1 | /* |
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2 | * static char *rcsid_object_h = |
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3 | * "$Id: object.h,v 1.7 2006/08/26 23:36:32 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 |
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31 | |
26 | |
32 | #include "cfperl.h" |
27 | #include "cfperl.h" |
33 | #include "shstr.h" |
28 | #include "shstr.h" |
34 | |
29 | |
35 | typedef uint32 tag_t; |
30 | typedef uint32 tag_t; |
36 | #define NUM_BODY_LOCATIONS 12 |
31 | #define NUM_BODY_LOCATIONS 12 |
37 | #define BODY_ARMS 1 |
32 | #define BODY_ARMS 1 |
38 | |
33 | |
39 | /* See common/item.c */ |
34 | /* See common/item.c */ |
40 | |
35 | |
41 | typedef struct Body_Locations { |
36 | typedef struct Body_Locations { |
42 | const char *save_name; /* Name used to load/save it to disk */ |
37 | 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 */ |
38 | 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 */ |
39 | const char *nonuse_name; /* Name to describe objects we can't use */ |
45 | } Body_Locations; |
40 | } Body_Locations; |
46 | |
41 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
42 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
48 | |
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49 | typedef struct _event |
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50 | { |
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51 | int type; |
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52 | const char *hook; |
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53 | const char *plugin; |
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54 | const char *options; |
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55 | struct _event *next; |
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56 | } event; |
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57 | |
43 | |
58 | /* |
44 | /* |
59 | * 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 |
60 | * "dangling" from it; this could also end up containing 'parse errors'. |
46 | * "dangling" from it; this could also end up containing 'parse errors'. |
61 | * |
47 | * |
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63 | * |
49 | * |
64 | * 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 |
65 | * accessing the list directly. |
51 | * accessing the list directly. |
66 | * 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. |
67 | */ |
53 | */ |
68 | typedef struct _key_value { |
54 | struct key_value { |
69 | const char * key; |
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70 | const char * value; |
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71 | struct _key_value * next; |
55 | key_value *next; |
72 | } key_value; |
56 | shstr key, value; |
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57 | }; |
73 | |
58 | |
74 | |
59 | |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
60 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
76 | * 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 |
77 | * 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 |
78 | * can_apply and will_apply? |
63 | * can_apply and will_apply? |
79 | */ |
64 | */ |
80 | #define WILL_APPLY_HANDLE 0x1 |
65 | #define WILL_APPLY_HANDLE 0x1 |
81 | #define WILL_APPLY_TREASURE 0x2 |
66 | #define WILL_APPLY_TREASURE 0x2 |
82 | #define WILL_APPLY_EARTHWALL 0x4 |
67 | #define WILL_APPLY_EARTHWALL 0x4 |
83 | #define WILL_APPLY_DOOR 0x8 |
68 | #define WILL_APPLY_DOOR 0x8 |
84 | #define WILL_APPLY_FOOD 0x10 |
69 | #define WILL_APPLY_FOOD 0x10 |
85 | |
70 | |
86 | |
71 | |
87 | /* Note that the ordering of this structure is sort of relevent - |
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88 | * copy_object copies everything over beyond 'name' using memcpy. |
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89 | * Thus, values that need to be copied need to be located beyond that |
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90 | * point. |
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91 | * |
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92 | * 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 |
93 | * 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, |
94 | * e.g. copy-object |
74 | * e.g. copy_object. |
95 | * |
75 | */ |
96 | * I've tried to clean up this structure a bit (in terms of formatting) |
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97 | * by making it more consistent. I've also tried to locate some of the fields |
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98 | * more logically together (put the item related ones together, the monster |
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99 | * related ones, etc. |
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100 | * This structure is best viewed with about a 100 width screen. |
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101 | * MSW 2002-07-05 |
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102 | */ |
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103 | |
76 | |
104 | struct object_simple : extendable<object> { |
77 | struct object_simple : attachable<object> { |
105 | data_type get_dt () const { return DT_OBJECT; } |
78 | tag_t count; /* Unique object number for this object */ |
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79 | uint16 refcount; /* How many objects points to this object */ |
106 | |
80 | |
107 | /* These variables are not changed by copy_object() */ |
81 | /* These variables are not changed by copy_object() */ |
108 | struct pl *contr; /* Pointer to the player which control this object */ |
82 | struct pl *contr; /* Pointer to the player which control this object */ |
109 | struct object *next; /* Pointer to the next object in the free/used list */ |
83 | struct object *next; /* Pointer to the next object in the free/used list */ |
110 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
84 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
111 | struct object *active_next; /* Next & previous object in the 'active' */ |
85 | struct object *active_next; /* Next & previous object in the 'active' */ |
112 | struct object *active_prev; /* List. This is used in process_events */ |
86 | struct object *active_prev; /* List. This is used in process_events */ |
113 | /* so that the entire object list does not */ |
87 | /* so that the entire object list does not */ |
114 | /* need to be gone through. */ |
88 | /* need to be gone through. */ |
115 | struct object *below; /* Pointer to the object stacked below this one */ |
89 | struct object *below; /* Pointer to the object stacked below this one */ |
116 | struct object *above; /* Pointer to the object stacked above this one */ |
90 | struct object *above; /* Pointer to the object stacked above this one */ |
117 | /* Note: stacked in the *same* environment*/ |
91 | /* Note: stacked in the *same* environment*/ |
118 | struct object *inv; /* Pointer to the first object in the inventory */ |
92 | struct object *inv; /* Pointer to the first object in the inventory */ |
119 | struct object *container; /* Current container being used. I think this |
93 | struct object *container; /* Current container being used. I think this |
120 | * is only used by the player right now. |
94 | * is only used by the player right now. |
121 | */ |
95 | */ |
122 | struct object *env; /* Pointer to the object which is the environment. |
96 | struct object *env; /* Pointer to the object which is the environment. |
123 | * This is typically the container that the object is in. |
97 | * This is typically the container that the object is in. |
124 | */ |
98 | */ |
125 | struct object *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 */ |
126 | struct object *head; /* Points to the main object of a large body */ |
100 | struct object *head; /* Points to the main object of a large body */ |
127 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
101 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
128 | |
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129 | tag_t count; /* Unique object number for this object */ |
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130 | uint16 refcount; /* How many objects points to this object */ |
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131 | }; |
102 | }; |
132 | |
103 | |
133 | struct object_special { |
104 | struct object_special { |
134 | /* 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(). |
135 | * All fields beow this point are automatically copied by memcpy. If |
106 | * All fields beow this point are automatically copied by memcpy. If |
136 | * adding something that needs a refcount updated, make sure you modify |
107 | * adding something that needs a refcount updated, make sure you modify |
137 | * copy_object to do so. Everything below here also gets cleared |
108 | * copy_object to do so. Everything below here also gets cleared |
138 | * by clear_object() |
109 | * by clear_object() |
139 | */ |
110 | */ |
140 | const char *name; /* The name of the object, obviously... */ |
111 | shstr name; /* The name of the object, obviously... */ |
141 | const char *name_pl; /* The plural name of the object */ |
112 | shstr name_pl; /* The plural name of the object */ |
142 | const char *title; /* Of foo, etc */ |
113 | shstr title; /* Of foo, etc */ |
143 | const char *race; /* human, goblin, dragon, etc */ |
114 | shstr race; /* human, goblin, dragon, etc */ |
144 | const char *slaying; /* Which race to do double damage to */ |
115 | shstr slaying; /* Which race to do double damage to */ |
145 | /* If this is an exit, this is the filename */ |
116 | /* If this is an exit, this is the filename */ |
146 | const char *skill; /* Name of the skill this object uses/grants */ |
117 | shstr skill; /* Name of the skill this object uses/grants */ |
147 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
118 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
148 | const char *lore; /* Obscure information about this object, */ |
119 | shstr lore; /* Obscure information about this object, */ |
149 | /* To get put into books and the like. */ |
120 | /* To get put into books and the like. */ |
150 | |
121 | |
151 | sint16 x,y; /* Position in the map for this object */ |
122 | sint16 x,y; /* Position in the map for this object */ |
152 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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153 | float speed; /* The overall speed of this object */ |
123 | float speed; /* The overall speed of this object */ |
154 | 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 */ |
155 | uint32 nrof; /* How many of the objects */ |
125 | uint32 nrof; /* How many of the objects */ |
156 | New_Face *face; /* Face with colors */ |
126 | New_Face *face; /* Face with colors */ |
157 | sint8 direction; /* Means the object is moving that way. */ |
127 | sint8 direction; /* Means the object is moving that way. */ |
158 | sint8 facing; /* Object is oriented/facing that way. */ |
128 | sint8 facing; /* Object is oriented/facing that way. */ |
159 | |
129 | |
160 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
161 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
131 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
162 | uint8 subtype; /* subtype of object */ |
132 | uint8 subtype; /* subtype of object */ |
163 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
133 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
134 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
165 | uint32 attacktype; /* Bitmask of attacks this object does */ |
135 | uint32 attacktype; /* Bitmask of attacks this object does */ |
166 | uint32 path_attuned; /* Paths the object is attuned to */ |
136 | uint32 path_attuned; /* Paths the object is attuned to */ |
167 | uint32 path_repelled; /* Paths the object is repelled from */ |
137 | uint32 path_repelled; /* Paths the object is repelled from */ |
168 | uint32 path_denied; /* Paths the object is denied access to */ |
138 | uint32 path_denied; /* Paths the object is denied access to */ |
169 | uint16 material; /* What materials this object consist of */ |
139 | uint16 material; /* What materials this object consist of */ |
170 | const char *materialname; /* specific material name */ |
140 | shstr materialname; /* specific material name */ |
171 | sint8 magic; /* Any magical bonuses to this item */ |
141 | sint8 magic; /* Any magical bonuses to this item */ |
172 | uint8 state; /* How the object was last drawn (animation) */ |
142 | uint8 state; /* How the object was last drawn (animation) */ |
173 | sint32 value; /* How much money it is worth (or contains) */ |
143 | sint32 value; /* How much money it is worth (or contains) */ |
174 | sint16 level; /* Level of creature or object */ |
144 | sint16 level; /* Level of creature or object */ |
175 | /* Note that the last_.. values are sometimes used for non obvious |
145 | /* Note that the last_.. values are sometimes used for non obvious |
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
146 | * meanings by some objects, eg, sp penalty, permanent exp. |
177 | */ |
147 | */ |
178 | sint32 last_heal; /* Last healed. Depends on constitution */ |
148 | sint32 last_heal; /* Last healed. Depends on constitution */ |
179 | sint32 last_sp; /* As last_heal, but for spell points */ |
149 | sint32 last_sp; /* As last_heal, but for spell points */ |
180 | sint16 last_grace; /* as last_sp, except for grace */ |
150 | sint16 last_grace; /* as last_sp, except for grace */ |
181 | sint16 last_eat; /* How long since we last ate */ |
151 | sint16 last_eat; /* How long since we last ate */ |
182 | sint16 invisible; /* How much longer the object will be invis */ |
152 | sint16 invisible; /* How much longer the object will be invis */ |
183 | uint8 pick_up; /* See crossfire.doc */ |
153 | uint8 pick_up; /* See crossfire.doc */ |
184 | sint8 item_power; /* power rating of the object */ |
154 | sint8 item_power; /* power rating of the object */ |
185 | 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)*/ |
186 | sint32 weight; /* Attributes of the object */ |
156 | sint32 weight; /* Attributes of the object */ |
187 | sint32 weight_limit; /* Weight-limit of object */ |
157 | sint32 weight_limit; /* Weight-limit of object */ |
188 | sint32 carrying; /* How much weight this object contains */ |
158 | sint32 carrying; /* How much weight this object contains */ |
189 | sint8 glow_radius; /* indicates the glow radius of the object */ |
159 | sint8 glow_radius; /* indicates the glow radius of the object */ |
190 | living stats; /* Str, Con, Dex, etc */ |
160 | living stats; /* Str, Con, Dex, etc */ |
191 | sint64 perm_exp; /* Permanent exp */ |
161 | sint64 perm_exp; /* Permanent exp */ |
192 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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193 | /* each time the object attacks something */ |
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194 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
162 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
195 | uint32 weapontype; /* type of weapon */ |
163 | uint32 weapontype; /* type of weapon */ |
196 | uint32 tooltype; /* type of tool or build facility */ |
164 | uint32 tooltype; /* type of tool or build facility */ |
197 | 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 */ |
198 | 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 */ |
199 | /* See the doc/Developers/objects for more info about body locations */ |
167 | /* See the doc/Developers/objects for more info about body locations */ |
200 | |
168 | |
201 | /* Following mostly refers to fields only used for monsters */ |
169 | /* Following mostly refers to fields only used for monsters */ |
202 | struct object *owner; /* Pointer to the object which controls this one */ |
170 | struct object *owner; /* Pointer to the object which controls this one */ |
203 | /* Owner should not be referred to directly - */ |
171 | /* Owner should not be referred to directly - */ |
204 | /* get_owner should be used instead. */ |
172 | /* get_owner should be used instead. */ |
205 | tag_t ownercount; /* What count the owner had (in case owner */ |
173 | tag_t ownercount; /* What count the owner had (in case owner */ |
206 | /* has been freed) */ |
174 | /* has been freed) */ |
207 | struct object *enemy; /* Monster/player to follow even if not closest */ |
175 | 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 */ |
176 | 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 */ |
177 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
210 | struct treasureliststruct *randomitems; /* Items to be generated */ |
178 | struct treasureliststruct *randomitems; /* Items to be generated */ |
211 | 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. */ |
212 | struct object *chosen_skill; /* the skill chosen to use */ |
180 | struct object *chosen_skill; /* the skill chosen to use */ |
213 | uint32 hide; /* The object is hidden, not invisible */ |
181 | uint32 hide; /* The object is hidden, not invisible */ |
214 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
182 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
215 | /* allows different movement patterns for attackers */ |
183 | /* allows different movement patterns for attackers */ |
216 | sint32 move_status; /* What stage in attack mode */ |
184 | sint32 move_status; /* What stage in attack mode */ |
217 | uint16 attack_movement;/* What kind of attack movement */ |
185 | uint16 attack_movement;/* What kind of attack movement */ |
218 | uint8 will_apply; /* See crossfire.doc */ |
186 | uint8 will_apply; /* See crossfire.doc */ |
219 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
187 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
220 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
188 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
221 | /* races/classes can need less/more exp to gain levels */ |
189 | /* races/classes can need less/more exp to gain levels */ |
222 | |
190 | |
223 | /* Spell related information, may be useful elsewhere |
191 | /* Spell related information, may be useful elsewhere |
224 | * Note that other fields are used - these files are basically |
192 | * Note that other fields are used - these files are basically |
225 | * only used in spells. |
193 | * only used in spells. |
226 | */ |
194 | */ |
227 | sint16 duration; /* How long the spell lasts */ |
195 | sint16 duration; /* How long the spell lasts */ |
228 | uint8 duration_modifier; /* how level modifies duration */ |
196 | uint8 duration_modifier; /* how level modifies duration */ |
229 | sint16 casting_time; /* time left before spell goes off */ |
197 | sint16 casting_time; /* time left before spell goes off */ |
230 | struct object *spell; /* Spell that was being cast */ |
198 | struct object *spell; /* Spell that was being cast */ |
231 | uint16 start_holding; |
199 | uint16 start_holding; |
232 | char *spellarg; |
200 | char *spellarg; |
233 | uint8 dam_modifier; /* How going up in level effects damage */ |
201 | uint8 dam_modifier; /* How going up in level effects damage */ |
234 | sint8 range; /* Range of the spell */ |
202 | sint8 range; /* Range of the spell */ |
235 | uint8 range_modifier; /* How going up in level effects range */ |
203 | uint8 range_modifier; /* How going up in level effects range */ |
236 | |
204 | |
237 | /* Following are values used by any object */ |
205 | /* Following are values used by any object */ |
238 | struct archt *arch; /* Pointer to archetype */ |
206 | struct archt *arch; /* Pointer to archetype */ |
239 | 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 */ |
240 | /* this objects turns into or what this object creates */ |
208 | /* this objects turns into or what this object creates */ |
241 | uint32 flags[4]; /* various flags */ |
209 | uint32 flags[4]; /* various flags */ |
242 | uint16 animation_id; /* An index into the animation array */ |
210 | uint16 animation_id; /* An index into the animation array */ |
243 | uint8 anim_speed; /* ticks between animation-frames */ |
211 | uint8 anim_speed; /* ticks between animation-frames */ |
244 | uint8 last_anim; /* last sequence used to draw face */ |
212 | uint8 last_anim; /* last sequence used to draw face */ |
245 | sint32 elevation; /* elevation of this terrain - not currently used */ |
213 | sint32 elevation; /* elevation of this terrain - not currently used */ |
246 | uint8 smoothlevel; /* how to smooth this square around*/ |
214 | uint8 smoothlevel; /* how to smooth this square around*/ |
247 | |
215 | |
248 | MoveType move_type; /* Type of movement this object uses */ |
216 | MoveType move_type; /* Type of movement this object uses */ |
249 | MoveType move_block; /* What movement types this blocks */ |
217 | MoveType move_block; /* What movement types this blocks */ |
250 | MoveType move_allow; /* What movement types explicitly allowd */ |
218 | MoveType move_allow; /* What movement types explicitly allowd */ |
251 | MoveType move_on; /* Move types affected moving on to this space */ |
219 | MoveType move_on; /* Move types affected moving on to this space */ |
252 | MoveType move_off; /* Move types affected moving off this space */ |
220 | MoveType move_off; /* Move types affected moving off this space */ |
253 | MoveType move_slow; /* Movement types this slows down */ |
221 | MoveType move_slow; /* Movement types this slows down */ |
254 | float move_slow_penalty; /* How much this slows down the object */ |
222 | float move_slow_penalty; /* How much this slows down the object */ |
255 | |
223 | |
256 | event *events; |
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257 | |
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258 | const char *custom_name; /* Custom name assigned by player */ |
224 | shstr custom_name; /* Custom name assigned by player */ |
259 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
260 | }; |
226 | }; |
261 | |
227 | |
262 | struct object : object_special, object_simple { |
228 | struct object : object_special, object_simple, zero_initialised { |
263 | void instantiate_ (); |
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264 | void instantiate () |
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265 | { |
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266 | if (attach) |
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267 | { |
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268 | instantiate_ (); |
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269 | free_string (attach); |
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270 | attach = 0; |
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271 | } |
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272 | } |
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273 | void clone (object *destination) |
229 | void clone (object *destination) |
274 | { |
230 | { |
275 | if (attach) |
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276 | destination->attach = add_refcount (attach); |
231 | destination->attach = attach; |
277 | |
232 | |
278 | if (self || cb) |
233 | if (self || cb) |
279 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
234 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
280 | } |
235 | } |
281 | }; |
236 | }; |
… | |
… | |
286 | tag_t id; |
241 | tag_t id; |
287 | } objectlink; |
242 | } objectlink; |
288 | |
243 | |
289 | typedef struct oblinkpt { /* Used to link together several object links */ |
244 | typedef struct oblinkpt { /* Used to link together several object links */ |
290 | struct oblnk *link; |
245 | struct oblnk *link; |
291 | long value; /* Used as connected value in buttons/gates */ |
246 | long value; /* Used as connected value in buttons/gates */ |
292 | struct oblinkpt *next; |
247 | struct oblinkpt *next; |
293 | } oblinkpt; |
248 | } oblinkpt; |
294 | |
249 | |
295 | /* |
250 | /* |
296 | * 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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299 | * 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 |
300 | * object and pointers. This structure should get removed, and just replaced |
255 | * object and pointers. This structure should get removed, and just replaced |
301 | * by the object structure |
256 | * by the object structure |
302 | */ |
257 | */ |
303 | |
258 | |
304 | typedef struct archt { |
259 | typedef struct archt : zero_initialised |
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|
260 | { |
305 | const char *name; /* More definite name, like "generate_kobold" */ |
261 | shstr name; /* More definite name, like "generate_kobold" */ |
306 | struct archt *next; /* Next archetype in a linked list */ |
262 | struct archt *next; /* Next archetype in a linked list */ |
307 | struct archt *head; /* The main part of a linked object */ |
263 | struct archt *head; /* The main part of a linked object */ |
308 | struct archt *more; /* Next part of a linked object */ |
264 | struct archt *more; /* Next part of a linked object */ |
309 | object clone; /* An object from which to do copy_object() */ |
265 | object clone; /* An object from which to do copy_object() */ |
310 | uint32 editable; /* editable flags (mainly for editor) */ |
266 | uint32 editable; /* editable flags (mainly for editor) */ |
311 | 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 |
312 | * in comparison to the head. |
268 | * in comparison to the head. |
313 | */ |
269 | */ |
314 | } archetype; |
270 | } archetype; |
315 | |
271 | |
316 | extern object *objects; |
272 | extern object *objects; |
317 | extern object *active_objects; |
273 | extern object *active_objects; |
318 | extern object *free_objects; |
274 | extern object *free_objects; |
319 | extern object objarray[STARTMAX]; |
275 | extern object objarray[STARTMAX]; |
320 | |
276 | |
321 | extern int nrofallocobjects; |
277 | extern int nrofallocobjects; |
322 | extern int nroffreeobjects; |
278 | extern int nroffreeobjects; |
323 | |
279 | |
324 | /* This returns TRUE if the object is somethign that |
280 | /* This returns TRUE if the object is something that |
325 | * should be displayed in the look window |
281 | * should be displayed in the look window |
326 | */ |
282 | */ |
327 | #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) |
328 | |
284 | |
329 | /* 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 |
… | |
… | |
359 | * are mutually exclusive. The behaviour for passing more than one |
315 | * are mutually exclusive. The behaviour for passing more than one |
360 | * should be considered undefined - while you may notice what happens |
316 | * should be considered undefined - while you may notice what happens |
361 | * 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 |
362 | * in future revisions of the code. |
318 | * in future revisions of the code. |
363 | */ |
319 | */ |
364 | #define INS_NO_MERGE 0x0001 |
320 | #define INS_NO_MERGE 0x0001 |
365 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
321 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
366 | #define INS_NO_WALK_ON 0x0004 |
322 | #define INS_NO_WALK_ON 0x0004 |
367 | #define INS_ON_TOP 0x0008 |
323 | #define INS_ON_TOP 0x0008 |
368 | #define INS_BELOW_ORIGINATOR 0x0010 |
324 | #define INS_BELOW_ORIGINATOR 0x0010 |
369 | #define INS_MAP_LOAD 0x0020 |
325 | #define INS_MAP_LOAD 0x0020 |
370 | |
326 | |
371 | #define ARCH_SINGULARITY "singularity" |
327 | #define ARCH_SINGULARITY "singularity" |
372 | #define ARCH_SINGULARITY_LEN 11 |
328 | #define ARCH_SINGULARITY_LEN 11 |
373 | #define ARCH_DETECT_MAGIC "detect_magic" |
329 | #define ARCH_DETECT_MAGIC "detect_magic" |
374 | #define ARCH_DEPLETION "depletion" |
330 | #define ARCH_DEPLETION "depletion" |