--- deliantra/server/include/object.h 2006/08/29 05:03:55 1.11
+++ deliantra/server/include/object.h 2008/04/11 13:59:06 1.156
@@ -1,59 +1,74 @@
/*
- * static char *rcsid_object_h =
- * "$Id$";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
#ifndef OBJECT_H
#define OBJECT_H
+#include
+
#include "cfperl.h"
#include "shstr.h"
-typedef uint32 tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+typedef int tag_t;
+
+enum {
+ body_skill,
+ body_combat,
+ body_range,
+ body_shield,
+ body_arm,
+ body_torso,
+ body_head,
+ body_neck,
+ body_finger,
+ body_shoulder,
+ body_foot,
+ body_hand,
+ body_wrist,
+ body_waist,
+ NUM_BODY_LOCATIONS
+};
+
+enum slottype_t
+{
+ slot_none,
+ slot_combat,
+ slot_ranged,
+};
/* See common/item.c */
-typedef struct Body_Locations {
- const char *save_name; /* Name used to load/save it to disk */
- const char *use_name; /* Name used when describing an item we can use */
- const char *nonuse_name; /* Name to describe objects we can't use */
+typedef struct Body_Locations
+{
+ keyword save_name; /* Name used to load/save it to disk */
+ const char *use_name; /* Name used when describing an item we can use */
+ const char *nonuse_name; /* Name to describe objects we can't use */
} Body_Locations;
extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
-typedef struct _event
-{
- int type;
- const char *hook;
- const char *plugin;
- const char *options;
- struct _event *next;
-} event;
+#define NUM_COINS 4 /* number of coin types */
+extern const char *const coins[NUM_COINS + 1];
/*
* Each object (this also means archetypes!) could have a few of these
@@ -65,221 +80,508 @@
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
-typedef struct _key_value {
- const char * key;
- const char * value;
- struct _key_value * next;
-} key_value;
+struct key_value
+{
+ key_value *next;
+ shstr key, value;
+};
+
+struct UUID
+{
+ uint64 seq;
+
+ static UUID cur; // last uuid generated
+ static void init ();
+ static UUID gen ();
+
+ UUID () { }
+ UUID (uint64 seq) : seq(seq) { }
+ operator uint64() { return seq; }
+ void operator =(uint64 seq) { this->seq = seq; }
+
+ typedef char BUF [32];
+
+ bool parse (const char *s)
+ {
+ return sscanf (s, "<1%*[,.]%" SCNx64 ">", &seq) == 1;
+ }
+
+ const char *c_str (char *buf, int len) const
+ {
+ snprintf (buf, len, "<1.%" PRIx64 ">", seq);
+
+ return buf;
+ }
+
+ const char *c_str () const
+ {
+ static BUF buf;
+ return c_str (buf, sizeof (buf));
+ }
+};
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
* that were in the can_apply area. What is the point of having both
* can_apply and will_apply?
*/
-#define WILL_APPLY_HANDLE 0x1
-#define WILL_APPLY_TREASURE 0x2
-#define WILL_APPLY_EARTHWALL 0x4
-#define WILL_APPLY_DOOR 0x8
-#define WILL_APPLY_FOOD 0x10
+#define WILL_APPLY_HANDLE 0x01
+#define WILL_APPLY_TREASURE 0x02
+#define WILL_APPLY_EARTHWALL 0x04
+#define WILL_APPLY_DOOR 0x08
+#define WILL_APPLY_FOOD 0x10
+struct body_slot
+{
+ signed char info:4; /* body info as loaded from the file */
+ signed char used:4; /* Calculated value based on items equipped */
+};
-/* Note that the ordering of this structure is sort of relevent -
- * copy_object copies everything over beyond 'name' using memcpy.
- * Thus, values that need to be copied need to be located beyond that
- * point.
- *
- * However, if you're keeping a pointer of some sort, you probably
- * don't just want it copied, so you'll need to add to common/object.c,
- * e.g. copy-object
- *
- * I've tried to clean up this structure a bit (in terms of formatting)
- * by making it more consistent. I've also tried to locate some of the fields
- * more logically together (put the item related ones together, the monster
- * related ones, etc.
- * This structure is best viewed with about a 100 width screen.
- * MSW 2002-07-05
- */
+INTERFACE_CLASS (object)
+// these are being copied
+struct object_copy : attachable
+{
+ typedef bitset flags_t;
+
+ sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
+
+ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
+ uint8 ACC (RW, subtype); /* subtype of object */
+ sint8 ACC (RW, direction); /* Means the object is moving that way. */
+ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
+
+ shstr ACC (RW, name); /* The name of the object, obviously... */
+ shstr ACC (RW, name_pl); /* The plural name of the object */
+ shstr ACC (RW, title); /* Of foo, etc */
+ shstr ACC (RW, race); /* human, goblin, dragon, etc */
+ shstr ACC (RW, slaying); /* Which race to do double damage to */
+ /* If this is an exit, this is the filename */
+ shstr ACC (RW, tag); // a tag used to tracking this object
+ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
+ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
+ shstr ACC (RW, lore); /* Obscure information about this object, */
+ /* To get put into books and the like. */
+ shstr ACC (RW, materialname); /* specific material name */
+ shstr ACC (RW, custom_name); /* Custom name assigned by player */
+// materialtype_t *ACC (RW, material); /* What material this object consists of */
+ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
+ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
+ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
+ object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
+ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
+ object_ptr ACC (RW, spell); /* Spell that was being cast */
+ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
+ arch_ptr ACC (RW, arch); /* Pointer to archetype */
+ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
+
+ float ACC (RW, speed); /* The overall speed of this object */
+ float ACC (RW, speed_left); /* How much speed is left to spend this round */
+ uint32 ACC (RW, nrof); /* How many of the objects */
+
+ /* This next big block are basically used for monsters and equipment */
+ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
+
+ sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
+ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
+ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
+ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
+ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
+ uint16 ACC (RW, materials); /* What materials this object consists of */
+ sint8 ACC (RW, magic); /* Any magical bonuses to this item */
+ uint8 ACC (RW, state); /* How the object was last drawn (animation) */
+ sint32 ACC (RW, value); /* How much money it is worth (or contains) */
+ /* Note that the last_.. values are sometimes used for non obvious
+ * meanings by some objects, eg, sp penalty, permanent exp.
+ */
+ sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
+ sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
+ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
+ sint16 ACC (RW, last_eat); /* How long since we last ate */
+ sint16 ACC (RW, invisible); /* How much longer the object will be invis */
+ sint16 ACC (RW, level); /* Level of creature or object */
+ uint8 ACC (RW, pick_up); /* See crossfire.doc */
+ sint8 ACC (RW, item_power); /* power rating of the object */
+ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
+ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
+ sint32 ACC (RW, weight); /* Attributes of the object */
+ sint32 ACC (RW, weight_limit);/* Weight-limit of object */
+ sint32 ACC (RW, carrying); /* How much weight this object contains */
+ sint64 ACC (RW, perm_exp); /* Permanent exp */
+ uint32 ACC (RW, weapontype); /* type of weapon */
+ uint32 ACC (RW, tooltype); /* type of tool or build facility */
+ body_slot slot [NUM_BODY_LOCATIONS];
+ faceidx ACC (RW, face); /* the graphical face */
+ faceidx ACC (RW, sound); /* the sound face */
+ faceidx ACC (RW, sound_destroy); /* played on destroy */
+ living ACC (RO, stats); /* Str, Con, Dex, etc */
+ /* See the pod/objects.pod for more info about body locations */
+
+ /* Following mostly refers to fields only used for monsters */
+ uint32 ACC (RW, hide); /* The object is hidden, not invisible */
+
+ /* allows different movement patterns for attackers */
+ sint32 ACC (RW, move_status); /* What stage in attack mode */
+ uint16 ACC (RW, attack_movement); /* What kind of attack movement */
+ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
+ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
+ /* races/classes can need less/more exp to gain levels */
+
+ /* Spell related information, may be useful elsewhere
+ * Note that other fields are used - these files are basically
+ * only used in spells.
+ */
+ sint16 ACC (RW, duration); /* How long the spell lasts */
+ sint16 ACC (RW, casting_time);/* time left before spell goes off */
+
+ uint16 ACC (RW, start_holding);
+ uint8 ACC (RW, duration_modifier); /* how level modifies duration */
+ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
+
+ sint8 ACC (RW, range); /* Range of the spell */
+ uint8 ACC (RW, range_modifier); /* How going up in level effects range */
+ MoveType ACC (RW, move_type); /* Type of movement this object uses */
+ MoveType ACC (RW, move_block);/* What movement types this blocks */
+
+ MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
+ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
+ MoveType ACC (RW, move_off); /* Move types affected moving off this space */
+ MoveType ACC (RW, move_slow); /* Movement types this slows down */
+
+ float ACC (RW, move_slow_penalty); /* How much this slows down the object */
+
+ char *ACC (RW, spellarg);
+
+ /* Following are values used by any object */
+ /* this objects turns into or what this object creates */
+ treasurelist *ACC (RW, randomitems); /* Items to be generated */
+ flags_t flag; /* various flags */
+#if FOR_PERL
+ bool ACC (RW, flag[NUM_FLAGS]);
+#endif
+ uint16 ACC (RW, animation_id);/* An index into the animation array */
+ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
+ uint8 ACC (RW, last_anim); /* last sequence used to draw face */
+ sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
+ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
+ uint8 ACC (RW, will_apply); /* See crossfire.doc */
+};
+
+struct object : zero_initialised, object_copy
+{
+ // These variables are not changed by ->copy_to
+ maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
-struct object_simple : attachable