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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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{ |
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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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/* |
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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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struct key_value |
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{ |
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key_value *next; |
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shstr key, value; |
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}; |
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|
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struct UUID |
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{ |
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uint64 seq; |
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}; |
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|
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extern void init_uuid (); |
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extern UUID gen_uuid (); |
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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 0x01 |
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#define WILL_APPLY_TREASURE 0x02 |
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#define WILL_APPLY_EARTHWALL 0x04 |
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#define WILL_APPLY_DOOR 0x08 |
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#define WILL_APPLY_FOOD 0x10 |
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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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|
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// these are not being copied |
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ACC_CLASS (object) |
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struct object_keep : refcounted |
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{ |
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tag_t ACC (RW, count); /* Unique object number for this object */ |
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UUID uuid; // Unique Identifier, survives saves etc. |
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|
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/* These variables are not changed by copy_object() */ |
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struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
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struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
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struct object *ACC (RW, 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 *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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struct object *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 */ // NO ACC, perl semantics are different |
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struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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}; |
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|
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// these are being copied |
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struct object_copy : attachable<object> |
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{ |
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refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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shstr ACC (RW, name); /* The name of the object, obviously... */ |
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shstr ACC (RW, name_pl); /* The plural name of the object */ |
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shstr ACC (RW, title); /* Of foo, etc */ |
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shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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shstr ACC (RW, 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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shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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shstr ACC (RW, lore); /* Obscure information about this object, */ |
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/* To get put into books and the like. */ |
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shstr ACC (RW, materialname); /* specific material name */ |
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shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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}; |
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|
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// these are being copied and also cleared |
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struct object_pod |
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{ |
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sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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float ACC (RW, speed); /* The overall speed of this object */ |
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float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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uint32 ACC (RW, nrof); /* How many of the objects */ |
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New_Face *ACC (RW, face); /* Face with colors */ |
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sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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sint8 ACC (RW, 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 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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uint8 ACC (RW, subtype); /* subtype of object */ |
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uint16 ACC (RW, 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 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
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uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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uint16 ACC (RW, material); /* What materials this object consist of */ |
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sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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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 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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sint16 ACC (RW, level); /* Level of creature or object */ |
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uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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sint8 ACC (RW, item_power); /* power rating of the object */ |
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sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
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sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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sint32 ACC (RW, weight); /* Attributes of the object */ |
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sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
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sint32 ACC (RW, carrying); /* How much weight this object contains */ |
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living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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uint32 ACC (RW, weapontype); /* type of weapon */ |
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uint32 ACC (RW, 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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tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
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struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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uint32 ACC (RW, 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 ACC (RW, move_status); /* What stage in attack mode */ |
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uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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float ACC (RW, 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 ACC (RW, duration); /* How long the spell lasts */ |
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sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
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uint16 ACC (RW, start_holding); |
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struct object *ACC (RW, spell); /* Spell that was being cast */ |
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char *ACC (RW, spellarg); |
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uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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sint8 ACC (RW, range); /* Range of the spell */ |
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uint8 ACC (RW, 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 archetype *ACC (RW, arch); /* Pointer to archetype */ |
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struct archetype *ACC (RW, 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 ACC (RW, animation_id); /* An index into the animation array */ |
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uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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|
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MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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MoveType ACC (RW, move_block); /* What movement types this blocks */ |
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MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
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MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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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 : zero_initialised, object_keep, object_copy, object_pod |
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{ |
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static object *create (); |
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void free (bool free_inventory = false); |
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|
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static void free_mortals (); |
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static bool can_merge (object *op1, object *op2); |
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|
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void clear (); |
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void clone (object *destination); |
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|
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void instantiate () |
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{ |
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if (!uuid.seq) // HACK |
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uuid = gen_uuid (); |
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|
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attachable<object>::instantiate (); |
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} |
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|
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void set_owner (object *owner); |
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object *get_owner (); |
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|
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// info must hold 256 * 3 bytes currently |
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const char *debug_desc (char *info) const; |
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const char *debug_desc () const; |
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|
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// fully recursive iterator |
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struct iterator_base |
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{ |
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object *item; |
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|
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iterator_base (object *container) |
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: item (container) |
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{ |
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} |
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|
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operator object *() const { return item; } |
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|
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object *operator ->() const { return item; } |
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object &operator * () const { return *item; } |
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}; |
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|
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// depth-first recursive iterator |
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struct depth_iterator : iterator_base |
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{ |
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depth_iterator (object *container); |
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void next (); |
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object *operator ++( ) { next (); return item; } |
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object *operator ++(int) { object *i = item; next (); return i; } |
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}; |
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|
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object *begin () |
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{ |
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return this; |
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} |
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|
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object *end () |
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{ |
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return this; |
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} |
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|
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protected: |
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friend struct archetype; |
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|
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void link (); |
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void unlink (); |
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|
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object (); |
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~object (); |
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}; |
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|
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#define get_object() object::create () |
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#define free_object(op) (op)->free (0) |
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#define free_object2(op, free_inv) (op)->free (free_inv) |
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#define clear_owner(op) (op)->owner = 0 |
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#define copy_owner(op,other) (op)->owner = (other)->owner |
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#define clear_object(op) (op)->clear () |
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|
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static inline object * |
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get_owner (object *op) |
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{ |
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return op->get_owner (); |
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} |
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|
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static inline void |
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set_owner (object *op, object *owner) |
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{ |
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op->set_owner (owner); |
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} |
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|
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#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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|
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typedef struct oblnk |
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{ /* 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 |
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{ /* 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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ACC_CLASS(archetype) |
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struct archetype : zero_initialised |
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{ |
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archetype (); |
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~archetype (); |
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|
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shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
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struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
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struct archetype *ACC (RW, head); /* The main part of a linked object */ |
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struct archetype *ACC (RW, more); /* Next part of a linked object */ |
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object ACC (RO, clone); /* An object from which to do copy_object() */ |
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uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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sint8 ACC (RW, tail_x), ACC (RW, 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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}; |
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|
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extern object *objects; |
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extern object *active_objects; |
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|
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extern int nrofallocobjects; |
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|
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/* This returns TRUE if the object is something 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 |
404 |
* loaded map is correct. |
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* |
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* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
407 |
* are mutually exclusive. The behaviour for passing more than one |
408 |
* should be considered undefined - while you may notice what happens |
409 |
* 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 |
418 |
|
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#define ARCH_SINGULARITY "singularity" |
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#define ARCH_SINGULARITY_LEN 11 |
421 |
#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 |