ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.13 by root, Thu Aug 31 09:19:34 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 * "$Id: object.h,v 1.13 2006/08/31 09:19:34 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31 31
32#include "cfperl.h" 32#include "cfperl.h"
33#include "shstr.h"
33 34
34typedef uint32 tag_t; 35typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 37#define BODY_ARMS 1
37 38
98 * related ones, etc. 99 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen. 100 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05 101 * MSW 2002-07-05
101 */ 102 */
102 103
103struct object_simple { 104struct object_simple : attachable<object> {
104 /* These variables are not changed by copy_object() */ 105 /* These variables are not changed by copy_object() */
105 struct pl *contr; /* Pointer to the player which control this object */ 106 struct pl *contr; /* Pointer to the player which control this object */
106 struct object *next; /* Pointer to the next object in the free/used list */ 107 struct object *next; /* Pointer to the next object in the free/used list */
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 108 struct object *prev; /* Pointer to the previous object in the free/used list*/
108 struct object *active_next; /* Next & previous object in the 'active' */ 109 struct object *active_next; /* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */ 110 struct object *active_prev; /* List. This is used in process_events */
110 /* so that the entire object list does not */ 111 /* so that the entire object list does not */
111 /* need to be gone through. */ 112 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */ 113 struct object *below; /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 114 struct object *above; /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 115 /* Note: stacked in the *same* environment*/
115 struct object *inv; /* Pointer to the first object in the inventory */ 116 struct object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 117 struct object *container; /* Current container being used. I think this
117 * is only used by the player right now. 118 * is only used by the player right now.
118 */ 119 */
119 struct object *env; /* Pointer to the object which is the environment. 120 struct object *env; /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 121 * This is typically the container that the object is in.
121 */ 122 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 123 struct object *more; /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 124 struct object *head; /* Points to the main object of a large body */
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 125 struct mapstruct *map; /* Pointer to the map in which this object is present */
125 126
126 tag_t count; /* Unique object number for this object */ 127 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */ 128 uint16 refcount; /* How many objects points to this object */
128}; 129};
129 130
130struct object_special : extendable<object> { 131struct object_special {
131 data_type get_dt () const { return DT_OBJECT; }
132
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 132 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If 133 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify 134 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared 135 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object() 136 * by clear_object()
139 const char *name; /* The name of the object, obviously... */ 138 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */ 139 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */ 140 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */ 141 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */ 142 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */ 143 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */ 144 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */ 145 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */ 146 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */ 147 /* To get put into books and the like. */
149 148
150 sint16 x,y; /* Position in the map for this object */ 149 sint16 x,y; /* Position in the map for this object */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 150 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */ 151 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */ 152 float speed_left; /* How much speed is left to spend this round */
186 sint32 weight_limit; /* Weight-limit of object */ 185 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */ 186 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */ 187 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */ 188 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */ 189 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */ 190 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */ 191 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */ 192 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 193 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 194 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
199 196
200 /* Following mostly refers to fields only used for monsters */ 197 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */ 198 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */ 199 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */ 200 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */ 201 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */ 202 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */ 203 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */ 204 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 205 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */ 206 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 207 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
215 sint32 move_status; /* What stage in attack mode */ 212 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */ 213 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */ 214 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */ 215 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 216 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */ 217 /* races/classes can need less/more exp to gain levels */
221 218
222 /* Spell related information, may be useful elsewhere 219 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically 220 * Note that other fields are used - these files are basically
224 * only used in spells. 221 * only used in spells.
225 */ 222 */
234 uint8 range_modifier; /* How going up in level effects range */ 231 uint8 range_modifier; /* How going up in level effects range */
235 232
236 /* Following are values used by any object */ 233 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */ 234 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 235 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */ 236 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */ 237 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */ 238 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */ 239 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */ 240 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */ 241 sint32 elevation; /* elevation of this terrain - not currently used */
257 const char *custom_name; /* Custom name assigned by player */ 254 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 255 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 256};
260 257
261struct object : object_special, object_simple { 258struct object : object_special, object_simple {
259 void clone (object *destination)
260 {
261 if (attach)
262 destination->attach = add_refcount (attach);
263
264 if (self || cb)
265 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
266 }
262}; 267};
263 268
264typedef struct oblnk { /* Used to link together several objects */ 269typedef struct oblnk { /* Used to link together several objects */
265 object *ob; 270 object *ob;
266 struct oblnk *next; 271 struct oblnk *next;
288 struct archt *head; /* The main part of a linked object */ 293 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 294 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 295 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */ 296 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 297 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head. 298 * in comparison to the head.
294 */ 299 */
295} archetype; 300} archetype;
296 301
297extern object *objects; 302extern object *objects;
298extern object *active_objects; 303extern object *active_objects;
299extern object *free_objects; 304extern object *free_objects;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines