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/* |
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* static char *rcsid_object_h = |
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* "$Id$"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#ifndef OBJECT_H |
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#define OBJECT_H |
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|
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#include "cfperl.h" |
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#include "shstr.h" |
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|
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typedef uint32 tag_t; |
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#define NUM_BODY_LOCATIONS 12 |
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#define BODY_ARMS 1 |
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|
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/* See common/item.c */ |
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|
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typedef struct Body_Locations { |
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const char *save_name; /* Name used to load/save it to disk */ |
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const char *use_name; /* Name used when describing an item we can use */ |
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const char *nonuse_name; /* Name to describe objects we can't use */ |
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} Body_Locations; |
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|
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extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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|
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typedef struct _event |
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{ |
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int type; |
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const char *hook; |
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const char *plugin; |
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const char *options; |
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struct _event *next; |
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} event; |
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|
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/* |
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* Each object (this also means archetypes!) could have a few of these |
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* "dangling" from it; this could also end up containing 'parse errors'. |
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* |
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* key and value are shared-strings. |
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* |
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* Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
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* accessing the list directly. |
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* Exception is if you want to walk this list for some reason. |
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*/ |
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typedef struct _key_value { |
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const char * key; |
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const char * value; |
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struct _key_value * next; |
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} key_value; |
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|
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|
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/* Definition for WILL_APPLY values. Replaces having harcoded values |
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* sprinkled in the code. Note that some of these also replace fields |
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* that were in the can_apply area. What is the point of having both |
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* can_apply and will_apply? |
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*/ |
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#define WILL_APPLY_HANDLE 0x1 |
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#define WILL_APPLY_TREASURE 0x2 |
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#define WILL_APPLY_EARTHWALL 0x4 |
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#define WILL_APPLY_DOOR 0x8 |
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#define WILL_APPLY_FOOD 0x10 |
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|
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|
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/* Note that the ordering of this structure is sort of relevent - |
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* copy_object copies everything over beyond 'name' using memcpy. |
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* Thus, values that need to be copied need to be located beyond that |
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* point. |
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* |
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* However, if you're keeping a pointer of some sort, you probably |
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* don't just want it copied, so you'll need to add to common/object.c, |
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* e.g. copy-object |
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* |
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* I've tried to clean up this structure a bit (in terms of formatting) |
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* by making it more consistent. I've also tried to locate some of the fields |
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* more logically together (put the item related ones together, the monster |
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* related ones, etc. |
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* This structure is best viewed with about a 100 width screen. |
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* MSW 2002-07-05 |
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*/ |
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|
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struct object_simple : extendable<object> { |
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static data_type get_dt () { return DT_OBJECT; } |
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|
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/* These variables are not changed by copy_object() */ |
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struct pl *contr; /* Pointer to the player which control this object */ |
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struct object *next; /* Pointer to the next object in the free/used list */ |
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struct object *prev; /* Pointer to the previous object in the free/used list*/ |
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struct object *active_next; /* Next & previous object in the 'active' */ |
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struct object *active_prev; /* List. This is used in process_events */ |
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/* so that the entire object list does not */ |
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/* need to be gone through. */ |
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struct object *below; /* Pointer to the object stacked below this one */ |
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struct object *above; /* Pointer to the object stacked above this one */ |
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/* Note: stacked in the *same* environment*/ |
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struct object *inv; /* Pointer to the first object in the inventory */ |
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struct object *container; /* Current container being used. I think this |
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* is only used by the player right now. |
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*/ |
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struct object *env; /* Pointer to the object which is the environment. |
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* This is typically the container that the object is in. |
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*/ |
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struct object *more; /* Pointer to the rest of a large body of objects */ |
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struct object *head; /* Points to the main object of a large body */ |
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struct mapstruct *map; /* Pointer to the map in which this object is present */ |
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|
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tag_t count; /* Unique object number for this object */ |
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uint16 refcount; /* How many objects points to this object */ |
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}; |
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|
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struct object_special { |
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/* These get an extra add_refcount(), after having been copied by memcpy(). |
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* All fields beow this point are automatically copied by memcpy. If |
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* adding something that needs a refcount updated, make sure you modify |
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* copy_object to do so. Everything below here also gets cleared |
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* by clear_object() |
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*/ |
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const char *name; /* The name of the object, obviously... */ |
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const char *name_pl; /* The plural name of the object */ |
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const char *title; /* Of foo, etc */ |
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const char *race; /* human, goblin, dragon, etc */ |
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const char *slaying; /* Which race to do double damage to */ |
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/* If this is an exit, this is the filename */ |
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const char *skill; /* Name of the skill this object uses/grants */ |
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const char *msg; /* If this is a book/sign/magic mouth/etc */ |
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const char *lore; /* Obscure information about this object, */ |
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/* To get put into books and the like. */ |
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|
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sint16 x,y; /* Position in the map for this object */ |
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sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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float speed; /* The overall speed of this object */ |
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float speed_left; /* How much speed is left to spend this round */ |
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uint32 nrof; /* How many of the objects */ |
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New_Face *face; /* Face with colors */ |
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sint8 direction; /* Means the object is moving that way. */ |
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sint8 facing; /* Object is oriented/facing that way. */ |
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|
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/* This next big block are basically used for monsters and equipment */ |
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uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
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uint8 subtype; /* subtype of object */ |
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uint16 client_type; /* Public type information. see doc/Developers/objects */ |
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sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
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uint32 attacktype; /* Bitmask of attacks this object does */ |
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uint32 path_attuned; /* Paths the object is attuned to */ |
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uint32 path_repelled; /* Paths the object is repelled from */ |
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uint32 path_denied; /* Paths the object is denied access to */ |
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uint16 material; /* What materials this object consist of */ |
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const char *materialname; /* specific material name */ |
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sint8 magic; /* Any magical bonuses to this item */ |
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uint8 state; /* How the object was last drawn (animation) */ |
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sint32 value; /* How much money it is worth (or contains) */ |
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sint16 level; /* Level of creature or object */ |
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/* Note that the last_.. values are sometimes used for non obvious |
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* meanings by some objects, eg, sp penalty, permanent exp. |
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*/ |
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sint32 last_heal; /* Last healed. Depends on constitution */ |
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sint32 last_sp; /* As last_heal, but for spell points */ |
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sint16 last_grace; /* as last_sp, except for grace */ |
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sint16 last_eat; /* How long since we last ate */ |
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sint16 invisible; /* How much longer the object will be invis */ |
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uint8 pick_up; /* See crossfire.doc */ |
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sint8 item_power; /* power rating of the object */ |
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sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
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sint32 weight; /* Attributes of the object */ |
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sint32 weight_limit; /* Weight-limit of object */ |
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sint32 carrying; /* How much weight this object contains */ |
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sint8 glow_radius; /* indicates the glow radius of the object */ |
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living stats; /* Str, Con, Dex, etc */ |
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sint64 perm_exp; /* Permanent exp */ |
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const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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/* each time the object attacks something */ |
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struct object *current_weapon; /* Pointer to the weapon currently used */ |
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uint32 weapontype; /* type of weapon */ |
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uint32 tooltype; /* type of tool or build facility */ |
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sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
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sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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/* See the doc/Developers/objects for more info about body locations */ |
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|
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/* Following mostly refers to fields only used for monsters */ |
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struct object *owner; /* Pointer to the object which controls this one */ |
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/* Owner should not be referred to directly - */ |
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/* get_owner should be used instead. */ |
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tag_t ownercount; /* What count the owner had (in case owner */ |
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/* has been freed) */ |
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struct object *enemy; /* Monster/player to follow even if not closest */ |
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struct object *attacked_by; /* This object start to attack us! only player & monster */ |
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tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
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struct treasureliststruct *randomitems; /* Items to be generated */ |
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uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
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struct object *chosen_skill; /* the skill chosen to use */ |
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uint32 hide; /* The object is hidden, not invisible */ |
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/* changes made by kholland@sunlab.cit.cornell.edu */ |
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/* allows different movement patterns for attackers */ |
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sint32 move_status; /* What stage in attack mode */ |
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uint16 attack_movement;/* What kind of attack movement */ |
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uint8 will_apply; /* See crossfire.doc */ |
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struct object *spellitem; /* Spell ability monster is choosing to use */ |
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double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
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/* races/classes can need less/more exp to gain levels */ |
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|
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/* Spell related information, may be useful elsewhere |
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* Note that other fields are used - these files are basically |
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* only used in spells. |
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*/ |
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sint16 duration; /* How long the spell lasts */ |
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uint8 duration_modifier; /* how level modifies duration */ |
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sint16 casting_time; /* time left before spell goes off */ |
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struct object *spell; /* Spell that was being cast */ |
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uint16 start_holding; |
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char *spellarg; |
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uint8 dam_modifier; /* How going up in level effects damage */ |
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sint8 range; /* Range of the spell */ |
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uint8 range_modifier; /* How going up in level effects range */ |
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|
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/* Following are values used by any object */ |
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struct archt *arch; /* Pointer to archetype */ |
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struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
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/* this objects turns into or what this object creates */ |
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uint32 flags[4]; /* various flags */ |
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uint16 animation_id; /* An index into the animation array */ |
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uint8 anim_speed; /* ticks between animation-frames */ |
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uint8 last_anim; /* last sequence used to draw face */ |
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sint32 elevation; /* elevation of this terrain - not currently used */ |
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uint8 smoothlevel; /* how to smooth this square around*/ |
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|
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MoveType move_type; /* Type of movement this object uses */ |
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MoveType move_block; /* What movement types this blocks */ |
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MoveType move_allow; /* What movement types explicitly allowd */ |
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MoveType move_on; /* Move types affected moving on to this space */ |
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MoveType move_off; /* Move types affected moving off this space */ |
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MoveType move_slow; /* Movement types this slows down */ |
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float move_slow_penalty; /* How much this slows down the object */ |
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|
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event *events; |
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|
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const char *custom_name; /* Custom name assigned by player */ |
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key_value *key_values; /* Fields not explictly known by the loader. */ |
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}; |
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|
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struct object : object_special, object_simple { |
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void instantiate_ (); |
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void instantiate () |
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{ |
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if (attach) |
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{ |
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instantiate_ (); |
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free_string (attach); |
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attach = 0; |
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} |
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} |
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void clone (object *destination) |
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{ |
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if (attach) |
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destination->attach = add_refcount (attach); |
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|
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if (self || cb) |
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INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
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} |
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}; |
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|
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typedef struct oblnk { /* Used to link together several objects */ |
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object *ob; |
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struct oblnk *next; |
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tag_t id; |
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} objectlink; |
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|
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typedef struct oblinkpt { /* Used to link together several object links */ |
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struct oblnk *link; |
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long value; /* Used as connected value in buttons/gates */ |
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struct oblinkpt *next; |
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} oblinkpt; |
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|
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/* |
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* The archetype structure is a set of rules on how to generate and manipulate |
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* objects which point to archetypes. |
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* This probably belongs in arch.h, but there really doesn't appear to |
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* be much left in the archetype - all it really is is a holder for the |
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* object and pointers. This structure should get removed, and just replaced |
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* by the object structure |
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*/ |
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|
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typedef struct archt { |
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const char *name; /* More definite name, like "generate_kobold" */ |
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struct archt *next; /* Next archetype in a linked list */ |
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struct archt *head; /* The main part of a linked object */ |
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struct archt *more; /* Next part of a linked object */ |
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object clone; /* An object from which to do copy_object() */ |
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uint32 editable; /* editable flags (mainly for editor) */ |
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sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
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* in comparison to the head. |
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*/ |
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} archetype; |
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|
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extern object *objects; |
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extern object *active_objects; |
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extern object *free_objects; |
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extern object objarray[STARTMAX]; |
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|
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extern int nrofallocobjects; |
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extern int nroffreeobjects; |
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|
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/* This returns TRUE if the object is somethign that |
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* should be displayed in the look window |
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*/ |
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#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
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|
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/* Used by update_object to know if the object being passed is |
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* being added or removed. |
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*/ |
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#define UP_OBJ_INSERT 1 |
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#define UP_OBJ_REMOVE 2 |
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#define UP_OBJ_CHANGE 3 |
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#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
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|
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/* These are flags passed to insert_ob_in_map and |
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* insert_ob_in_ob. Note that all flags may not be meaningful |
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* for both functions. |
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* Most are fairly explanatory: |
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* INS_NO_MERGE: don't try to merge inserted object with ones alrady |
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* on space. |
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* INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. |
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* INS_NO_WALK_ON: Don't call check_walk_on against the |
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* originator - saves cpu time if you know the inserted object |
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* is not meaningful in terms of having an effect. |
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* INS_ON_TOP: Always put object on top. Generally only needed when loading |
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* files from disk and ordering needs to be preserved. |
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* INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
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* Use for treasure chests so the new object is the highest thing |
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* beneath the player, but not actually above it. Note - the |
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* map and x,y coordinates for the object to be inserted must |
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* match the originator. |
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* INS_MAP_LOAD: disable lots of checkings done at insertion to |
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* speed up map loading process, as we assume the ordering in |
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* loaded map is correct. |
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* |
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* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
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* are mutually exclusive. The behaviour for passing more than one |
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* should be considered undefined - while you may notice what happens |
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* right now if you pass more than one, that could very well change |
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* in future revisions of the code. |
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*/ |
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#define INS_NO_MERGE 0x0001 |
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#define INS_ABOVE_FLOOR_ONLY 0x0002 |
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#define INS_NO_WALK_ON 0x0004 |
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#define INS_ON_TOP 0x0008 |
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#define INS_BELOW_ORIGINATOR 0x0010 |
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#define INS_MAP_LOAD 0x0020 |
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|
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#define ARCH_SINGULARITY "singularity" |
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#define ARCH_SINGULARITY_LEN 11 |
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#define ARCH_DETECT_MAGIC "detect_magic" |
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#define ARCH_DEPLETION "depletion" |
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#define ARCH_SYMPTOM "symptom" |
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|
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#endif |