--- deliantra/server/include/object.h 2006/02/22 18:01:58 1.1.1.2 +++ deliantra/server/include/object.h 2006/09/03 22:45:56 1.17 @@ -1,9 +1,4 @@ /* - * static char *rcsid_object_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team @@ -29,29 +24,23 @@ #ifndef OBJECT_H #define OBJECT_H +#include "cfperl.h" +#include "shstr.h" + typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +#define NUM_BODY_LOCATIONS 12 +#define BODY_ARMS 1 /* 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 */ + 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 */ } 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; - /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. @@ -62,11 +51,10 @@ * 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; +}; /* Definition for WILL_APPLY values. Replaces having harcoded values @@ -74,183 +62,178 @@ * 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 0x1 +#define WILL_APPLY_TREASURE 0x2 +#define WILL_APPLY_EARTHWALL 0x4 +#define WILL_APPLY_DOOR 0x8 +#define WILL_APPLY_FOOD 0x10 -/* 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 +/* 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. */ -typedef struct obj { - /* These variables are not changed by copy_object() */ - struct pl *contr; /* Pointer to the player which control this object */ - struct obj *next; /* Pointer to the next object in the free/used list */ - struct obj *prev; /* Pointer to the previous object in the free/used list*/ - struct obj *active_next; /* Next & previous object in the 'active' */ - struct obj *active_prev; /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct obj *below; /* Pointer to the object stacked below this one */ - struct obj *above; /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment*/ - struct obj *inv; /* Pointer to the first object in the inventory */ - struct obj *container; /* Current container being used. I think this - * is only used by the player right now. - */ - struct obj *env; /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - struct obj *more; /* Pointer to the rest of a large body of objects */ - struct obj *head; /* Points to the main object of a large body */ - struct mapdef *map; /* Pointer to the map in which this object is present */ - tag_t count; /* Unique object number for this object */ - uint16 refcount; /* How many objects points to this object */ +struct object_simple : attachable { + tag_t count; /* Unique object number for this object */ + uint16 refcount; /* How many objects points to this object */ + + /* These variables are not changed by copy_object() */ + struct pl *contr; /* Pointer to the player which control this object */ + struct object *next; /* Pointer to the next object in the free/used list */ + struct object *prev; /* Pointer to the previous object in the free/used list*/ + struct object *active_next; /* Next & previous object in the 'active' */ + struct object *active_prev; /* List. This is used in process_events */ + /* so that the entire object list does not */ + /* need to be gone through. */ + struct object *below; /* Pointer to the object stacked below this one */ + struct object *above; /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment*/ + struct object *inv; /* Pointer to the first object in the inventory */ + struct object *container; /* Current container being used. I think this + * is only used by the player right now. + */ + struct object *env; /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + struct object *more; /* Pointer to the rest of a large body of objects */ + struct object *head; /* Points to the main object of a large body */ + struct mapstruct *map; /* Pointer to the map in which this object is present */ +}; +struct object_special { /* These get an extra add_refcount(), after having been copied by memcpy(). * All fields beow this point are automatically copied by memcpy. If * adding something that needs a refcount updated, make sure you modify * copy_object to do so. Everything below here also gets cleared * by clear_object() */ - const char *name; /* The name of the object, obviously... */ - const char *name_pl; /* The plural name of the object */ - const char *title; /* Of foo, etc */ - const char *race; /* human, goblin, dragon, etc */ - const char *slaying; /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ - const char *skill; /* Name of the skill this object uses/grants */ - const char *msg; /* If this is a book/sign/magic mouth/etc */ - const char *lore; /* Obscure information about this object, */ - /* To get put into books and the like. */ - - sint16 x,y; /* Position in the map for this object */ - sint16 ox,oy; /* For debugging: Where it was last inserted */ - float speed; /* The overall speed of this object */ - float speed_left; /* How much speed is left to spend this round */ - uint32 nrof; /* How many of the objects */ - New_Face *face; /* Face with colors */ - sint8 direction; /* Means the object is moving that way. */ - sint8 facing; /* Object is oriented/facing that way. */ + shstr name; /* The name of the object, obviously... */ + shstr name_pl; /* The plural name of the object */ + shstr title; /* Of foo, etc */ + shstr race; /* human, goblin, dragon, etc */ + shstr slaying; /* Which race to do double damage to */ + /* If this is an exit, this is the filename */ + shstr skill; /* Name of the skill this object uses/grants */ + shstr msg; /* If this is a book/sign/magic mouth/etc */ + shstr lore; /* Obscure information about this object, */ + /* To get put into books and the like. */ + + sint16 x,y; /* Position in the map for this object */ + float speed; /* The overall speed of this object */ + float speed_left; /* How much speed is left to spend this round */ + uint32 nrof; /* How many of the objects */ + New_Face *face; /* Face with colors */ + sint8 direction; /* Means the object is moving that way. */ + sint8 facing; /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ - uint8 type; /* PLAYER, BULLET, etc. See define.h */ - uint8 subtype; /* subtype of object */ - uint16 client_type; /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ - uint32 attacktype; /* Bitmask of attacks this object does */ - uint32 path_attuned; /* Paths the object is attuned to */ - uint32 path_repelled; /* Paths the object is repelled from */ - uint32 path_denied; /* Paths the object is denied access to */ - uint16 material; /* What materials this object consist of */ - const char *materialname; /* specific material name */ - sint8 magic; /* Any magical bonuses to this item */ - uint8 state; /* How the object was last drawn (animation) */ - sint32 value; /* How much money it is worth (or contains) */ - sint16 level; /* Level of creature or object */ + uint8 type; /* PLAYER, BULLET, etc. See define.h */ + uint8 subtype; /* subtype of object */ + uint16 client_type; /* Public type information. see doc/Developers/objects */ + sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + uint32 attacktype; /* Bitmask of attacks this object does */ + uint32 path_attuned; /* Paths the object is attuned to */ + uint32 path_repelled; /* Paths the object is repelled from */ + uint32 path_denied; /* Paths the object is denied access to */ + uint16 material; /* What materials this object consist of */ + shstr materialname; /* specific material name */ + sint8 magic; /* Any magical bonuses to this item */ + uint8 state; /* How the object was last drawn (animation) */ + sint32 value; /* How much money it is worth (or contains) */ + sint16 level; /* Level of creature or object */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ - sint32 last_heal; /* Last healed. Depends on constitution */ - sint32 last_sp; /* As last_heal, but for spell points */ - sint16 last_grace; /* as last_sp, except for grace */ - sint16 last_eat; /* How long since we last ate */ - sint16 invisible; /* How much longer the object will be invis */ - uint8 pick_up; /* See crossfire.doc */ - sint8 item_power; /* power rating of the object */ - sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ - sint32 weight; /* Attributes of the object */ - sint32 weight_limit; /* Weight-limit of object */ - sint32 carrying; /* How much weight this object contains */ - sint8 glow_radius; /* indicates the glow radius of the object */ - living stats; /* Str, Con, Dex, etc */ - sint64 perm_exp; /* Permanent exp */ - const char *current_weapon_script; /* The script of the currently used weapon. Executed */ - /* each time the object attacks something */ - struct obj *current_weapon; /* Pointer to the weapon currently used */ - uint32 weapontype; /* type of weapon */ - uint32 tooltype; /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ - /* See the doc/Developers/objects for more info about body locations */ + sint32 last_heal; /* Last healed. Depends on constitution */ + sint32 last_sp; /* As last_heal, but for spell points */ + sint16 last_grace; /* as last_sp, except for grace */ + sint16 last_eat; /* How long since we last ate */ + sint16 invisible; /* How much longer the object will be invis */ + uint8 pick_up; /* See crossfire.doc */ + sint8 item_power; /* power rating of the object */ + sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ + sint32 weight; /* Attributes of the object */ + sint32 weight_limit; /* Weight-limit of object */ + sint32 carrying; /* How much weight this object contains */ + sint8 glow_radius; /* indicates the glow radius of the object */ + living stats; /* Str, Con, Dex, etc */ + sint64 perm_exp; /* Permanent exp */ + struct object *current_weapon; /* Pointer to the weapon currently used */ + uint32 weapontype; /* type of weapon */ + uint32 tooltype; /* type of tool or build facility */ + sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ + sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - struct obj *owner; /* Pointer to the object which controls this one */ - /* Owner should not be referred to directly - */ - /* get_owner should be used instead. */ - tag_t ownercount; /* What count the owner had (in case owner */ - /* has been freed) */ - struct obj *enemy; /* Monster/player to follow even if not closest */ - struct obj *attacked_by; /* This object start to attack us! only player & monster */ - tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ + struct object *owner; /* Pointer to the object which controls this one */ + /* Owner should not be referred to directly - */ + /* get_owner should be used instead. */ + tag_t ownercount; /* What count the owner had (in case owner */ + /* has been freed) */ + struct object *enemy; /* Monster/player to follow even if not closest */ + struct object *attacked_by; /* This object start to attack us! only player & monster */ + tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ struct treasureliststruct *randomitems; /* Items to be generated */ - uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ - struct obj *chosen_skill; /* the skill chosen to use */ - uint32 hide; /* The object is hidden, not invisible */ + uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ + struct object *chosen_skill; /* the skill chosen to use */ + uint32 hide; /* The object is hidden, not invisible */ /* changes made by kholland@sunlab.cit.cornell.edu */ /* allows different movement patterns for attackers */ - sint32 move_status; /* What stage in attack mode */ - uint16 attack_movement;/* What kind of attack movement */ - uint8 will_apply; /* See crossfire.doc */ - struct obj *spellitem; /* Spell ability monster is choosing to use */ - double expmul; /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ + sint32 move_status; /* What stage in attack mode */ + uint16 attack_movement;/* What kind of attack movement */ + uint8 will_apply; /* See crossfire.doc */ + struct object *spellitem; /* Spell ability monster is choosing to use */ + double 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 duration; /* How long the spell lasts */ - uint8 duration_modifier; /* how level modifies duration */ - sint16 casting_time; /* time left before spell goes off */ - struct obj *spell; /* Spell that was being cast */ - uint16 start_holding; - char *spellarg; - uint8 dam_modifier; /* How going up in level effects damage */ - sint8 range; /* Range of the spell */ - uint8 range_modifier; /* How going up in level effects range */ + sint16 duration; /* How long the spell lasts */ + uint8 duration_modifier; /* how level modifies duration */ + sint16 casting_time; /* time left before spell goes off */ + struct object *spell; /* Spell that was being cast */ + uint16 start_holding; + char *spellarg; + uint8 dam_modifier; /* How going up in level effects damage */ + sint8 range; /* Range of the spell */ + uint8 range_modifier; /* How going up in level effects range */ /* Following are values used by any object */ struct archt *arch; /* Pointer to archetype */ - struct archt *other_arch; /* Pointer used for various things - mostly used for what */ - /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ - uint16 animation_id; /* An index into the animation array */ - uint8 anim_speed; /* ticks between animation-frames */ - uint8 last_anim; /* last sequence used to draw face */ - sint32 elevation; /* elevation of this terrain - not currently used */ - uint8 smoothlevel; /* how to smooth this square around*/ - - MoveType move_type; /* Type of movement this object uses */ - MoveType move_block; /* What movement types this blocks */ - MoveType move_allow; /* What movement types explicitly allowd */ - MoveType move_on; /* Move types affected moving on to this space */ - MoveType move_off; /* Move types affected moving off this space */ - MoveType move_slow; /* Movement types this slows down */ - float move_slow_penalty; /* How much this slows down the object */ - - event *events; + struct archt *other_arch; /* Pointer used for various things - mostly used for what */ + /* this objects turns into or what this object creates */ + uint32 flags[4]; /* various flags */ + uint16 animation_id; /* An index into the animation array */ + uint8 anim_speed; /* ticks between animation-frames */ + uint8 last_anim; /* last sequence used to draw face */ + sint32 elevation; /* elevation of this terrain - not currently used */ + uint8 smoothlevel; /* how to smooth this square around*/ + + MoveType move_type; /* Type of movement this object uses */ + MoveType move_block; /* What movement types this blocks */ + MoveType move_allow; /* What movement types explicitly allowd */ + MoveType move_on; /* Move types affected moving on to this space */ + MoveType move_off; /* Move types affected moving off this space */ + MoveType move_slow; /* Movement types this slows down */ + float move_slow_penalty; /* How much this slows down the object */ - const char *custom_name; /* Custom name assigned by player */ + shstr custom_name; /* Custom name assigned by player */ key_value *key_values; /* Fields not explictly known by the loader. */ +}; -} object; +struct object : object_special, object_simple, zero_initialised { + void clone (object *destination) + { + destination->attach = attach; + + if (self || cb) + INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); + } +}; typedef struct oblnk { /* Used to link together several objects */ object *ob; @@ -260,7 +243,7 @@ typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ + long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; @@ -273,16 +256,17 @@ * by the object structure */ -typedef struct archt { - const char *name; /* More definite name, like "generate_kobold" */ - struct archt *next; /* Next archetype in a linked list */ - struct archt *head; /* The main part of a linked object */ - struct archt *more; /* Next part of a linked object */ - object clone; /* An object from which to do copy_object() */ - uint32 editable; /* editable flags (mainly for editor) */ - sint8 tail_x, tail_y; /* Where the lower right most portion of the object is - * in comparison to the head. - */ +typedef struct archt : zero_initialised +{ + shstr name; /* More definite name, like "generate_kobold" */ + struct archt *next; /* Next archetype in a linked list */ + struct archt *head; /* The main part of a linked object */ + struct archt *more; /* Next part of a linked object */ + object clone; /* An object from which to do copy_object() */ + uint32 editable; /* editable flags (mainly for editor) */ + sint8 tail_x, tail_y; /* Where the lower right most portion of the object is + * in comparison to the head. + */ } archetype; extern object *objects; @@ -293,7 +277,7 @@ extern int nrofallocobjects; extern int nroffreeobjects; -/* This returns TRUE if the object is somethign that +/* This returns TRUE if the object is something that * should be displayed in the look window */ #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) @@ -333,12 +317,12 @@ * right now if you pass more than one, that could very well change * in future revisions of the code. */ -#define INS_NO_MERGE 0x0001 -#define INS_ABOVE_FLOOR_ONLY 0x0002 -#define INS_NO_WALK_ON 0x0004 -#define INS_ON_TOP 0x0008 -#define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 +#define INS_NO_MERGE 0x0001 +#define INS_ABOVE_FLOOR_ONLY 0x0002 +#define INS_NO_WALK_ON 0x0004 +#define INS_ON_TOP 0x0008 +#define INS_BELOW_ORIGINATOR 0x0010 +#define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" #define ARCH_SINGULARITY_LEN 11