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Comparing deliantra/server/include/object.h (file contents):
Revision 1.4 by elmex, Sun Aug 13 17:16:02 2006 UTC vs.
Revision 1.12 by root, Tue Aug 29 08:01:36 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.4 2006/08/13 17:16:02 elmex Exp $"; 3 * "$Id: object.h,v 1.12 2006/08/29 08:01:36 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 27*/
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31
32#include "cfperl.h"
33#include "shstr.h"
31 34
32typedef uint32 tag_t; 35typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 37#define BODY_ARMS 1
35 38
96 * related ones, etc. 99 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen. 100 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05 101 * MSW 2002-07-05
99 */ 102 */
100 103
101struct object_simple { 104struct object_simple : attachable<object> {
105 static data_type get_dt () { return DT_OBJECT; }
106
102 /* These variables are not changed by copy_object() */ 107 /* These variables are not changed by copy_object() */
103 struct pl *contr; /* Pointer to the player which control this object */ 108 struct pl *contr; /* Pointer to the player which control this object */
104 struct object *next; /* Pointer to the next object in the free/used list */ 109 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*/ 110 struct object *prev; /* Pointer to the previous object in the free/used list*/
106 struct object *active_next; /* Next & previous object in the 'active' */ 111 struct object *active_next; /* Next & previous object in the 'active' */
107 struct object *active_prev; /* List. This is used in process_events */ 112 struct object *active_prev; /* List. This is used in process_events */
108 /* so that the entire object list does not */ 113 /* so that the entire object list does not */
109 /* need to be gone through. */ 114 /* need to be gone through. */
110 struct object *below; /* Pointer to the object stacked below this one */ 115 struct object *below; /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 116 struct object *above; /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 117 /* Note: stacked in the *same* environment*/
113 struct object *inv; /* Pointer to the first object in the inventory */ 118 struct object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 119 struct object *container; /* Current container being used. I think this
115 * is only used by the player right now. 120 * is only used by the player right now.
116 */ 121 */
117 struct object *env; /* Pointer to the object which is the environment. 122 struct object *env; /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 123 * This is typically the container that the object is in.
119 */ 124 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 125 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 */ 126 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 */ 127 struct mapstruct *map; /* Pointer to the map in which this object is present */
123 128
124 tag_t count; /* Unique object number for this object */ 129 tag_t count; /* Unique object number for this object */
135 const char *name; /* The name of the object, obviously... */ 140 const char *name; /* The name of the object, obviously... */
136 const char *name_pl; /* The plural name of the object */ 141 const char *name_pl; /* The plural name of the object */
137 const char *title; /* Of foo, etc */ 142 const char *title; /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */ 143 const char *race; /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */ 144 const char *slaying; /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */ 145 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */ 146 const char *skill; /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */ 147 const char *msg; /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */ 148 const char *lore; /* Obscure information about this object, */
144 /* To get put into books and the like. */ 149 /* To get put into books and the like. */
145 150
146 sint16 x,y; /* Position in the map for this object */ 151 sint16 x,y; /* Position in the map for this object */
147 sint16 ox,oy; /* For debugging: Where it was last inserted */ 152 sint16 ox,oy; /* For debugging: Where it was last inserted */
148 float speed; /* The overall speed of this object */ 153 float speed; /* The overall speed of this object */
149 float speed_left; /* How much speed is left to spend this round */ 154 float speed_left; /* How much speed is left to spend this round */
182 sint32 weight_limit; /* Weight-limit of object */ 187 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */ 188 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */ 189 sint8 glow_radius; /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */ 190 living stats; /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */ 191 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 struct object *current_weapon; /* Pointer to the weapon currently used */ 192 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */ 193 uint32 weapontype; /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */ 194 uint32 tooltype; /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 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 */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
195 198
196 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
197 struct object *owner; /* Pointer to the object which controls this one */ 200 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */ 201 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */ 202 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */ 203 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */ 204 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */ 205 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 */ 206 struct object *attacked_by; /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 207 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */ 208 struct treasureliststruct *randomitems; /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 209 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 sint32 move_status; /* What stage in attack mode */ 214 sint32 move_status; /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */ 215 uint16 attack_movement;/* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */ 216 uint8 will_apply; /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */ 217 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 218 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */ 219 /* races/classes can need less/more exp to gain levels */
217 220
218 /* Spell related information, may be useful elsewhere 221 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically 222 * Note that other fields are used - these files are basically
220 * only used in spells. 223 * only used in spells.
221 */ 224 */
230 uint8 range_modifier; /* How going up in level effects range */ 233 uint8 range_modifier; /* How going up in level effects range */
231 234
232 /* Following are values used by any object */ 235 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */ 236 struct archt *arch; /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 237 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */ 238 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */ 239 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */ 240 uint16 animation_id; /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */ 241 uint8 anim_speed; /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */ 242 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */ 243 sint32 elevation; /* elevation of this terrain - not currently used */
253 const char *custom_name; /* Custom name assigned by player */ 256 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */ 257 key_value *key_values; /* Fields not explictly known by the loader. */
255}; 258};
256 259
257struct object : object_special, object_simple { 260struct object : object_special, object_simple {
261 void clone (object *destination)
262 {
263 if (attach)
264 destination->attach = add_refcount (attach);
265
266 if (self || cb)
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
268 }
258}; 269};
259 270
260typedef struct oblnk { /* Used to link together several objects */ 271typedef struct oblnk { /* Used to link together several objects */
261 object *ob; 272 object *ob;
262 struct oblnk *next; 273 struct oblnk *next;
284 struct archt *head; /* The main part of a linked object */ 295 struct archt *head; /* The main part of a linked object */
285 struct archt *more; /* Next part of a linked object */ 296 struct archt *more; /* Next part of a linked object */
286 object clone; /* An object from which to do copy_object() */ 297 object clone; /* An object from which to do copy_object() */
287 uint32 editable; /* editable flags (mainly for editor) */ 298 uint32 editable; /* editable flags (mainly for editor) */
288 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 299 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
289 * in comparison to the head. 300 * in comparison to the head.
290 */ 301 */
291} archetype; 302} archetype;
292 303
293extern object *objects; 304extern object *objects;
294extern object *active_objects; 305extern object *active_objects;
295extern object *free_objects; 306extern object *free_objects;
349#define ARCH_SINGULARITY_LEN 11 360#define ARCH_SINGULARITY_LEN 11
350#define ARCH_DETECT_MAGIC "detect_magic" 361#define ARCH_DETECT_MAGIC "detect_magic"
351#define ARCH_DEPLETION "depletion" 362#define ARCH_DEPLETION "depletion"
352#define ARCH_SYMPTOM "symptom" 363#define ARCH_SYMPTOM "symptom"
353 364
354extern void (*object_free_callback)(object *ob); // called for every object_free
355
356#endif 365#endif

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