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Comparing deliantra/server/include/object.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 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 1.5 2006/08/25 17:11:53 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
27*/ 27*/
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31 31
32#include "cfperl.h"
33#include "shstr.h"
34
32typedef uint32 tag_t; 35typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 37#define BODY_ARMS 1
35 38
36/* See common/item.c */ 39/* See common/item.c */
37 40
38typedef struct Body_Locations { 41typedef struct Body_Locations {
39 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 */
40 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 */
41 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 */
42} Body_Locations; 45} Body_Locations;
43 46
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 47extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 48
46typedef struct _event 49typedef struct _event
72/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * 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
74 * 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
75 * can_apply and will_apply? 78 * can_apply and will_apply?
76 */ 79 */
77#define WILL_APPLY_HANDLE 0x1 80#define WILL_APPLY_HANDLE 0x1
78#define WILL_APPLY_TREASURE 0x2 81#define WILL_APPLY_TREASURE 0x2
79#define WILL_APPLY_EARTHWALL 0x4 82#define WILL_APPLY_EARTHWALL 0x4
80#define WILL_APPLY_DOOR 0x8 83#define WILL_APPLY_DOOR 0x8
81#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
82 85
83 86
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * 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
90 * 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,
91 * e.g. copy-object 89 * e.g. copy_object.
92 * 90 */
93 * I've tried to clean up this structure a bit (in terms of formatting)
94 * by making it more consistent. I've also tried to locate some of the fields
95 * more logically together (put the item related ones together, the monster
96 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05
99 */
100 91
101struct object_simple { 92struct object_simple : attachable<object> {
93 tag_t count; /* Unique object number for this object */
94 uint16 refcount; /* How many objects points to this object */
95
102 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
103 struct pl *contr; /* Pointer to the player which control this object */ 97 struct pl *contr; /* Pointer to the player which control this object */
104 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 */
105 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*/
106 struct object *active_next; /* Next & previous object in the 'active' */ 100 struct object *active_next; /* Next & previous object in the 'active' */
107 struct object *active_prev; /* List. This is used in process_events */ 101 struct object *active_prev; /* List. This is used in process_events */
108 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
109 /* need to be gone through. */ 103 /* need to be gone through. */
110 struct object *below; /* Pointer to the object stacked below this one */ 104 struct object *below; /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 105 struct object *above; /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 106 /* Note: stacked in the *same* environment*/
113 struct object *inv; /* Pointer to the first object in the inventory */ 107 struct object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 108 struct object *container; /* Current container being used. I think this
115 * is only used by the player right now. 109 * is only used by the player right now.
116 */ 110 */
117 struct object *env; /* Pointer to the object which is the environment. 111 struct object *env; /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
119 */ 113 */
120 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 */
121 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 */
122 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 */
123
124 tag_t count; /* Unique object number for this object */
125 uint16 refcount; /* How many objects points to this object */
126}; 117};
127 118
128struct object_special { 119struct object_special {
129 /* 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().
130 * All fields beow this point are automatically copied by memcpy. If 121 * All fields beow this point are automatically copied by memcpy. If
131 * adding something that needs a refcount updated, make sure you modify 122 * adding something that needs a refcount updated, make sure you modify
132 * copy_object to do so. Everything below here also gets cleared 123 * copy_object to do so. Everything below here also gets cleared
133 * by clear_object() 124 * by clear_object()
134 */ 125 */
135 const char *name; /* The name of the object, obviously... */ 126 shstr name; /* The name of the object, obviously... */
136 const char *name_pl; /* The plural name of the object */ 127 shstr name_pl; /* The plural name of the object */
137 const char *title; /* Of foo, etc */ 128 shstr title; /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */ 129 shstr race; /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */ 130 shstr slaying; /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */ 131 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */ 132 shstr skill; /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */ 133 shstr msg; /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */ 134 shstr lore; /* Obscure information about this object, */
144 /* To get put into books and the like. */ 135 /* To get put into books and the like. */
145 136
146 sint16 x,y; /* Position in the map for this object */ 137 sint16 x,y; /* Position in the map for this object */
147 sint16 ox,oy; /* For debugging: Where it was last inserted */ 138 sint16 ox,oy; /* For debugging: Where it was last inserted */
148 float speed; /* The overall speed of this object */ 139 float speed; /* The overall speed of this object */
149 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 */
150 uint32 nrof; /* How many of the objects */ 141 uint32 nrof; /* How many of the objects */
151 New_Face *face; /* Face with colors */ 142 New_Face *face; /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */ 143 sint8 direction; /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */ 144 sint8 facing; /* Object is oriented/facing that way. */
154 145
155 /* This next big block are basically used for monsters and equipment */ 146 /* This next big block are basically used for monsters and equipment */
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 147 uint8 type; /* PLAYER, BULLET, etc. See define.h */
157 uint8 subtype; /* subtype of object */ 148 uint8 subtype; /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */ 149 uint16 client_type; /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */ 151 uint32 attacktype; /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */ 152 uint32 path_attuned; /* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */ 153 uint32 path_repelled; /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */ 154 uint32 path_denied; /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */ 155 uint16 material; /* What materials this object consist of */
165 const char *materialname; /* specific material name */ 156 shstr materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */ 157 sint8 magic; /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */ 158 uint8 state; /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */ 159 sint32 value; /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */ 160 sint16 level; /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious 161 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 162 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 163 */
173 sint32 last_heal; /* Last healed. Depends on constitution */ 164 sint32 last_heal; /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */ 165 sint32 last_sp; /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */ 166 sint16 last_grace; /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */ 167 sint16 last_eat; /* How long since we last ate */
177 sint16 invisible; /* How much longer the object will be invis */ 168 sint16 invisible; /* How much longer the object will be invis */
178 uint8 pick_up; /* See crossfire.doc */ 169 uint8 pick_up; /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */ 170 sint8 item_power; /* power rating of the object */
180 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)*/
181 sint32 weight; /* Attributes of the object */ 172 sint32 weight; /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */ 173 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */ 174 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */ 175 sint8 glow_radius; /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */ 176 living stats; /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */ 177 sint64 perm_exp; /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */ 178 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */ 179 uint32 weapontype; /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */ 180 uint32 tooltype; /* type of tool or build facility */
192 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 */
193 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 */
194 /* See the doc/Developers/objects for more info about body locations */ 183 /* See the doc/Developers/objects for more info about body locations */
195 184
196 /* Following mostly refers to fields only used for monsters */ 185 /* Following mostly refers to fields only used for monsters */
197 struct object *owner; /* Pointer to the object which controls this one */ 186 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */ 187 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */ 188 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */ 189 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */ 190 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */ 191 struct object *enemy; /* Monster/player to follow even if not closest */
203 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 */
204 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 */
205 struct treasureliststruct *randomitems; /* Items to be generated */ 194 struct treasureliststruct *randomitems; /* Items to be generated */
206 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. */
207 struct object *chosen_skill; /* the skill chosen to use */ 196 struct object *chosen_skill; /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */ 197 uint32 hide; /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */ 198 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */ 199 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */ 200 sint32 move_status; /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */ 201 uint16 attack_movement;/* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */ 202 uint8 will_apply; /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */ 203 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 204 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */ 205 /* races/classes can need less/more exp to gain levels */
217 206
218 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
220 * only used in spells. 209 * only used in spells.
221 */ 210 */
222 sint16 duration; /* How long the spell lasts */ 211 sint16 duration; /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */ 212 uint8 duration_modifier; /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */ 213 sint16 casting_time; /* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */ 214 struct object *spell; /* Spell that was being cast */
226 uint16 start_holding; 215 uint16 start_holding;
227 char *spellarg; 216 char *spellarg;
228 uint8 dam_modifier; /* How going up in level effects damage */ 217 uint8 dam_modifier; /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */ 218 sint8 range; /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */ 219 uint8 range_modifier; /* How going up in level effects range */
231 220
232 /* Following are values used by any object */ 221 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */ 222 struct archt *arch; /* Pointer to archetype */
234 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 */
235 /* this objects turns into or what this object creates */ 224 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */ 225 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */ 226 uint16 animation_id; /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */ 227 uint8 anim_speed; /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */ 228 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */ 229 sint32 elevation; /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/ 230 uint8 smoothlevel; /* how to smooth this square around*/
242 231
243 MoveType move_type; /* Type of movement this object uses */ 232 MoveType move_type; /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */ 233 MoveType move_block; /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */ 234 MoveType move_allow; /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */ 235 MoveType move_on; /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */ 236 MoveType move_off; /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */ 237 MoveType move_slow; /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */ 238 float move_slow_penalty; /* How much this slows down the object */
250 239
251 event *events; 240 event *events;
252 241
253 const char *custom_name; /* Custom name assigned by player */ 242 shstr custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */ 243 key_value *key_values; /* Fields not explictly known by the loader. */
255}; 244};
256 245
257struct object : object_special, object_simple { 246struct object : object_special, object_simple {
258 void *self, *cb; // CF+ perl's self and callback registry 247 void clone (object *destination)
248 {
249 if (attach)
250 destination->attach = add_refcount (attach);
251
252 if (self || cb)
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
254 }
259}; 255};
260 256
261typedef struct oblnk { /* Used to link together several objects */ 257typedef struct oblnk { /* Used to link together several objects */
262 object *ob; 258 object *ob;
263 struct oblnk *next; 259 struct oblnk *next;
264 tag_t id; 260 tag_t id;
265} objectlink; 261} objectlink;
266 262
267typedef struct oblinkpt { /* Used to link together several object links */ 263typedef struct oblinkpt { /* Used to link together several object links */
268 struct oblnk *link; 264 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */ 265 long value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next; 266 struct oblinkpt *next;
271} oblinkpt; 267} oblinkpt;
272 268
273/* 269/*
274 * 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
278 * object and pointers. This structure should get removed, and just replaced 274 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 275 * by the object structure
280 */ 276 */
281 277
282typedef struct archt { 278typedef struct archt {
283 const char *name; /* More definite name, like "generate_kobold" */ 279 const char *name; /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */ 280 struct archt *next; /* Next archetype in a linked list */
285 struct archt *head; /* The main part of a linked object */ 281 struct archt *head; /* The main part of a linked object */
286 struct archt *more; /* Next part of a linked object */ 282 struct archt *more; /* Next part of a linked object */
287 object clone; /* An object from which to do copy_object() */ 283 object clone; /* An object from which to do copy_object() */
288 uint32 editable; /* editable flags (mainly for editor) */ 284 uint32 editable; /* editable flags (mainly for editor) */
289 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
290 * in comparison to the head. 286 * in comparison to the head.
291 */ 287 */
292} archetype; 288} archetype;
293 289
294extern object *objects; 290extern object *objects;
295extern object *active_objects; 291extern object *active_objects;
296extern object *free_objects; 292extern object *free_objects;
337 * are mutually exclusive. The behaviour for passing more than one 333 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 334 * should be considered undefined - while you may notice what happens
339 * 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
340 * in future revisions of the code. 336 * in future revisions of the code.
341 */ 337 */
342#define INS_NO_MERGE 0x0001 338#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 339#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 340#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 341#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 342#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020 343#define INS_MAP_LOAD 0x0020
348 344
349#define ARCH_SINGULARITY "singularity" 345#define ARCH_SINGULARITY "singularity"
350#define ARCH_SINGULARITY_LEN 11 346#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic" 347#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion" 348#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom" 349#define ARCH_SYMPTOM "symptom"
354 350
355extern void (*object_free_callback)(object *ob); // called for every object_free
356
357#endif 351#endif

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