus (); |
|
|
300 | MTH void drain_stat (); |
|
|
301 | MTH void drain_specific_stat (int deplete_stats); |
|
|
302 | MTH void change_luck (int value); |
|
|
303 | |
|
|
304 | // info must hold 256 * 3 bytes currently |
|
|
305 | const char *debug_desc (char *info) const; |
|
|
306 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
|
|
307 | const char *flag_desc (char *desc, int len) const; |
|
|
308 | |
|
|
309 | int number_of () const |
|
|
310 | { |
|
|
311 | return nrof ? nrof : 1; |
|
|
312 | } |
|
|
313 | |
|
|
314 | uint64 total_weight () const |
|
|
315 | { |
|
|
316 | return weight * number_of (); |
|
|
317 | } |
|
|
318 | |
|
|
319 | // return the dominant material of this item, always return something |
|
|
320 | const materialtype_t *dominant_material () const; |
|
|
321 | |
|
|
322 | // return the volume of this object in cm³ |
|
|
323 | uint64 volume () const |
|
|
324 | { |
|
|
325 | return total_weight () |
|
|
326 | * 1000 |
|
|
327 | * (type == CONTAINER ? 1000 : 1) |
|
|
328 | / dominant_material ()->density; |
|
|
329 | } |
|
|
330 | |
|
|
331 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
332 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
333 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
334 | || type == BRACERS || type == GIRDLE; } |
|
|
335 | MTH bool is_alive () const { return (type == PLAYER |
|
|
336 | || flag [FLAG_MONSTER] |
|
|
337 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
338 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
339 | MTH bool is_arrow () const { return type == ARROW |
|
|
340 | || (type == SPELL_EFFECT |
|
|
341 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
342 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
343 | |
|
|
344 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
345 | |
|
|
346 | // temporary: wether the object can be saved in a map file |
|
|
347 | // contr => is a player |
|
|
348 | // head => only save head of a multitile object |
|
|
349 | // owner => can not reference owner yet |
|
|
350 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
351 | |
|
|
352 | /* This return true if object has still randomitems which |
|
|
353 | * could be expanded. |
|
|
354 | */ |
|
|
355 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
356 | |
|
|
357 | // returns the player that has this object in his inventory, or 0 |
|
|
358 | MTH object *in_player () const |
|
|
359 | { |
|
|
360 | for (object *op = env; op; op = op->env) |
|
|
361 | if (op->type == PLAYER) |
|
|
362 | return op; |
|
|
363 | |
|
|
364 | return 0; |
|
|
365 | } |
|
|
366 | |
|
|
367 | // "temporary" helper function |
|
|
368 | MTH object *head_ () |
|
|
369 | { |
|
|
370 | return head ? head : this; |
|
|
371 | } |
|
|
372 | |
|
|
373 | MTH std::string long_desc (object *who = 0); |
|
|
374 | MTH std::string describe_monster (object *who = 0); |
|
|
375 | MTH std::string describe_item (object *who = 0); |
|
|
376 | MTH std::string describe (object *who = 0); |
|
|
377 | |
|
|
378 | // If this object has no extra parts but should have them, |
|
|
379 | // add them, effectively expanding heads into multipart |
|
|
380 | // objects. This method only works on objects not inserted |
|
|
381 | // anywhere. |
|
|
382 | MTH void expand_tail (); |
|
|
383 | |
|
|
384 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
385 | |
|
|
386 | // insert object at same map position as 'where' |
|
|
387 | // handles both inventory and map "positions" |
|
|
388 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
389 | |
|
|
390 | MTH void activate (); |
|
|
391 | MTH void deactivate (); |
|
|
392 | MTH void activate_recursive (); |
|
|
393 | MTH void deactivate_recursive (); |
|
|
394 | |
|
|
395 | // set the givne flag on all objects in the inventory recursively |
|
|
396 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
397 | |
|
|
398 | void enter_exit (object *exit);//Perl |
|
|
399 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
400 | |
|
|
401 | // returns the mapspace this object is in |
|
|
402 | mapspace &ms () const; |
|
|
403 | |
|
|
404 | // fully recursive iterator |
|
|
405 | struct iterator_base |
|
|
406 | { |
|
|
407 | object *item; |
|
|
408 | |
|
|
409 | iterator_base (object *container) |
|
|
410 | : item (container) |
|
|
411 | { |
|
|
412 | } |
|
|
413 | |
|
|
414 | operator object *() const { return item; } |
|
|
415 | |
|
|
416 | object *operator ->() const { return item; } |
|
|
417 | object &operator * () const { return *item; } |
|
|
418 | }; |
|
|
419 | |
|
|
420 | MTH unsigned int random_seed () const |
|
|
421 | { |
|
|
422 | return (unsigned int)uuid.seq; |
|
|
423 | } |
|
|
424 | |
|
|
425 | // depth-first recursive iterator |
|
|
426 | struct depth_iterator : iterator_base |
|
|
427 | { |
|
|
428 | depth_iterator (object *container); |
|
|
429 | void next (); |
|
|
430 | object *operator ++( ) { next (); return item; } |
|
|
431 | object *operator ++(int) { object *i = item; next (); return i; } |
|
|
432 | }; |
|
|
433 | |
|
|
434 | object *begin () |
|
|
435 | { |
|
|
436 | return this; |
|
|
437 | } |
|
|
438 | |
|
|
439 | object *end () |
|
|
440 | { |
|
|
441 | return this; |
|
|
442 | } |
|
|
443 | |
|
|
444 | /* This returns TRUE if the object is something that |
|
|
445 | * should be displayed in the floorbox/inventory window |
|
|
446 | */ |
|
|
447 | MTH bool client_visible () const |
|
|
448 | { |
|
|
449 | return !invisible && type != PLAYER; |
|
|
450 | } |
|
|
451 | |
|
|
452 | MTH struct region *region () const; |
|
|
453 | |
|
|
454 | protected: |
|
|
455 | friend struct archetype; |
|
|
456 | |
|
|
457 | void link (); |
|
|
458 | void unlink (); |
|
|
459 | |
255 | object *ob; |
460 | object (); |
|
|
461 | ~object (); |
|
|
462 | }; |
|
|
463 | |
|
|
464 | typedef object_vector<object, &object::index > objectvec; |
|
|
465 | typedef object_vector<object, &object::active> activevec; |
|
|
466 | |
|
|
467 | extern objectvec objects; |
|
|
468 | extern activevec actives; |
|
|
469 | |
|
|
470 | #define for_all_objects(var) \ |
|
|
471 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
472 | declvar (object *, var, objects [_i]) |
|
|
473 | |
|
|
474 | #define for_all_actives(var) \ |
|
|
475 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
476 | declvar (object *, var, actives [_i]) |
|
|
477 | |
|
|
478 | typedef struct oblnk |
|
|
479 | { /* Used to link together several objects */ |
|
|
480 | object_ptr ob; |
256 | struct oblnk *next; |
481 | struct oblnk *next; |
257 | tag_t id; |
|
|
258 | } objectlink; |
482 | } objectlink; |
259 | |
483 | |
260 | typedef struct oblinkpt { /* Used to link together several object links */ |
484 | typedef struct oblinkpt |
|
|
485 | { /* Used to link together several object links */ |
261 | struct oblnk *link; |
486 | struct oblnk *link; |
262 | long value; /* Used as connected value in buttons/gates */ |
487 | long value; /* Used as connected value in buttons/gates */ |
263 | struct oblinkpt *next; |
488 | struct oblinkpt *next; |
264 | } oblinkpt; |
489 | } oblinkpt; |
265 | |
490 | |
266 | /* |
491 | /* |
267 | * The archetype structure is a set of rules on how to generate and manipulate |
492 | * The archetype structure is a set of rules on how to generate and manipulate |
… | |
… | |
270 | * be much left in the archetype - all it really is is a holder for the |
495 | * be much left in the archetype - all it really is is a holder for the |
271 | * object and pointers. This structure should get removed, and just replaced |
496 | * object and pointers. This structure should get removed, and just replaced |
272 | * by the object structure |
497 | * by the object structure |
273 | */ |
498 | */ |
274 | |
499 | |
275 | typedef struct archt { |
500 | INTERFACE_CLASS (archetype) |
|
|
501 | struct archetype : zero_initialised, attachable |
|
|
502 | { |
|
|
503 | archetype (); |
|
|
504 | ~archetype (); |
|
|
505 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
506 | |
|
|
507 | static archetype *read (object_thawer &f); |
|
|
508 | static archetype *get (const char *name); // find or create |
|
|
509 | static archetype *find (const char *name); |
|
|
510 | |
|
|
511 | void hash_add (); // add to hashtable |
|
|
512 | void hash_del (); // remove from hashtable |
|
|
513 | |
276 | const char *name; /* More definite name, like "generate_kobold" */ |
514 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
277 | struct archt *next; /* Next archetype in a linked list */ |
515 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
278 | struct archt *head; /* The main part of a linked object */ |
516 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
279 | struct archt *more; /* Next part of a linked object */ |
517 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
280 | object clone; /* An object from which to do copy_object() */ |
518 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
281 | uint32 editable; /* editable flags (mainly for editor) */ |
519 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
|
|
520 | bool ACC (RW, linked); // linked into list of heads |
282 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
521 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
283 | * in comparison to the head. |
522 | * in comparison to the head. |
284 | */ |
523 | */ |
285 | } archetype; |
524 | }; |
286 | |
|
|
287 | extern object *objects; |
|
|
288 | extern object *active_objects; |
|
|
289 | extern object *free_objects; |
|
|
290 | extern object objarray[STARTMAX]; |
|
|
291 | |
|
|
292 | extern int nrofallocobjects; |
|
|
293 | extern int nroffreeobjects; |
|
|
294 | |
|
|
295 | /* This returns TRUE if the object is somethign that |
|
|
296 | * should be displayed in the look window |
|
|
297 | */ |
|
|
298 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
|
|
299 | |
525 | |
300 | /* Used by update_object to know if the object being passed is |
526 | /* Used by update_object to know if the object being passed is |
301 | * being added or removed. |
527 | * being added or removed. |
302 | */ |
528 | */ |
303 | #define UP_OBJ_INSERT 1 |
529 | #define UP_OBJ_INSERT 1 |
304 | #define UP_OBJ_REMOVE 2 |
530 | #define UP_OBJ_REMOVE 2 |
305 | #define UP_OBJ_CHANGE 3 |
531 | #define UP_OBJ_CHANGE 3 |
306 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
532 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
307 | |
533 | |
308 | /* These are flags passed to insert_ob_in_map and |
534 | /* These are flags passed to insert_ob_in_map and |
309 | * insert_ob_in_ob. Note that all flags may not be meaningful |
535 | * insert_ob_in_ob. Note that all flags may not be meaningful |
310 | * for both functions. |
536 | * for both functions. |
311 | * Most are fairly explanatory: |
537 | * Most are fairly explanatory: |
… | |
… | |
330 | * are mutually exclusive. The behaviour for passing more than one |
556 | * are mutually exclusive. The behaviour for passing more than one |
331 | * should be considered undefined - while you may notice what happens |
557 | * should be considered undefined - while you may notice what happens |
332 | * right now if you pass more than one, that could very well change |
558 | * right now if you pass more than one, that could very well change |
333 | * in future revisions of the code. |
559 | * in future revisions of the code. |
334 | */ |
560 | */ |
335 | #define INS_NO_MERGE 0x0001 |
561 | #define INS_NO_MERGE 0x0001 |
336 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
562 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
337 | #define INS_NO_WALK_ON 0x0004 |
563 | #define INS_NO_WALK_ON 0x0004 |
338 | #define INS_ON_TOP 0x0008 |
564 | #define INS_ON_TOP 0x0008 |
339 | #define INS_BELOW_ORIGINATOR 0x0010 |
565 | #define INS_BELOW_ORIGINATOR 0x0010 |
340 | #define INS_MAP_LOAD 0x0020 |
566 | #define INS_MAP_LOAD 0x0020 |
341 | |
567 | |
342 | #define ARCH_SINGULARITY "singularity" |
568 | #define ARCH_SINGULARITY "singularity" |
343 | #define ARCH_SINGULARITY_LEN 11 |
|
|
344 | #define ARCH_DETECT_MAGIC "detect_magic" |
569 | #define ARCH_DETECT_MAGIC "detect_magic" |
345 | #define ARCH_DEPLETION "depletion" |
570 | #define ARCH_DEPLETION "depletion" |
346 | #define ARCH_SYMPTOM "symptom" |
571 | #define ARCH_SYMPTOM "symptom" |
347 | |
572 | |
348 | #endif |
573 | #endif |
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574 | |