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Comparing deliantra/server/include/object.h (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.120 by root, Sat May 12 16:06:42 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.8 2006/08/27 16:15:12 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
35typedef uint32 tag_t; 33typedef int tag_t;
34
35enum {
36 body_range,
37 body_shield,
38 body_combat,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_skill,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
36#define NUM_BODY_LOCATIONS 12 50 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 51};
38 52
39/* See common/item.c */ 53/* See common/item.c */
40 54
41typedef struct Body_Locations { 55typedef struct Body_Locations
56{
42 const char *save_name; /* Name used to load/save it to disk */ 57 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 */ 58 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 */ 59 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 60} Body_Locations;
46 61
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 62extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 63
58/* 64/*
59 * Each object (this also means archetypes!) could have a few of these 65 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 66 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 67 *
63 * 69 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 70 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 71 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 72 * Exception is if you want to walk this list for some reason.
67 */ 73 */
68typedef struct _key_value { 74struct key_value
69 const char * key; 75{
70 const char * value;
71 struct _key_value * next; 76 key_value *next;
72} key_value; 77 shstr key, value;
78};
73 79
80struct UUID
81{
82 uint64 seq;
83
84 UUID () { }
85 UUID (uint64 seq) : seq(seq) { }
86 operator uint64() { return seq; }
87 void operator =(uint64 seq) { this->seq = seq; }
88};
89
90extern void init_uuid ();
91extern UUID gen_uuid ();
92extern const uint64 UUID_SKIP;
74 93
75/* Definition for WILL_APPLY values. Replaces having harcoded values 94/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 95 * 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 96 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 97 * can_apply and will_apply?
79 */ 98 */
80#define WILL_APPLY_HANDLE 0x1 99#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 100#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 101#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 102#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 103#define WILL_APPLY_FOOD 0x10
85 104
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 105/* 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, 106 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 107 * e.g. ->copy_to ()
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 */ 108 */
103 109
104struct object_simple : extendable<object> { 110struct body_slot
105 static data_type get_dt () { return DT_OBJECT; } 111{
112 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */
114};
106 115
116INTERFACE_CLASS (object)
117// these are being copied
118struct object_copy : attachable
119{
120 typedef bitset<NUM_FLAGS> flags_t;
121
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123
124 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
125 uint8 ACC (RW, subtype); /* subtype of object */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
129 shstr ACC (RW, name); /* The name of the object, obviously... */
130 shstr ACC (RW, name_pl); /* The plural name of the object */
131 shstr ACC (RW, title); /* Of foo, etc */
132 shstr ACC (RW, race); /* human, goblin, dragon, etc */
133 shstr ACC (RW, slaying); /* Which race to do double damage to */
134 /* If this is an exit, this is the filename */
135 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
137 shstr ACC (RW, lore); /* Obscure information about this object, */
138 /* To get put into books and the like. */
139 shstr ACC (RW, materialname); /* specific material name */
140 shstr ACC (RW, custom_name); /* Custom name assigned by player */
141// materialtype_t *ACC (RW, material); /* What material this object consists of */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149 arch_ptr ACC (RW, arch); /* Pointer to archetype */
150 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151
152 float ACC (RW, speed); /* The overall speed of this object */
153 float ACC (RW, speed_left); /* How much speed is left to spend this round */
154 uint32 ACC (RW, nrof); /* How many of the objects */
155
156 /* This next big block are basically used for monsters and equipment */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158
159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, materials); /* What materials this object consists of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp.
170 */
171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
174 sint16 ACC (RW, last_eat); /* How long since we last ate */
175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
178 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 body_slot slot [NUM_BODY_LOCATIONS];
188 faceidx ACC (RW, face); /* Face with colors */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the pod/objects.pod for more info about body locations */
191
192 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */
201
202 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically
204 * only used in spells.
205 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208
209 uint16 ACC (RW, start_holding);
210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
211 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
212
213 sint8 ACC (RW, range); /* Range of the spell */
214 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
215 MoveType ACC (RW, move_type); /* Type of movement this object uses */
216 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
221 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222
223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224
225 char *ACC (RW, spellarg);
226
227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
230 flags_t flag; /* various flags */
231#if FOR_PERL
232 bool ACC (RW, flag[NUM_FLAGS]);
233#endif
234 uint16 ACC (RW, animation_id);/* An index into the animation array */
235 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
236 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
237 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
238 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
239 uint8 ACC (RW, will_apply); /* See crossfire.doc */
240};
241
242struct object : zero_initialised, object_copy
243{
107 /* These variables are not changed by copy_object() */ 244 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count);
249 int ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives
251
108 struct pl *contr; /* Pointer to the player which control this object */ 252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 253
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 254 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 255 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 256 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 257 object *inv; /* Pointer to the first object in the inventory */
258
259 //TODO: container must move into client
119 struct object *container; /* Current container being used. I think this 260 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 261 * is only used by the player right now.
121 */ 262 */
122 struct object *env; /* Pointer to the object which is the environment. 263 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 264 * This is typically the container that the object is in.
124 */ 265 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 266 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 268 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */
128 270
129 tag_t count; /* Unique object number for this object */ 271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
130 uint16 refcount; /* How many objects points to this object */ 272 void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f);
275
276 MTH static object *create ();
277 object &operator =(const object &src);
278 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to
280 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const;
282 MTH void destroy (bool destroy_inventory = false);
283
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory
287 void do_remove ();
288 MTH void remove ()
289 {
290 if (!flag [FLAG_REMOVED])
291 do_remove ();
292 }
293
294 // move this object to the top of its env's inventory to speed up
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302
303 above = 0;
304 below = env->inv;
305 below->above = this;
306 env->inv = this;
307 }
308 }
309
310 static bool can_merge_slow (object *op1, object *op2);
311
312 // this is often used in time-critical code, so optimise
313 MTH static bool can_merge (object *op1, object *op2)
314 {
315 return op1->value == op2->value
316 && op1->name == op2->name
317 && can_merge_slow (op1, op2);
318 }
319
320 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed);
322 MTH bool change_weapon (object *ob);
323
324 MTH void open_container (object *new_container);
325 MTH void close_container ()
326 {
327 open_container (0);
328 }
329
330 MTH void instantiate ();
331
332 // recalculate all stats
333 MTH void update_stats ();
334 MTH void roll_stats ();
335 MTH void swap_stats (int a, int b);
336 MTH void add_statbonus ();
337 MTH void remove_statbonus ();
338 MTH void drain_stat ();
339 MTH void drain_specific_stat (int deplete_stats);
340 MTH void change_luck (int value);
341
342 // info must hold 256 * 3 bytes currently
343 const char *debug_desc (char *info) const;
344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const;
346
347 int number_of () const
348 {
349 return nrof ? nrof : 1;
350 }
351
352 uint64 total_weight () const
353 {
354 return weight * number_of ();
355 }
356
357 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const;
359
360 // return the volume of this object in cm³
361 uint64 volume () const
362 {
363 return total_weight ()
364 * 1000
365 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density;
367 }
368
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER
374 || flag [FLAG_MONSTER]
375 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
376 && !flag [FLAG_IS_A_TEMPLATE]; }
377 MTH bool is_arrow () const { return type == ARROW
378 || (type == SPELL_EFFECT
379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
383
384 // temporary: wether the object can be saved in a map file
385 // contr => is a player
386 // head => only save head of a multitile object
387 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
389
390 /* This return true if object has still randomitems which
391 * could be expanded.
392 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394
395 // returns the player that has this object in his inventory, or 0
396 MTH object *in_player () const
397 {
398 for (object *op = env; op; op = op->env)
399 if (op->type == PLAYER)
400 return op;
401
402 return 0;
403 }
404
405 // "temporary" helper function
406 MTH object *head_ ()
407 {
408 return head ? head : this;
409 }
410
411 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0);
414 MTH std::string describe (object *who = 0);
415
416 // If this object has no extra parts but should have them,
417 // add them, effectively expanding heads into multipart
418 // objects. This method only works on objects not inserted
419 // anywhere.
420 MTH void expand_tail ();
421
422 MTH void create_treasure (treasurelist *tl, int flags = 0);
423
424 // insert object at same map position as 'where'
425 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
427
428 MTH void activate ();
429 MTH void deactivate ();
430 MTH void activate_recursive ();
431 MTH void deactivate_recursive ();
432
433 // set the givne flag on all objects in the inventory recursively
434 MTH void set_flag_inv (int flag, int value = 1);
435
436 void enter_exit (object *exit);//Perl
437 MTH void enter_map (maptile *newmap, int x, int y);
438
439 // returns the mapspace this object is in
440 mapspace &ms () const;
441
442 // fully recursive iterator
443 struct iterator_base
444 {
445 object *item;
446
447 iterator_base (object *container)
448 : item (container)
449 {
450 }
451
452 operator object *() const { return item; }
453
454 object *operator ->() const { return item; }
455 object &operator * () const { return *item; }
456 };
457
458 MTH unsigned int random_seed () const
459 {
460 return (unsigned int)uuid.seq;
461 }
462
463 // depth-first recursive iterator
464 struct depth_iterator : iterator_base
465 {
466 depth_iterator (object *container);
467 void next ();
468 object *operator ++( ) { next (); return item; }
469 object *operator ++(int) { object *i = item; next (); return i; }
470 };
471
472 object *begin ()
473 {
474 return this;
475 }
476
477 object *end ()
478 {
479 return this;
480 }
481
482 /* This returns TRUE if the object is something that
483 * should be displayed in the floorbox/inventory window
484 */
485 MTH bool client_visible () const
486 {
487 return !invisible && type != PLAYER;
488 }
489
490 MTH struct region *region () const;
491
492protected:
493 friend struct archetype;
494
495 void link ();
496 void unlink ();
497
498 object ();
499 ~object ();
131}; 500};
132 501
133struct object_special { 502typedef object_vector<object, &object::index > objectvec;
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 503typedef object_vector<object, &object::active> activevec;
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150 504
151 sint16 x,y; /* Position in the map for this object */ 505extern objectvec objects;
152 sint16 ox,oy; /* For debugging: Where it was last inserted */ 506extern activevec actives;
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159 507
160 /* This next big block are basically used for monsters and equipment */ 508#define for_all_objects(var) \
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 509 for (unsigned _i = 0; _i < objects.size (); ++_i) \
162 uint8 subtype; /* subtype of object */ 510 declvar (object *, var, objects [_i])
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 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 */
195 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */
197 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 */
199 /* See the doc/Developers/objects for more info about body locations */
200 511
201 /* Following mostly refers to fields only used for monsters */ 512#define for_all_actives(var) \
202 struct object *owner; /* Pointer to the object which controls this one */ 513 for (unsigned _i = 0; _i < actives.size (); ++_i) \
203 /* Owner should not be referred to directly - */ 514 declvar (object *, var, actives [_i])
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 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 */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222 515
223 /* Spell related information, may be useful elsewhere 516typedef struct oblnk
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261
262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
281};
282
283typedef struct oblnk { /* Used to link together several objects */ 517{ /* Used to link together several objects */
284 object *ob; 518 object_ptr ob;
285 struct oblnk *next; 519 struct oblnk *next;
286 tag_t id;
287} objectlink; 520} objectlink;
288 521
289typedef struct oblinkpt { /* Used to link together several object links */ 522typedef struct oblinkpt
523{ /* Used to link together several object links */
290 struct oblnk *link; 524 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 525 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 526 struct oblinkpt *next;
293} oblinkpt; 527} oblinkpt;
294 528
295/* 529/*
296 * The archetype structure is a set of rules on how to generate and manipulate 530 * The archetype structure is a set of rules on how to generate and manipulate
299 * be much left in the archetype - all it really is is a holder for the 533 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 534 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 535 * by the object structure
302 */ 536 */
303 537
304typedef struct archt { 538INTERFACE_CLASS (archetype)
539struct archetype : zero_initialised, attachable
540{
541 archetype ();
542 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const;
544
545 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create
547 static archetype *find (const char *name);
548
549 void hash_add (); // add to hashtable
550 void hash_del (); // remove from hashtable
551
305 const char *name; /* More definite name, like "generate_kobold" */ 552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 554 struct archetype *ACC (RW, head); /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 555 struct archetype *ACC (RW, more); /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
310 uint32 editable; /* editable flags (mainly for editor) */ 557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
312 * in comparison to the head. 560 * in comparison to the head.
313 */ 561 */
314} archetype; 562};
315
316extern object *objects;
317extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320
321extern int nrofallocobjects;
322extern int nroffreeobjects;
323
324/* This returns TRUE if the object is somethign that
325 * should be displayed in the look window
326 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328 563
329/* Used by update_object to know if the object being passed is 564/* Used by update_object to know if the object being passed is
330 * being added or removed. 565 * being added or removed.
331 */ 566 */
332#define UP_OBJ_INSERT 1 567#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 568#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 569#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 570#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 571
337/* These are flags passed to insert_ob_in_map and 572/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 573 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 574 * for both functions.
340 * Most are fairly explanatory: 575 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 594 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 595 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 596 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 597 * in future revisions of the code.
363 */ 598 */
364#define INS_NO_MERGE 0x0001 599#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 600#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 601#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 602#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 603#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 604#define INS_MAP_LOAD 0x0020
370 605
371#define ARCH_SINGULARITY "singularity" 606#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 607#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 608#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom" 609#define ARCH_SYMPTOM "symptom"
376 610
377#endif 611#endif
612

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