1 | /* |
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2 | * static char *rcsid_object_h = |
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3 | * "$Id: object.h,v 1.1 2006/02/03 07:12:50 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
27 | */ |
22 | */ |
28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
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27 | #include "cfperl.h" |
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28 | #include "shstr.h" |
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29 | |
32 | typedef uint32 tag_t; |
30 | typedef uint32 tag_t; |
33 | #define NUM_BODY_LOCATIONS 12 |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | #define BODY_ARMS 1 |
32 | #define BODY_ARMS 1 |
35 | |
33 | |
36 | /* See common/item.c */ |
34 | /* See common/item.c */ |
37 | |
35 | |
38 | typedef struct Body_Locations { |
36 | typedef struct Body_Locations { |
39 | char *save_name; /* Name used to load/save it to disk */ |
37 | const char *save_name; /* Name used to load/save it to disk */ |
40 | char *use_name; /* Name used when describing an item we can use */ |
38 | const char *use_name; /* Name used when describing an item we can use */ |
41 | char *nonuse_name; /* Name to describe objects we can't use */ |
39 | const char *nonuse_name; /* Name to describe objects we can't use */ |
42 | } Body_Locations; |
40 | } Body_Locations; |
43 | |
41 | |
44 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
42 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
45 | |
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46 | typedef struct _event |
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47 | { |
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48 | int type; |
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49 | const char *hook; |
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50 | const char *plugin; |
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51 | const char *options; |
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52 | struct _event *next; |
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53 | } event; |
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54 | |
43 | |
55 | /* |
44 | /* |
56 | * Each object (this also means archetypes!) could have a few of these |
45 | * Each object (this also means archetypes!) could have a few of these |
57 | * "dangling" from it; this could also end up containing 'parse errors'. |
46 | * "dangling" from it; this could also end up containing 'parse errors'. |
58 | * |
47 | * |
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60 | * |
49 | * |
61 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
50 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
62 | * accessing the list directly. |
51 | * accessing the list directly. |
63 | * Exception is if you want to walk this list for some reason. |
52 | * Exception is if you want to walk this list for some reason. |
64 | */ |
53 | */ |
65 | typedef struct _key_value { |
54 | struct key_value { |
66 | const char * key; |
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67 | const char * value; |
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68 | struct _key_value * next; |
55 | key_value *next; |
69 | } key_value; |
56 | shstr key, value; |
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57 | }; |
70 | |
58 | |
71 | |
59 | |
72 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
60 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
73 | * sprinkled in the code. Note that some of these also replace fields |
61 | * 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 |
62 | * that were in the can_apply area. What is the point of having both |
75 | * can_apply and will_apply? |
63 | * can_apply and will_apply? |
76 | */ |
64 | */ |
77 | #define WILL_APPLY_HANDLE 0x1 |
65 | #define WILL_APPLY_HANDLE 0x1 |
78 | #define WILL_APPLY_TREASURE 0x2 |
66 | #define WILL_APPLY_TREASURE 0x2 |
79 | #define WILL_APPLY_EARTHWALL 0x4 |
67 | #define WILL_APPLY_EARTHWALL 0x4 |
80 | #define WILL_APPLY_DOOR 0x8 |
68 | #define WILL_APPLY_DOOR 0x8 |
81 | #define WILL_APPLY_FOOD 0x10 |
69 | #define WILL_APPLY_FOOD 0x10 |
82 | |
70 | |
83 | |
71 | |
84 | /* Note that the ordering of this structure is sort of relevent - |
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85 | * copy_object copies everything over beyond 'name' using memcpy. |
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86 | * Thus, values that need to be copied need to be located beyond that |
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87 | * point. |
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88 | * |
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89 | * However, if you're keeping a pointer of some sort, you probably |
72 | /* 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, |
73 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. copy-object |
74 | * e.g. copy_object. |
92 | * |
75 | */ |
93 | * I've tried to clean up this structure a bit (in terms of formatting) |
76 | |
94 | * by making it more consistent. I've also tried to locate some of the fields |
77 | struct object_simple : attachable<object> { |
95 | * more logically together (put the item related ones together, the monster |
78 | tag_t count; /* Unique object number for this object */ |
96 | * related ones, etc. |
79 | uint16 refcount; /* How many objects points to this object */ |
97 | * This structure is best viewed with about a 100 width screen. |
80 | |
98 | * MSW 2002-07-05 |
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99 | */ |
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100 | typedef struct obj { |
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101 | /* These variables are not changed by copy_object() */ |
81 | /* These variables are not changed by copy_object() */ |
102 | struct pl *contr; /* Pointer to the player which control this object */ |
82 | struct pl *contr; /* Pointer to the player which control this object */ |
103 | struct obj *next; /* Pointer to the next object in the free/used list */ |
83 | struct object *next; /* Pointer to the next object in the free/used list */ |
104 | struct obj *prev; /* Pointer to the previous object in the free/used list*/ |
84 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
105 | struct obj *active_next; /* Next & previous object in the 'active' */ |
85 | struct object *active_next; /* Next & previous object in the 'active' */ |
106 | struct obj *active_prev; /* List. This is used in process_events */ |
86 | struct object *active_prev; /* List. This is used in process_events */ |
107 | /* so that the entire object list does not */ |
87 | /* so that the entire object list does not */ |
108 | /* need to be gone through. */ |
88 | /* need to be gone through. */ |
109 | struct obj *below; /* Pointer to the object stacked below this one */ |
89 | struct object *below; /* Pointer to the object stacked below this one */ |
110 | struct obj *above; /* Pointer to the object stacked above this one */ |
90 | struct object *above; /* Pointer to the object stacked above this one */ |
111 | /* Note: stacked in the *same* environment*/ |
91 | /* Note: stacked in the *same* environment*/ |
112 | struct obj *inv; /* Pointer to the first object in the inventory */ |
92 | struct object *inv; /* Pointer to the first object in the inventory */ |
113 | struct obj *container; /* Current container being used. I think this |
93 | struct object *container; /* Current container being used. I think this |
114 | * is only used by the player right now. |
94 | * is only used by the player right now. |
115 | */ |
95 | */ |
116 | struct obj *env; /* Pointer to the object which is the environment. |
96 | struct object *env; /* Pointer to the object which is the environment. |
117 | * This is typically the container that the object is in. |
97 | * This is typically the container that the object is in. |
118 | */ |
98 | */ |
119 | struct obj *more; /* Pointer to the rest of a large body of objects */ |
99 | struct object *more; /* Pointer to the rest of a large body of objects */ |
120 | struct obj *head; /* Points to the main object of a large body */ |
100 | struct object *head; /* Points to the main object of a large body */ |
121 | struct mapdef *map; /* Pointer to the map in which this object is present */ |
101 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
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102 | }; |
122 | |
103 | |
123 | tag_t count; /* Unique object number for this object */ |
104 | struct object_special { |
124 | uint16 refcount; /* How many objects points to this object */ |
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125 | |
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126 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
105 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
127 | * All fields beow this point are automatically copied by memcpy. If |
106 | * All fields beow this point are automatically copied by memcpy. If |
128 | * adding something that needs a refcount updated, make sure you modify |
107 | * adding something that needs a refcount updated, make sure you modify |
129 | * copy_object to do so. Everything below here also gets cleared |
108 | * copy_object to do so. Everything below here also gets cleared |
130 | * by clear_object() |
109 | * by clear_object() |
131 | */ |
110 | */ |
132 | const char *name; /* The name of the object, obviously... */ |
111 | shstr name; /* The name of the object, obviously... */ |
133 | const char *name_pl; /* The plural name of the object */ |
112 | shstr name_pl; /* The plural name of the object */ |
134 | const char *title; /* Of foo, etc */ |
113 | shstr title; /* Of foo, etc */ |
135 | const char *race; /* human, goblin, dragon, etc */ |
114 | shstr race; /* human, goblin, dragon, etc */ |
136 | const char *slaying; /* Which race to do double damage to */ |
115 | shstr slaying; /* Which race to do double damage to */ |
137 | /* If this is an exit, this is the filename */ |
116 | /* If this is an exit, this is the filename */ |
138 | const char *skill; /* Name of the skill this object uses/grants */ |
117 | shstr skill; /* Name of the skill this object uses/grants */ |
139 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
118 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
140 | const char *lore; /* Obscure information about this object, */ |
119 | shstr lore; /* Obscure information about this object, */ |
141 | /* To get put into books and the like. */ |
120 | /* To get put into books and the like. */ |
142 | |
121 | |
143 | sint16 x,y; /* Position in the map for this object */ |
122 | sint16 x,y; /* Position in the map for this object */ |
144 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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145 | float speed; /* The overall speed of this object */ |
123 | float speed; /* The overall speed of this object */ |
146 | float speed_left; /* How much speed is left to spend this round */ |
124 | float speed_left; /* How much speed is left to spend this round */ |
147 | uint32 nrof; /* How many of the objects */ |
125 | uint32 nrof; /* How many of the objects */ |
148 | New_Face *face; /* Face with colors */ |
126 | New_Face *face; /* Face with colors */ |
149 | sint8 direction; /* Means the object is moving that way. */ |
127 | sint8 direction; /* Means the object is moving that way. */ |
150 | sint8 facing; /* Object is oriented/facing that way. */ |
128 | sint8 facing; /* Object is oriented/facing that way. */ |
151 | |
129 | |
152 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
153 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
131 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
154 | uint8 subtype; /* subtype of object */ |
132 | uint8 subtype; /* subtype of object */ |
155 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
133 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
156 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
134 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
157 | uint32 attacktype; /* Bitmask of attacks this object does */ |
135 | uint32 attacktype; /* Bitmask of attacks this object does */ |
158 | uint32 path_attuned; /* Paths the object is attuned to */ |
136 | uint32 path_attuned; /* Paths the object is attuned to */ |
159 | uint32 path_repelled; /* Paths the object is repelled from */ |
137 | uint32 path_repelled; /* Paths the object is repelled from */ |
160 | uint32 path_denied; /* Paths the object is denied access to */ |
138 | uint32 path_denied; /* Paths the object is denied access to */ |
161 | uint16 material; /* What materials this object consist of */ |
139 | uint16 material; /* What materials this object consist of */ |
162 | const char *materialname; /* specific material name */ |
140 | shstr materialname; /* specific material name */ |
163 | sint8 magic; /* Any magical bonuses to this item */ |
141 | sint8 magic; /* Any magical bonuses to this item */ |
164 | uint8 state; /* How the object was last drawn (animation) */ |
142 | uint8 state; /* How the object was last drawn (animation) */ |
165 | sint32 value; /* How much money it is worth (or contains) */ |
143 | sint32 value; /* How much money it is worth (or contains) */ |
166 | sint16 level; /* Level of creature or object */ |
144 | sint16 level; /* Level of creature or object */ |
167 | /* Note that the last_.. values are sometimes used for non obvious |
145 | /* Note that the last_.. values are sometimes used for non obvious |
168 | * meanings by some objects, eg, sp penalty, permanent exp. |
146 | * meanings by some objects, eg, sp penalty, permanent exp. |
169 | */ |
147 | */ |
170 | sint32 last_heal; /* Last healed. Depends on constitution */ |
148 | sint32 last_heal; /* Last healed. Depends on constitution */ |
171 | sint32 last_sp; /* As last_heal, but for spell points */ |
149 | sint32 last_sp; /* As last_heal, but for spell points */ |
172 | sint16 last_grace; /* as last_sp, except for grace */ |
150 | sint16 last_grace; /* as last_sp, except for grace */ |
173 | sint16 last_eat; /* How long since we last ate */ |
151 | sint16 last_eat; /* How long since we last ate */ |
174 | sint16 invisible; /* How much longer the object will be invis */ |
152 | sint16 invisible; /* How much longer the object will be invis */ |
175 | uint8 pick_up; /* See crossfire.doc */ |
153 | uint8 pick_up; /* See crossfire.doc */ |
176 | sint8 item_power; /* power rating of the object */ |
154 | sint8 item_power; /* power rating of the object */ |
177 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
155 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
178 | sint32 weight; /* Attributes of the object */ |
156 | sint32 weight; /* Attributes of the object */ |
179 | sint32 weight_limit; /* Weight-limit of object */ |
157 | sint32 weight_limit; /* Weight-limit of object */ |
180 | sint32 carrying; /* How much weight this object contains */ |
158 | sint32 carrying; /* How much weight this object contains */ |
181 | sint8 glow_radius; /* indicates the glow radius of the object */ |
159 | sint8 glow_radius; /* indicates the glow radius of the object */ |
182 | living stats; /* Str, Con, Dex, etc */ |
160 | living stats; /* Str, Con, Dex, etc */ |
183 | sint64 perm_exp; /* Permanent exp */ |
161 | sint64 perm_exp; /* Permanent exp */ |
184 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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185 | /* each time the object attacks something */ |
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186 | struct obj *current_weapon; /* Pointer to the weapon currently used */ |
162 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
187 | uint32 weapontype; /* type of weapon */ |
163 | uint32 weapontype; /* type of weapon */ |
188 | uint32 tooltype; /* type of tool or build facility */ |
164 | uint32 tooltype; /* type of tool or build facility */ |
189 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
165 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
190 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
166 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
191 | /* See the doc/Developers/objects for more info about body locations */ |
167 | /* See the doc/Developers/objects for more info about body locations */ |
192 | |
168 | |
193 | /* Following mostly refers to fields only used for monsters */ |
169 | /* Following mostly refers to fields only used for monsters */ |
194 | struct obj *owner; /* Pointer to the object which controls this one */ |
170 | struct object *owner; /* Pointer to the object which controls this one */ |
195 | /* Owner should not be referred to directly - */ |
171 | /* Owner should not be referred to directly - */ |
196 | /* get_owner should be used instead. */ |
172 | /* get_owner should be used instead. */ |
197 | tag_t ownercount; /* What count the owner had (in case owner */ |
173 | tag_t ownercount; /* What count the owner had (in case owner */ |
198 | /* has been freed) */ |
174 | /* has been freed) */ |
199 | struct obj *enemy; /* Monster/player to follow even if not closest */ |
175 | struct object *enemy; /* Monster/player to follow even if not closest */ |
200 | struct obj *attacked_by; /* This object start to attack us! only player & monster */ |
176 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
201 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
177 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
202 | struct treasureliststruct *randomitems; /* Items to be generated */ |
178 | struct treasureliststruct *randomitems; /* Items to be generated */ |
203 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
179 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
204 | struct obj *chosen_skill; /* the skill chosen to use */ |
180 | struct object *chosen_skill; /* the skill chosen to use */ |
205 | uint32 hide; /* The object is hidden, not invisible */ |
181 | uint32 hide; /* The object is hidden, not invisible */ |
206 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
182 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
207 | /* allows different movement patterns for attackers */ |
183 | /* allows different movement patterns for attackers */ |
208 | sint32 move_status; /* What stage in attack mode */ |
184 | sint32 move_status; /* What stage in attack mode */ |
209 | uint16 attack_movement;/* What kind of attack movement */ |
185 | uint16 attack_movement;/* What kind of attack movement */ |
210 | uint8 will_apply; /* See crossfire.doc */ |
186 | uint8 will_apply; /* See crossfire.doc */ |
211 | struct obj *spellitem; /* Spell ability monster is choosing to use */ |
187 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
212 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
188 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
213 | /* races/classes can need less/more exp to gain levels */ |
189 | /* races/classes can need less/more exp to gain levels */ |
214 | |
190 | |
215 | /* Spell related information, may be useful elsewhere |
191 | /* Spell related information, may be useful elsewhere |
216 | * Note that other fields are used - these files are basically |
192 | * Note that other fields are used - these files are basically |
217 | * only used in spells. |
193 | * only used in spells. |
218 | */ |
194 | */ |
219 | sint16 duration; /* How long the spell lasts */ |
195 | sint16 duration; /* How long the spell lasts */ |
220 | uint8 duration_modifier; /* how level modifies duration */ |
196 | uint8 duration_modifier; /* how level modifies duration */ |
221 | sint16 casting_time; /* time left before spell goes off */ |
197 | sint16 casting_time; /* time left before spell goes off */ |
222 | struct obj *spell; /* Spell that was being cast */ |
198 | struct object *spell; /* Spell that was being cast */ |
223 | uint16 start_holding; |
199 | uint16 start_holding; |
224 | char *spellarg; |
200 | char *spellarg; |
225 | uint8 dam_modifier; /* How going up in level effects damage */ |
201 | uint8 dam_modifier; /* How going up in level effects damage */ |
226 | sint8 range; /* Range of the spell */ |
202 | sint8 range; /* Range of the spell */ |
227 | uint8 range_modifier; /* How going up in level effects range */ |
203 | uint8 range_modifier; /* How going up in level effects range */ |
228 | |
204 | |
229 | /* Following are values used by any object */ |
205 | /* Following are values used by any object */ |
230 | struct archt *arch; /* Pointer to archetype */ |
206 | struct archt *arch; /* Pointer to archetype */ |
231 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
207 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
232 | /* this objects turns into or what this object creates */ |
208 | /* this objects turns into or what this object creates */ |
233 | uint32 flags[4]; /* various flags */ |
209 | uint32 flags[4]; /* various flags */ |
234 | uint16 animation_id; /* An index into the animation array */ |
210 | uint16 animation_id; /* An index into the animation array */ |
235 | uint8 anim_speed; /* ticks between animation-frames */ |
211 | uint8 anim_speed; /* ticks between animation-frames */ |
236 | uint8 last_anim; /* last sequence used to draw face */ |
212 | uint8 last_anim; /* last sequence used to draw face */ |
237 | sint32 elevation; /* elevation of this terrain - not currently used */ |
213 | sint32 elevation; /* elevation of this terrain - not currently used */ |
238 | uint8 smoothlevel; /* how to smooth this square around*/ |
214 | uint8 smoothlevel; /* how to smooth this square around*/ |
239 | |
215 | |
240 | MoveType move_type; /* Type of movement this object uses */ |
216 | MoveType move_type; /* Type of movement this object uses */ |
241 | MoveType move_block; /* What movement types this blocks */ |
217 | MoveType move_block; /* What movement types this blocks */ |
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218 | MoveType move_allow; /* What movement types explicitly allowd */ |
242 | MoveType move_on; /* Move types affected moving on to this space */ |
219 | MoveType move_on; /* Move types affected moving on to this space */ |
243 | MoveType move_off; /* Move types affected moving off this space */ |
220 | MoveType move_off; /* Move types affected moving off this space */ |
244 | MoveType move_slow; /* Movement types this slows down */ |
221 | MoveType move_slow; /* Movement types this slows down */ |
245 | float move_slow_penalty; /* How much this slows down the object */ |
222 | float move_slow_penalty; /* How much this slows down the object */ |
246 | |
223 | |
247 | event *events; |
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248 | |
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249 | const char *custom_name; /* Custom name assigned by player */ |
224 | shstr custom_name; /* Custom name assigned by player */ |
250 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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226 | }; |
251 | |
227 | |
252 | } object; |
228 | struct object : object_special, object_simple, zero_initialised { |
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229 | void clone (object *destination) |
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230 | { |
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231 | destination->attach = attach; |
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232 | |
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233 | if (self || cb) |
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234 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
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235 | } |
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236 | }; |
253 | |
237 | |
254 | typedef struct oblnk { /* Used to link together several objects */ |
238 | typedef struct oblnk { /* Used to link together several objects */ |
255 | object *ob; |
239 | object *ob; |
256 | struct oblnk *next; |
240 | struct oblnk *next; |
257 | tag_t id; |
241 | tag_t id; |
258 | } objectlink; |
242 | } objectlink; |
259 | |
243 | |
260 | typedef struct oblinkpt { /* Used to link together several object links */ |
244 | typedef struct oblinkpt { /* Used to link together several object links */ |
261 | struct oblnk *link; |
245 | struct oblnk *link; |
262 | long value; /* Used as connected value in buttons/gates */ |
246 | long value; /* Used as connected value in buttons/gates */ |
263 | struct oblinkpt *next; |
247 | struct oblinkpt *next; |
264 | } oblinkpt; |
248 | } oblinkpt; |
265 | |
249 | |
266 | /* |
250 | /* |
267 | * The archetype structure is a set of rules on how to generate and manipulate |
251 | * The archetype structure is a set of rules on how to generate and manipulate |
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270 | * be much left in the archetype - all it really is is a holder for the |
254 | * be much left in the archetype - all it really is is a holder for the |
271 | * object and pointers. This structure should get removed, and just replaced |
255 | * object and pointers. This structure should get removed, and just replaced |
272 | * by the object structure |
256 | * by the object structure |
273 | */ |
257 | */ |
274 | |
258 | |
275 | typedef struct archt { |
259 | typedef struct archt : zero_initialised |
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260 | { |
276 | const char *name; /* More definite name, like "generate_kobold" */ |
261 | shstr name; /* More definite name, like "generate_kobold" */ |
277 | struct archt *next; /* Next archetype in a linked list */ |
262 | struct archt *next; /* Next archetype in a linked list */ |
278 | struct archt *head; /* The main part of a linked object */ |
263 | struct archt *head; /* The main part of a linked object */ |
279 | struct archt *more; /* Next part of a linked object */ |
264 | struct archt *more; /* Next part of a linked object */ |
280 | object clone; /* An object from which to do copy_object() */ |
265 | object clone; /* An object from which to do copy_object() */ |
281 | uint32 editable; /* editable flags (mainly for editor) */ |
266 | uint32 editable; /* editable flags (mainly for editor) */ |
282 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
267 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
283 | * in comparison to the head. |
268 | * in comparison to the head. |
284 | */ |
269 | */ |
285 | } archetype; |
270 | } archetype; |
286 | |
271 | |
287 | extern object *objects; |
272 | extern object *objects; |
288 | extern object *active_objects; |
273 | extern object *active_objects; |
289 | extern object *free_objects; |
274 | extern object *free_objects; |
290 | extern object objarray[STARTMAX]; |
275 | extern object objarray[STARTMAX]; |
291 | |
276 | |
292 | extern int nrofallocobjects; |
277 | extern int nrofallocobjects; |
293 | extern int nroffreeobjects; |
278 | extern int nroffreeobjects; |
294 | |
279 | |
295 | /* This returns TRUE if the object is somethign that |
280 | /* This returns TRUE if the object is something that |
296 | * should be displayed in the look window |
281 | * should be displayed in the look window |
297 | */ |
282 | */ |
298 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
283 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
299 | |
284 | |
300 | /* Used by update_object to know if the object being passed is |
285 | /* Used by update_object to know if the object being passed is |
… | |
… | |
330 | * are mutually exclusive. The behaviour for passing more than one |
315 | * are mutually exclusive. The behaviour for passing more than one |
331 | * should be considered undefined - while you may notice what happens |
316 | * should be considered undefined - while you may notice what happens |
332 | * right now if you pass more than one, that could very well change |
317 | * right now if you pass more than one, that could very well change |
333 | * in future revisions of the code. |
318 | * in future revisions of the code. |
334 | */ |
319 | */ |
335 | #define INS_NO_MERGE 0x0001 |
320 | #define INS_NO_MERGE 0x0001 |
336 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
321 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
337 | #define INS_NO_WALK_ON 0x0004 |
322 | #define INS_NO_WALK_ON 0x0004 |
338 | #define INS_ON_TOP 0x0008 |
323 | #define INS_ON_TOP 0x0008 |
339 | #define INS_BELOW_ORIGINATOR 0x0010 |
324 | #define INS_BELOW_ORIGINATOR 0x0010 |
340 | #define INS_MAP_LOAD 0x0020 |
325 | #define INS_MAP_LOAD 0x0020 |
341 | |
326 | |
342 | #define ARCH_SINGULARITY "singularity" |
327 | #define ARCH_SINGULARITY "singularity" |
343 | #define ARCH_SINGULARITY_LEN 11 |
328 | #define ARCH_SINGULARITY_LEN 11 |
344 | #define ARCH_DETECT_MAGIC "detect_magic" |
329 | #define ARCH_DETECT_MAGIC "detect_magic" |
345 | #define ARCH_DEPLETION "depletion" |
330 | #define ARCH_DEPLETION "depletion" |