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 1.10 by root, Mon Aug 28 16:52:51 2006 UTC vs.
Revision 1.14 by root, Thu Aug 31 17:54:14 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.10 2006/08/28 16:52:51 root Exp $"; 3 * "$Id: object.h,v 1.14 2006/08/31 17:54:14 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
31 31
32#include "cfperl.h" 32#include "cfperl.h"
33#include "shstr.h" 33#include "shstr.h"
34 34
35typedef uint32 tag_t; 35typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 37#define BODY_ARMS 1
38 38
39/* See common/item.c */ 39/* See common/item.c */
40 40
41typedef struct Body_Locations { 41typedef struct Body_Locations {
42 const char *save_name; /* Name used to load/save it to disk */ 42 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 43 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 44 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 45} Body_Locations;
46 46
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 47extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 48
49typedef struct _event 49typedef struct _event
75/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 76 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 77 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 78 * can_apply and will_apply?
79 */ 79 */
80#define WILL_APPLY_HANDLE 0x1 80#define WILL_APPLY_HANDLE 0x1
81#define WILL_APPLY_TREASURE 0x2 81#define WILL_APPLY_TREASURE 0x2
82#define WILL_APPLY_EARTHWALL 0x4 82#define WILL_APPLY_EARTHWALL 0x4
83#define WILL_APPLY_DOOR 0x8 83#define WILL_APPLY_DOOR 0x8
84#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
85 85
86 86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 87/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 88 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 89 * e.g. copy_object.
95 *
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */ 90 */
103 91
104struct object_simple : attachable<object> { 92struct object_simple : attachable<object> {
105 static data_type get_dt () { return DT_OBJECT; } 93 tag_t count; /* Unique object number for this object */
94 uint16 refcount; /* How many objects points to this object */
106 95
107 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
108 struct pl *contr; /* Pointer to the player which control this object */ 97 struct pl *contr; /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 98 struct object *next; /* Pointer to the next object in the free/used list */
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 99 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */ 100 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 101 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
114 /* need to be gone through. */ 103 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 104 struct object *below; /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 105 struct object *above; /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 106 /* Note: stacked in the *same* environment*/
118 struct object *inv; /* Pointer to the first object in the inventory */ 107 struct object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 108 struct object *container; /* Current container being used. I think this
120 * is only used by the player right now. 109 * is only used by the player right now.
121 */ 110 */
122 struct object *env; /* Pointer to the object which is the environment. 111 struct object *env; /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
124 */ 113 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 114 struct object *more; /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 115 struct object *head; /* Points to the main object of a large body */
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 116 struct mapstruct *map; /* Pointer to the map in which this object is present */
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131}; 117};
132 118
133struct object_special { 119struct object_special {
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 120 /* These get an extra add_refcount(), after having been copied by memcpy().
135 * All fields beow this point are automatically copied by memcpy. If 121 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify 122 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared 123 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object() 124 * by clear_object()
139 */ 125 */
140 const char *name; /* The name of the object, obviously... */ 126 shstr name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 127 shstr name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 128 shstr title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 129 shstr race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 130 shstr slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 131 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 132 shstr skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */ 133 shstr msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */ 134 shstr lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */ 135 /* To get put into books and the like. */
150 136
151 sint16 x,y; /* Position in the map for this object */ 137 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */ 138 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */ 139 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */ 140 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */ 141 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */ 142 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */ 143 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 144 sint8 facing; /* Object is oriented/facing that way. */
159 145
160 /* This next big block are basically used for monsters and equipment */ 146 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 147 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 148 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 149 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 151 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 152 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 153 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 154 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 155 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */ 156 shstr materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */ 157 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 158 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 159 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */ 160 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious 161 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 162 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 163 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 164 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 165 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 166 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 167 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 168 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */ 169 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 170 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 171 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */ 172 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */ 173 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */ 174 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */ 175 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 176 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */ 177 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */ 178 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */ 179 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */ 180 uint32 tooltype; /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 181 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 182 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 /* See the doc/Developers/objects for more info about body locations */ 183 /* See the doc/Developers/objects for more info about body locations */
200 184
201 /* Following mostly refers to fields only used for monsters */ 185 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */ 186 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */ 187 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */ 188 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */ 189 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */ 190 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */ 191 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */ 192 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 193 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */ 194 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 195 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */ 196 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */ 197 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */ 198 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */ 199 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */ 200 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */ 201 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */ 202 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */ 203 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 204 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */ 205 /* races/classes can need less/more exp to gain levels */
222 206
223 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
225 * only used in spells. 209 * only used in spells.
226 */ 210 */
227 sint16 duration; /* How long the spell lasts */ 211 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */ 212 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */ 213 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */ 214 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding; 215 uint16 start_holding;
232 char *spellarg; 216 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */ 217 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */ 218 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */ 219 uint8 range_modifier; /* How going up in level effects range */
236 220
237 /* Following are values used by any object */ 221 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */ 222 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */ 224 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */ 225 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */ 226 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */ 227 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */ 228 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */ 229 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/ 230 uint8 smoothlevel; /* how to smooth this square around*/
247 231
248 MoveType move_type; /* Type of movement this object uses */ 232 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */ 233 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */ 234 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */ 235 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */ 236 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */ 237 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */ 238 float move_slow_penalty; /* How much this slows down the object */
255 239
256 event *events; 240 event *events;
257 241
258 const char *custom_name; /* Custom name assigned by player */ 242 shstr custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */ 243 key_value *key_values; /* Fields not explictly known by the loader. */
260}; 244};
261 245
262struct object : object_special, object_simple { 246struct object : object_special, object_simple {
263 void clone (object *destination) 247 void clone (object *destination)
276 tag_t id; 260 tag_t id;
277} objectlink; 261} objectlink;
278 262
279typedef struct oblinkpt { /* Used to link together several object links */ 263typedef struct oblinkpt { /* Used to link together several object links */
280 struct oblnk *link; 264 struct oblnk *link;
281 long value; /* Used as connected value in buttons/gates */ 265 long value; /* Used as connected value in buttons/gates */
282 struct oblinkpt *next; 266 struct oblinkpt *next;
283} oblinkpt; 267} oblinkpt;
284 268
285/* 269/*
286 * The archetype structure is a set of rules on how to generate and manipulate 270 * The archetype structure is a set of rules on how to generate and manipulate
290 * object and pointers. This structure should get removed, and just replaced 274 * object and pointers. This structure should get removed, and just replaced
291 * by the object structure 275 * by the object structure
292 */ 276 */
293 277
294typedef struct archt { 278typedef struct archt {
295 const char *name; /* More definite name, like "generate_kobold" */ 279 const char *name; /* More definite name, like "generate_kobold" */
296 struct archt *next; /* Next archetype in a linked list */ 280 struct archt *next; /* Next archetype in a linked list */
297 struct archt *head; /* The main part of a linked object */ 281 struct archt *head; /* The main part of a linked object */
298 struct archt *more; /* Next part of a linked object */ 282 struct archt *more; /* Next part of a linked object */
299 object clone; /* An object from which to do copy_object() */ 283 object clone; /* An object from which to do copy_object() */
300 uint32 editable; /* editable flags (mainly for editor) */ 284 uint32 editable; /* editable flags (mainly for editor) */
301 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 285 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
302 * in comparison to the head. 286 * in comparison to the head.
303 */ 287 */
304} archetype; 288} archetype;
305 289
306extern object *objects; 290extern object *objects;
307extern object *active_objects; 291extern object *active_objects;
308extern object *free_objects; 292extern object *free_objects;
349 * are mutually exclusive. The behaviour for passing more than one 333 * are mutually exclusive. The behaviour for passing more than one
350 * should be considered undefined - while you may notice what happens 334 * should be considered undefined - while you may notice what happens
351 * right now if you pass more than one, that could very well change 335 * right now if you pass more than one, that could very well change
352 * in future revisions of the code. 336 * in future revisions of the code.
353 */ 337 */
354#define INS_NO_MERGE 0x0001 338#define INS_NO_MERGE 0x0001
355#define INS_ABOVE_FLOOR_ONLY 0x0002 339#define INS_ABOVE_FLOOR_ONLY 0x0002
356#define INS_NO_WALK_ON 0x0004 340#define INS_NO_WALK_ON 0x0004
357#define INS_ON_TOP 0x0008 341#define INS_ON_TOP 0x0008
358#define INS_BELOW_ORIGINATOR 0x0010 342#define INS_BELOW_ORIGINATOR 0x0010
359#define INS_MAP_LOAD 0x0020 343#define INS_MAP_LOAD 0x0020
360 344
361#define ARCH_SINGULARITY "singularity" 345#define ARCH_SINGULARITY "singularity"
362#define ARCH_SINGULARITY_LEN 11 346#define ARCH_SINGULARITY_LEN 11
363#define ARCH_DETECT_MAGIC "detect_magic" 347#define ARCH_DETECT_MAGIC "detect_magic"
364#define ARCH_DEPLETION "depletion" 348#define ARCH_DEPLETION "depletion"

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines