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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.82 by root, Mon Jan 8 14:11:05 2007 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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
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
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h"
33 32
34typedef uint32 tag_t; 33typedef int tag_t;
35#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 35#define BODY_ARMS 1
37 36
38/* See common/item.c */ 37/* See common/item.c */
39 38
40typedef struct Body_Locations { 39typedef struct Body_Locations
40{
41 const char *save_name; /* Name used to load/save it to disk */ 41 const char *save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 42 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 44} Body_Locations;
45 45
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48typedef struct _event
49{
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 47
57/* 48/*
58 * Each object (this also means archetypes!) could have a few of these 49 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'. 50 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 51 *
62 * 53 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
64 * accessing the list directly. 55 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
66 */ 57 */
67typedef struct _key_value { 58struct key_value
68 const char * key; 59{
69 const char * value;
70 struct _key_value * next; 60 key_value *next;
71} key_value; 61 shstr key, value;
62};
72 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
73 77
74/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields 79 * sprinkled in the code. Note that some of these also replace fields
76 * that were in the can_apply area. What is the point of having both 80 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply? 81 * can_apply and will_apply?
78 */ 82 */
79#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
84 88
85
86/* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
92 * don't just want it copied, so you'll need to add to common/object.c, 90 * don't just want it copied, so you'll need to add to common/object.C,
93 * e.g. copy-object 91 * e.g. ->copy_to ()
94 * 92 */
95 * I've tried to clean up this structure a bit (in terms of formatting) 93
96 * by making it more consistent. I've also tried to locate some of the fields 94INTERFACE_CLASS (object)
97 * more logically together (put the item related ones together, the monster 95// these are being copied
98 * related ones, etc. 96struct object_copy : attachable
99 * This structure is best viewed with about a 100 width screen. 97{
100 * MSW 2002-07-05 98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
101 */ 145 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
102 166
103struct object_simple { 167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213};
214
215struct object : zero_initialised, object_copy
216{
104 /* These variables are not changed by copy_object() */ 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
105 struct pl *contr; /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
106 struct object *next; /* Pointer to the next object in the free/used list */ 226
107 struct object *prev; /* Pointer to the previous object in the free/used list*/
108 struct object *active_next; /* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 229 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 231 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now. 232 * is only used by the player right now.
118 */ 233 */
119 struct object *env; /* Pointer to the object which is the environment. 234 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 235 * This is typically the container that the object is in.
121 */ 236 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 237 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 238 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 239 client_container *seen_by; // seen by which player/container currently?
125 240
126 tag_t count; /* Unique object number for this object */ 241 //static vector active_list; // active objects, not yet used
127 uint16 refcount; /* How many objects points to this object */ 242 //static vector object_list; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects"
244
245 MTH static object *create ();
246 MTH void copy_to (object *dst);
247 MTH object *clone (); // create + copy_to
248 void do_destroy ();
249 void gather_callbacks (AV *&callbacks, event_type event) const;
250 MTH void destroy (bool destroy_inventory = false);
251
252 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
253 MTH void destroy_inv (bool drop_to_ground = false);
254 MTH void remove ();
255 MTH object *insert (object *item); // insert into inventory
256
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
260 MTH static bool can_merge (object *op1, object *op2)
261 {
262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
266
267 MTH void set_owner (object *owner);
268 MTH void set_speed (float speed);
269
270 MTH void instantiate ()
271 {
272 if (!uuid.seq) // HACK
273 uuid = gen_uuid ();
274
275 attachable::instantiate ();
276 }
277
278 // recalculate all stats
279 MTH void update_stats ();
280 MTH void roll_stats ();
281 MTH void swap_stats (int a, int b);
282 MTH void add_statbonus ();
283 MTH void remove_statbonus ();
284 MTH void drain_stat ();
285 MTH void drain_specific_stat (int deplete_stats);
286 MTH void change_luck (int value);
287
288 // info must hold 256 * 3 bytes currently
289 const char *debug_desc (char *info) const;
290 MTH const char *debug_desc () const;
291 const char *flag_desc (char *desc, int len) const;
292
293 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 MTH bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 MTH bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
306
307 // temporary: wether the object can be saved in a map file
308 // contr => is a player
309 // head => only save head of a multitile object
310 // owner => can not reference owner yet
311 MTH bool can_map_save () const { return !contr && !head && !owner; }
312
313 /* This return true if object has still randomitems which
314 * could be expanded.
315 */
316 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
317
318 // returns the player that has this object in his inventory, or 0
319 MTH object *in_player () const
320 {
321 for (object *op = env; op; op = op->env)
322 if (op->type == PLAYER)
323 return op;
324
325 return 0;
326 }
327
328 // "temporary" helper function
329 MTH object *head_ ()
330 {
331 return head ? head : this;
332 }
333
334 // insert object at same map position as 'where'
335 // handles both inventory and map "positions"
336 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
337
338 MTH void activate ();
339 MTH void deactivate ();
340 MTH void activate_recursive ();
341 MTH void deactivate_recursive ();
342
343 // set the givne flag on all objects in the inventory recursively
344 MTH void set_flag_inv (int flag, int value = 1);
345
346 void enter_exit (object *exit);//PERL
347 MTH void enter_map (maptile *newmap, int x, int y);
348
349 // returns the mapspace this object is in
350 mapspace &ms () const;
351
352 // fully recursive iterator
353 struct iterator_base
354 {
355 object *item;
356
357 iterator_base (object *container)
358 : item (container)
359 {
360 }
361
362 operator object *() const { return item; }
363
364 object *operator ->() const { return item; }
365 object &operator * () const { return *item; }
366 };
367
368 MTH unsigned int random_seed () const
369 {
370 return (unsigned int)uuid.seq;
371 }
372
373 // depth-first recursive iterator
374 struct depth_iterator : iterator_base
375 {
376 depth_iterator (object *container);
377 void next ();
378 object *operator ++( ) { next (); return item; }
379 object *operator ++(int) { object *i = item; next (); return i; }
380 };
381
382 object *begin ()
383 {
384 return this;
385 }
386
387 object *end ()
388 {
389 return this;
390 }
391
392protected:
393 friend struct archetype;
394
395 void link ();
396 void unlink ();
397
398 object ();
399 ~object ();
128}; 400};
129 401
130struct object_special : extendable<object> { 402typedef object_vector<object, &object::index > objectvec;
131 data_type get_dt () const { return DT_OBJECT; } 403typedef object_vector<object, &object::active> activevec;
132 404
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 405extern objectvec objects;
134 * All fields beow this point are automatically copied by memcpy. If 406extern activevec actives;
135 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object()
138 */
139 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */
149 407
150 sint16 x,y; /* Position in the map for this object */ 408#define for_all_objects(var) \
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 409 for (int _i = 0; _i < objects.size (); ++_i) \
152 float speed; /* The overall speed of this object */ 410 declvar (object *, var, objects [_i])
153 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */
158 411
159 /* This next big block are basically used for monsters and equipment */ 412#define for_all_actives(var) \
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 413 for (int _i = 0; _i < actives.size (); ++_i) \
161 uint8 subtype; /* subtype of object */ 414 declvar (object *, var, actives [_i])
162 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp.
176 */
177 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */
199 415
200 /* Following mostly refers to fields only used for monsters */ 416typedef struct oblnk
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */
221
222 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically
224 * only used in spells.
225 */
226 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding;
231 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */
235
236 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */
259};
260
261struct object : object_special, object_simple {
262};
263
264typedef struct oblnk { /* Used to link together several objects */ 417{ /* Used to link together several objects */
265 object *ob; 418 object_ptr ob;
266 struct oblnk *next; 419 struct oblnk *next;
267 tag_t id;
268} objectlink; 420} objectlink;
269 421
270typedef struct oblinkpt { /* Used to link together several object links */ 422typedef struct oblinkpt
423{ /* Used to link together several object links */
271 struct oblnk *link; 424 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 425 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 426 struct oblinkpt *next;
274} oblinkpt; 427} oblinkpt;
275 428
276/* 429/*
277 * The archetype structure is a set of rules on how to generate and manipulate 430 * The archetype structure is a set of rules on how to generate and manipulate
280 * be much left in the archetype - all it really is is a holder for the 433 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 434 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 435 * by the object structure
283 */ 436 */
284 437
285typedef struct archt { 438INTERFACE_CLASS (archetype)
439struct archetype : zero_initialised, attachable
440{
441 archetype ();
442 ~archetype ();
443 void gather_callbacks (AV *&callbacks, event_type event) const;
444
445 static archetype *find (const char *arch);
446
447 void hash_add (); // add to hashtable
448 void hash_del (); // remove from hashtable
449
286 const char *name; /* More definite name, like "generate_kobold" */ 450 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 451 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */ 452 struct archetype *ACC (RW, head); /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 453 struct archetype *ACC (RW, more); /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 454 object ACC (RO, clone); /* An object from which to do ->copy_to () */
291 uint32 editable; /* editable flags (mainly for editor) */ 455 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 456 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
293 * in comparison to the head. 457 * in comparison to the head.
294 */ 458 */
295} archetype; 459};
296 460
297extern object *objects;
298extern object *active_objects;
299extern object *free_objects;
300extern object objarray[STARTMAX];
301
302extern int nrofallocobjects;
303extern int nroffreeobjects;
304
305/* This returns TRUE if the object is somethign that 461/* This returns TRUE if the object is something that
306 * should be displayed in the look window 462 * should be displayed in the floorbox window
307 */ 463 */
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 464#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
309 465
310/* Used by update_object to know if the object being passed is 466/* Used by update_object to know if the object being passed is
311 * being added or removed. 467 * being added or removed.
312 */ 468 */
313#define UP_OBJ_INSERT 1 469#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 470#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 471#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 472#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 473
318/* These are flags passed to insert_ob_in_map and 474/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 475 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 476 * for both functions.
321 * Most are fairly explanatory: 477 * Most are fairly explanatory:
340 * are mutually exclusive. The behaviour for passing more than one 496 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 497 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 498 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 499 * in future revisions of the code.
344 */ 500 */
345#define INS_NO_MERGE 0x0001 501#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 502#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 503#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 504#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 505#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020 506#define INS_MAP_LOAD 0x0020
351 507
352#define ARCH_SINGULARITY "singularity" 508#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11 509#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic" 510#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 511#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom" 512#define ARCH_SYMPTOM "symptom"
357 513
358#endif 514#endif
515

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