1 | /* |
|
|
2 | * static char *rcsid_object_h = |
|
|
3 | * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $"; |
|
|
4 | */ |
|
|
5 | |
|
|
6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
77 | /* However, if you're keeping a pointer of some sort, you probably |
72 | /* However, if you're keeping a pointer of some sort, you probably |
78 | * don't just want it copied, so you'll need to add to common/object.C, |
73 | * don't just want it copied, so you'll need to add to common/object.C, |
79 | * e.g. copy_object. |
74 | * e.g. copy_object. |
80 | */ |
75 | */ |
81 | |
76 | |
82 | struct object_simple : attachable<object> { |
77 | // these are not being copied |
|
|
78 | struct object_keep |
|
|
79 | { |
83 | tag_t count; /* Unique object number for this object */ |
80 | tag_t count; /* Unique object number for this object */ |
84 | uint16 refcount; /* How many objects points to this object */ |
81 | uint16 refcount; /* How many objects points to this object */ |
85 | |
82 | |
86 | /* These variables are not changed by copy_object() */ |
83 | /* These variables are not changed by copy_object() */ |
87 | struct pl *contr; /* Pointer to the player which control this object */ |
84 | struct pl *contr; /* Pointer to the player which control this object */ |
88 | struct object *next; /* Pointer to the next object in the free/used list */ |
85 | struct object *next; /* Pointer to the next object in the free/used list */ |
89 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
86 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
90 | struct object *active_next; /* Next & previous object in the 'active' */ |
87 | struct object *active_next; /* Next & previous object in the 'active' */ |
91 | struct object *active_prev; /* List. This is used in process_events */ |
88 | struct object *active_prev; /* List. This is used in process_events */ |
92 | /* so that the entire object list does not */ |
89 | /* so that the entire object list does not */ |
93 | /* need to be gone through. */ |
90 | /* need to be gone through. */ |
94 | struct object *below; /* Pointer to the object stacked below this one */ |
91 | struct object *below; /* Pointer to the object stacked below this one */ |
95 | struct object *above; /* Pointer to the object stacked above this one */ |
92 | struct object *above; /* Pointer to the object stacked above this one */ |
96 | /* Note: stacked in the *same* environment*/ |
93 | /* Note: stacked in the *same* environment*/ |
97 | struct object *inv; /* Pointer to the first object in the inventory */ |
94 | struct object *inv; /* Pointer to the first object in the inventory */ |
98 | struct object *container; /* Current container being used. I think this |
95 | struct object *container; /* Current container being used. I think this |
99 | * is only used by the player right now. |
96 | * is only used by the player right now. |
100 | */ |
97 | */ |
101 | struct object *env; /* Pointer to the object which is the environment. |
98 | struct object *env; /* Pointer to the object which is the environment. |
102 | * This is typically the container that the object is in. |
99 | * This is typically the container that the object is in. |
103 | */ |
100 | */ |
104 | struct object *more; /* Pointer to the rest of a large body of objects */ |
101 | struct object *more; /* Pointer to the rest of a large body of objects */ |
105 | struct object *head; /* Points to the main object of a large body */ |
102 | struct object *head; /* Points to the main object of a large body */ |
106 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
103 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
107 | }; |
104 | }; |
108 | |
105 | |
109 | struct object_special { |
106 | // these are being copied |
|
|
107 | struct object_copy : attachable<object> |
|
|
108 | { |
110 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
109 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
111 | * All fields beow this point are automatically copied by memcpy. If |
110 | * All fields beow this point are automatically copied by memcpy. If |
112 | * adding something that needs a refcount updated, make sure you modify |
111 | * adding something that needs a refcount updated, make sure you modify |
113 | * copy_object to do so. Everything below here also gets cleared |
112 | * copy_object to do so. Everything below here also gets cleared |
114 | * by clear_object() |
113 | * by clear_object() |
115 | */ |
114 | */ |
116 | shstr name; /* The name of the object, obviously... */ |
115 | shstr name; /* The name of the object, obviously... */ |
117 | shstr name_pl; /* The plural name of the object */ |
116 | shstr name_pl; /* The plural name of the object */ |
118 | shstr title; /* Of foo, etc */ |
117 | shstr title; /* Of foo, etc */ |
119 | shstr race; /* human, goblin, dragon, etc */ |
118 | shstr race; /* human, goblin, dragon, etc */ |
120 | shstr slaying; /* Which race to do double damage to */ |
119 | shstr slaying; /* Which race to do double damage to */ |
121 | /* If this is an exit, this is the filename */ |
120 | /* If this is an exit, this is the filename */ |
122 | shstr skill; /* Name of the skill this object uses/grants */ |
121 | shstr skill; /* Name of the skill this object uses/grants */ |
123 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
122 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
124 | shstr lore; /* Obscure information about this object, */ |
123 | shstr lore; /* Obscure information about this object, */ |
125 | /* To get put into books and the like. */ |
124 | /* To get put into books and the like. */ |
|
|
125 | shstr materialname; /* specific material name */ |
|
|
126 | shstr custom_name; /* Custom name assigned by player */ |
|
|
127 | }; |
126 | |
128 | |
|
|
129 | // these are being copied and also cleared |
|
|
130 | struct object_pod |
|
|
131 | { |
127 | sint16 x,y; /* Position in the map for this object */ |
132 | sint16 x,y; /* Position in the map for this object */ |
128 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
|
|
129 | float speed; /* The overall speed of this object */ |
133 | float speed; /* The overall speed of this object */ |
130 | float speed_left; /* How much speed is left to spend this round */ |
134 | float speed_left; /* How much speed is left to spend this round */ |
131 | uint32 nrof; /* How many of the objects */ |
135 | uint32 nrof; /* How many of the objects */ |
132 | New_Face *face; /* Face with colors */ |
136 | New_Face *face; /* Face with colors */ |
133 | sint8 direction; /* Means the object is moving that way. */ |
137 | sint8 direction; /* Means the object is moving that way. */ |
134 | sint8 facing; /* Object is oriented/facing that way. */ |
138 | sint8 facing; /* Object is oriented/facing that way. */ |
135 | |
139 | |
136 | /* This next big block are basically used for monsters and equipment */ |
140 | /* This next big block are basically used for monsters and equipment */ |
137 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
141 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
138 | uint8 subtype; /* subtype of object */ |
142 | uint8 subtype; /* subtype of object */ |
139 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
143 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
140 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
144 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
141 | uint32 attacktype; /* Bitmask of attacks this object does */ |
145 | uint32 attacktype; /* Bitmask of attacks this object does */ |
142 | uint32 path_attuned; /* Paths the object is attuned to */ |
146 | uint32 path_attuned; /* Paths the object is attuned to */ |
143 | uint32 path_repelled; /* Paths the object is repelled from */ |
147 | uint32 path_repelled; /* Paths the object is repelled from */ |
144 | uint32 path_denied; /* Paths the object is denied access to */ |
148 | uint32 path_denied; /* Paths the object is denied access to */ |
145 | uint16 material; /* What materials this object consist of */ |
149 | uint16 material; /* What materials this object consist of */ |
146 | shstr materialname; /* specific material name */ |
|
|
147 | sint8 magic; /* Any magical bonuses to this item */ |
150 | sint8 magic; /* Any magical bonuses to this item */ |
148 | uint8 state; /* How the object was last drawn (animation) */ |
151 | uint8 state; /* How the object was last drawn (animation) */ |
149 | sint32 value; /* How much money it is worth (or contains) */ |
152 | sint32 value; /* How much money it is worth (or contains) */ |
150 | sint16 level; /* Level of creature or object */ |
153 | sint16 level; /* Level of creature or object */ |
151 | /* Note that the last_.. values are sometimes used for non obvious |
154 | /* Note that the last_.. values are sometimes used for non obvious |
152 | * meanings by some objects, eg, sp penalty, permanent exp. |
155 | * meanings by some objects, eg, sp penalty, permanent exp. |
153 | */ |
156 | */ |
154 | sint32 last_heal; /* Last healed. Depends on constitution */ |
157 | sint32 last_heal; /* Last healed. Depends on constitution */ |
155 | sint32 last_sp; /* As last_heal, but for spell points */ |
158 | sint32 last_sp; /* As last_heal, but for spell points */ |
156 | sint16 last_grace; /* as last_sp, except for grace */ |
159 | sint16 last_grace; /* as last_sp, except for grace */ |
157 | sint16 last_eat; /* How long since we last ate */ |
160 | sint16 last_eat; /* How long since we last ate */ |
158 | sint16 invisible; /* How much longer the object will be invis */ |
161 | sint16 invisible; /* How much longer the object will be invis */ |
159 | uint8 pick_up; /* See crossfire.doc */ |
162 | uint8 pick_up; /* See crossfire.doc */ |
160 | sint8 item_power; /* power rating of the object */ |
163 | sint8 item_power; /* power rating of the object */ |
161 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
164 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
162 | sint32 weight; /* Attributes of the object */ |
165 | sint32 weight; /* Attributes of the object */ |
163 | sint32 weight_limit; /* Weight-limit of object */ |
166 | sint32 weight_limit; /* Weight-limit of object */ |
164 | sint32 carrying; /* How much weight this object contains */ |
167 | sint32 carrying; /* How much weight this object contains */ |
165 | sint8 glow_radius; /* indicates the glow radius of the object */ |
168 | sint8 glow_radius; /* indicates the glow radius of the object */ |
166 | living stats; /* Str, Con, Dex, etc */ |
169 | living stats; /* Str, Con, Dex, etc */ |
167 | sint64 perm_exp; /* Permanent exp */ |
170 | sint64 perm_exp; /* Permanent exp */ |
168 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
171 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
169 | uint32 weapontype; /* type of weapon */ |
172 | uint32 weapontype; /* type of weapon */ |
170 | uint32 tooltype; /* type of tool or build facility */ |
173 | uint32 tooltype; /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
174 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
175 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
173 | /* See the doc/Developers/objects for more info about body locations */ |
176 | /* See the doc/Developers/objects for more info about body locations */ |
174 | |
177 | |
175 | /* Following mostly refers to fields only used for monsters */ |
178 | /* Following mostly refers to fields only used for monsters */ |
176 | struct object *owner; /* Pointer to the object which controls this one */ |
179 | struct object *owner; /* Pointer to the object which controls this one */ |
177 | /* Owner should not be referred to directly - */ |
180 | /* Owner should not be referred to directly - */ |
178 | /* get_owner should be used instead. */ |
181 | /* get_owner should be used instead. */ |
179 | tag_t ownercount; /* What count the owner had (in case owner */ |
182 | tag_t ownercount; /* What count the owner had (in case owner */ |
180 | /* has been freed) */ |
183 | /* has been freed) */ |
181 | struct object *enemy; /* Monster/player to follow even if not closest */ |
184 | struct object *enemy; /* Monster/player to follow even if not closest */ |
182 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
185 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
183 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
186 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
184 | struct treasureliststruct *randomitems; /* Items to be generated */ |
187 | struct treasureliststruct *randomitems; /* Items to be generated */ |
185 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
188 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
186 | struct object *chosen_skill; /* the skill chosen to use */ |
189 | struct object *chosen_skill; /* the skill chosen to use */ |
187 | uint32 hide; /* The object is hidden, not invisible */ |
190 | uint32 hide; /* The object is hidden, not invisible */ |
188 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
189 | /* allows different movement patterns for attackers */ |
192 | /* allows different movement patterns for attackers */ |
190 | sint32 move_status; /* What stage in attack mode */ |
193 | sint32 move_status; /* What stage in attack mode */ |
191 | uint16 attack_movement;/* What kind of attack movement */ |
194 | uint16 attack_movement;/* What kind of attack movement */ |
192 | uint8 will_apply; /* See crossfire.doc */ |
195 | uint8 will_apply; /* See crossfire.doc */ |
193 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
196 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
194 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
197 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
195 | /* races/classes can need less/more exp to gain levels */ |
198 | /* races/classes can need less/more exp to gain levels */ |
196 | |
199 | |
197 | /* Spell related information, may be useful elsewhere |
200 | /* Spell related information, may be useful elsewhere |
198 | * Note that other fields are used - these files are basically |
201 | * Note that other fields are used - these files are basically |
199 | * only used in spells. |
202 | * only used in spells. |
200 | */ |
203 | */ |
201 | sint16 duration; /* How long the spell lasts */ |
204 | sint16 duration; /* How long the spell lasts */ |
202 | uint8 duration_modifier; /* how level modifies duration */ |
205 | uint8 duration_modifier; /* how level modifies duration */ |
203 | sint16 casting_time; /* time left before spell goes off */ |
206 | sint16 casting_time; /* time left before spell goes off */ |
204 | struct object *spell; /* Spell that was being cast */ |
207 | struct object *spell; /* Spell that was being cast */ |
205 | uint16 start_holding; |
208 | uint16 start_holding; |
206 | char *spellarg; |
209 | char *spellarg; |
207 | uint8 dam_modifier; /* How going up in level effects damage */ |
210 | uint8 dam_modifier; /* How going up in level effects damage */ |
208 | sint8 range; /* Range of the spell */ |
211 | sint8 range; /* Range of the spell */ |
209 | uint8 range_modifier; /* How going up in level effects range */ |
212 | uint8 range_modifier; /* How going up in level effects range */ |
210 | |
213 | |
211 | /* Following are values used by any object */ |
214 | /* Following are values used by any object */ |
212 | struct archt *arch; /* Pointer to archetype */ |
215 | struct archt *arch; /* Pointer to archetype */ |
213 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
216 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
214 | /* this objects turns into or what this object creates */ |
217 | /* this objects turns into or what this object creates */ |
215 | uint32 flags[4]; /* various flags */ |
218 | uint32 flags[4]; /* various flags */ |
216 | uint16 animation_id; /* An index into the animation array */ |
219 | uint16 animation_id; /* An index into the animation array */ |
217 | uint8 anim_speed; /* ticks between animation-frames */ |
220 | uint8 anim_speed; /* ticks between animation-frames */ |
218 | uint8 last_anim; /* last sequence used to draw face */ |
221 | uint8 last_anim; /* last sequence used to draw face */ |
219 | sint32 elevation; /* elevation of this terrain - not currently used */ |
222 | sint32 elevation; /* elevation of this terrain - not currently used */ |
220 | uint8 smoothlevel; /* how to smooth this square around*/ |
223 | uint8 smoothlevel; /* how to smooth this square around*/ |
221 | |
224 | |
222 | MoveType move_type; /* Type of movement this object uses */ |
225 | MoveType move_type; /* Type of movement this object uses */ |
223 | MoveType move_block; /* What movement types this blocks */ |
226 | MoveType move_block; /* What movement types this blocks */ |
224 | MoveType move_allow; /* What movement types explicitly allowd */ |
227 | MoveType move_allow; /* What movement types explicitly allowd */ |
225 | MoveType move_on; /* Move types affected moving on to this space */ |
228 | MoveType move_on; /* Move types affected moving on to this space */ |
226 | MoveType move_off; /* Move types affected moving off this space */ |
229 | MoveType move_off; /* Move types affected moving off this space */ |
227 | MoveType move_slow; /* Movement types this slows down */ |
230 | MoveType move_slow; /* Movement types this slows down */ |
228 | float move_slow_penalty; /* How much this slows down the object */ |
231 | float move_slow_penalty; /* How much this slows down the object */ |
229 | |
|
|
230 | shstr custom_name; /* Custom name assigned by player */ |
|
|
231 | key_value *key_values; /* Fields not explictly known by the loader. */ |
232 | key_value *key_values; /* Fields not explictly known by the loader. */ |
232 | }; |
233 | }; |
233 | |
234 | |
234 | struct object : object_special, object_simple, zero_initialised { |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
|
|
236 | { |
|
|
237 | static bool can_merge (object *op1, object *op2); |
|
|
238 | |
|
|
239 | void clear (); |
235 | void clone (object *destination) |
240 | void clone (object *destination); |
236 | { |
|
|
237 | destination->attach = attach; |
|
|
238 | |
|
|
239 | if (self || cb) |
|
|
240 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
|
|
241 | } |
|
|
242 | }; |
241 | }; |
|
|
242 | |
|
|
243 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
243 | |
244 | |
244 | typedef struct oblnk { /* Used to link together several objects */ |
245 | typedef struct oblnk { /* Used to link together several objects */ |
245 | object *ob; |
246 | object *ob; |
246 | struct oblnk *next; |
247 | struct oblnk *next; |
247 | tag_t id; |
248 | tag_t id; |
… | |
… | |
275 | */ |
276 | */ |
276 | } archetype; |
277 | } archetype; |
277 | |
278 | |
278 | extern object *objects; |
279 | extern object *objects; |
279 | extern object *active_objects; |
280 | extern object *active_objects; |
280 | extern object *free_objects; |
|
|
281 | extern object objarray[STARTMAX]; |
|
|
282 | |
281 | |
283 | extern int nrofallocobjects; |
282 | extern int nrofallocobjects; |
284 | extern int nroffreeobjects; |
|
|
285 | |
283 | |
286 | /* This returns TRUE if the object is something that |
284 | /* This returns TRUE if the object is something that |
287 | * should be displayed in the look window |
285 | * should be displayed in the look window |
288 | */ |
286 | */ |
289 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
287 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |