1 | /* |
|
|
2 | * static char *rcsid_object_h = |
|
|
3 | * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; |
|
|
4 | */ |
|
|
5 | |
|
|
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 |
… | |
… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
22 | */ |
28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
32 | #include "cfperl.h" |
27 | #include "cfperl.h" |
|
|
28 | #include "shstr.h" |
33 | |
29 | |
34 | typedef uint32 tag_t; |
30 | typedef uint32 tag_t; |
35 | #define NUM_BODY_LOCATIONS 12 |
31 | #define NUM_BODY_LOCATIONS 12 |
36 | #define BODY_ARMS 1 |
32 | #define BODY_ARMS 1 |
37 | |
33 | |
38 | /* See common/item.c */ |
34 | /* See common/item.c */ |
39 | |
35 | |
40 | typedef struct Body_Locations { |
36 | typedef struct Body_Locations |
|
|
37 | { |
41 | const char *save_name; /* Name used to load/save it to disk */ |
38 | const char *save_name; /* Name used to load/save it to disk */ |
42 | const char *use_name; /* Name used when describing an item we can use */ |
39 | const char *use_name; /* Name used when describing an item we can use */ |
43 | const char *nonuse_name; /* Name to describe objects we can't use */ |
40 | const char *nonuse_name; /* Name to describe objects we can't use */ |
44 | } Body_Locations; |
41 | } Body_Locations; |
45 | |
42 | |
46 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
47 | |
|
|
48 | typedef struct _event |
|
|
49 | { |
|
|
50 | int type; |
|
|
51 | const char *hook; |
|
|
52 | const char *plugin; |
|
|
53 | const char *options; |
|
|
54 | struct _event *next; |
|
|
55 | } event; |
|
|
56 | |
44 | |
57 | /* |
45 | /* |
58 | * Each object (this also means archetypes!) could have a few of these |
46 | * Each object (this also means archetypes!) could have a few of these |
59 | * "dangling" from it; this could also end up containing 'parse errors'. |
47 | * "dangling" from it; this could also end up containing 'parse errors'. |
60 | * |
48 | * |
… | |
… | |
62 | * |
50 | * |
63 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
51 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
64 | * accessing the list directly. |
52 | * accessing the list directly. |
65 | * Exception is if you want to walk this list for some reason. |
53 | * Exception is if you want to walk this list for some reason. |
66 | */ |
54 | */ |
67 | typedef struct _key_value { |
55 | struct key_value |
68 | const char * key; |
56 | { |
69 | const char * value; |
|
|
70 | struct _key_value * next; |
57 | key_value *next; |
71 | } key_value; |
58 | shstr key, value; |
|
|
59 | }; |
72 | |
60 | |
|
|
61 | struct UUID |
|
|
62 | { |
|
|
63 | uint64 seq; |
|
|
64 | |
|
|
65 | UUID () { } |
|
|
66 | UUID (uint64 seq) : seq(seq) { } |
|
|
67 | operator uint64() { return seq; } |
|
|
68 | void operator =(uint64 seq) { this->seq = seq; } |
|
|
69 | }; |
|
|
70 | |
|
|
71 | extern void init_uuid (); |
|
|
72 | extern UUID gen_uuid (); |
|
|
73 | extern const uint64 UUID_SKIP; |
73 | |
74 | |
74 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
75 | * sprinkled in the code. Note that some of these also replace fields |
76 | * sprinkled in the code. Note that some of these also replace fields |
76 | * that were in the can_apply area. What is the point of having both |
77 | * that were in the can_apply area. What is the point of having both |
77 | * can_apply and will_apply? |
78 | * can_apply and will_apply? |
78 | */ |
79 | */ |
79 | #define WILL_APPLY_HANDLE 0x1 |
80 | #define WILL_APPLY_HANDLE 0x01 |
80 | #define WILL_APPLY_TREASURE 0x2 |
81 | #define WILL_APPLY_TREASURE 0x02 |
81 | #define WILL_APPLY_EARTHWALL 0x4 |
82 | #define WILL_APPLY_EARTHWALL 0x04 |
82 | #define WILL_APPLY_DOOR 0x8 |
83 | #define WILL_APPLY_DOOR 0x08 |
83 | #define WILL_APPLY_FOOD 0x10 |
84 | #define WILL_APPLY_FOOD 0x10 |
84 | |
85 | |
85 | |
|
|
86 | /* Note that the ordering of this structure is sort of relevent - |
|
|
87 | * copy_object copies everything over beyond 'name' using memcpy. |
|
|
88 | * Thus, values that need to be copied need to be located beyond that |
|
|
89 | * point. |
|
|
90 | * |
|
|
91 | * However, if you're keeping a pointer of some sort, you probably |
86 | /* However, if you're keeping a pointer of some sort, you probably |
92 | * don't just want it copied, so you'll need to add to common/object.c, |
87 | * don't just want it copied, so you'll need to add to common/object.C, |
93 | * e.g. copy-object |
88 | * e.g. ->copy_to () |
94 | * |
89 | */ |
95 | * I've tried to clean up this structure a bit (in terms of formatting) |
|
|
96 | * by making it more consistent. I've also tried to locate some of the fields |
|
|
97 | * more logically together (put the item related ones together, the monster |
|
|
98 | * related ones, etc. |
|
|
99 | * This structure is best viewed with about a 100 width screen. |
|
|
100 | * MSW 2002-07-05 |
|
|
101 | */ |
|
|
102 | |
90 | |
103 | struct object_simple { |
91 | typedef refptr<object> object_ptr; |
|
|
92 | typedef refptr<archetype> arch_ptr; |
|
|
93 | |
|
|
94 | // these are not being copied |
|
|
95 | ACC_CLASS (object) |
|
|
96 | struct object_keep : refcounted |
|
|
97 | { |
104 | /* These variables are not changed by copy_object() */ |
98 | /* These variables are not changed by ->copy_to */ |
|
|
99 | |
|
|
100 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
102 | |
105 | struct pl *contr; /* Pointer to the player which control this object */ |
103 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
106 | struct object *next; /* Pointer to the next object in the free/used list */ |
104 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
107 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
105 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
108 | struct object *active_next; /* Next & previous object in the 'active' */ |
106 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
109 | struct object *active_prev; /* List. This is used in process_events */ |
107 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
110 | /* so that the entire object list does not */ |
108 | /* so that the entire object list does not */ |
111 | /* need to be gone through. */ |
109 | /* need to be gone through. */ |
112 | struct object *below; /* Pointer to the object stacked below this one */ |
110 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
113 | struct object *above; /* Pointer to the object stacked above this one */ |
111 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
114 | /* Note: stacked in the *same* environment*/ |
112 | /* Note: stacked in the *same* environment */ |
115 | struct object *inv; /* Pointer to the first object in the inventory */ |
113 | object *inv; /* Pointer to the first object in the inventory */ |
116 | struct object *container; /* Current container being used. I think this |
114 | object *ACC (RW, container); /* Current container being used. I think this |
117 | * is only used by the player right now. |
115 | * is only used by the player right now. |
118 | */ |
116 | */ |
119 | struct object *env; /* Pointer to the object which is the environment. |
117 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
120 | * This is typically the container that the object is in. |
118 | * This is typically the container that the object is in. |
121 | */ |
119 | */ |
122 | struct object *more; /* Pointer to the rest of a large body of objects */ |
120 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
123 | struct object *head; /* Points to the main object of a large body */ |
121 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
124 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
122 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
125 | |
|
|
126 | tag_t count; /* Unique object number for this object */ |
|
|
127 | uint16 refcount; /* How many objects points to this object */ |
|
|
128 | }; |
123 | }; |
129 | |
124 | |
130 | struct object_special : extendable<object> { |
125 | // these are being copied |
131 | data_type get_dt () const { return DT_OBJECT; } |
126 | struct object_copy : attachable<object> |
132 | |
127 | { |
133 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
|
|
134 | * All fields beow this point are automatically copied by memcpy. If |
|
|
135 | * adding something that needs a refcount updated, make sure you modify |
|
|
136 | * copy_object to do so. Everything below here also gets cleared |
|
|
137 | * by clear_object() |
|
|
138 | */ |
|
|
139 | const char *name; /* The name of the object, obviously... */ |
128 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
140 | const char *name_pl; /* The plural name of the object */ |
129 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
141 | const char *title; /* Of foo, etc */ |
130 | shstr ACC (RW, title); /* Of foo, etc */ |
142 | const char *race; /* human, goblin, dragon, etc */ |
131 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
143 | const char *slaying; /* Which race to do double damage to */ |
132 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
144 | /* If this is an exit, this is the filename */ |
133 | /* If this is an exit, this is the filename */ |
145 | const char *skill; /* Name of the skill this object uses/grants */ |
134 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
146 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
135 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
147 | const char *lore; /* Obscure information about this object, */ |
136 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
148 | /* To get put into books and the like. */ |
137 | /* To get put into books and the like. */ |
|
|
138 | shstr ACC (RW, materialname); /* specific material name */ |
|
|
139 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
140 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
|
|
141 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
|
|
142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
|
|
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
|
|
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
|
|
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
|
|
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
|
|
147 | }; |
149 | |
148 | |
|
|
149 | // these are being copied and also cleared |
|
|
150 | struct object_pod |
|
|
151 | { |
|
|
152 | New_Face *ACC (RW, face); /* Face with colors */ |
150 | sint16 x,y; /* Position in the map for this object */ |
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
151 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
|
|
152 | float speed; /* The overall speed of this object */ |
154 | float ACC (RW, speed); /* The overall speed of this object */ |
153 | float speed_left; /* How much speed is left to spend this round */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
154 | uint32 nrof; /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
155 | New_Face *face; /* Face with colors */ |
|
|
156 | sint8 direction; /* Means the object is moving that way. */ |
157 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
157 | sint8 facing; /* Object is oriented/facing that way. */ |
158 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
158 | |
159 | |
159 | /* This next big block are basically used for monsters and equipment */ |
160 | /* This next big block are basically used for monsters and equipment */ |
160 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
161 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
161 | uint8 subtype; /* subtype of object */ |
162 | uint8 ACC (RW, subtype); /* subtype of object */ |
162 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
163 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
163 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
164 | uint32 attacktype; /* Bitmask of attacks this object does */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
165 | uint32 path_attuned; /* Paths the object is attuned to */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
166 | uint32 path_repelled; /* Paths the object is repelled from */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
167 | uint32 path_denied; /* Paths the object is denied access to */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
168 | uint16 material; /* What materials this object consist of */ |
169 | uint16 ACC (RW, material); /* What materials this object consist of */ |
169 | const char *materialname; /* specific material name */ |
|
|
170 | sint8 magic; /* Any magical bonuses to this item */ |
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
171 | uint8 state; /* How the object was last drawn (animation) */ |
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
172 | sint32 value; /* How much money it is worth (or contains) */ |
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
173 | sint16 level; /* Level of creature or object */ |
|
|
174 | /* Note that the last_.. values are sometimes used for non obvious |
173 | /* Note that the last_.. values are sometimes used for non obvious |
175 | * meanings by some objects, eg, sp penalty, permanent exp. |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | */ |
175 | */ |
177 | sint32 last_heal; /* Last healed. Depends on constitution */ |
176 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
178 | sint32 last_sp; /* As last_heal, but for spell points */ |
177 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
179 | sint16 last_grace; /* as last_sp, except for grace */ |
178 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
180 | sint16 last_eat; /* How long since we last ate */ |
179 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
181 | sint16 invisible; /* How much longer the object will be invis */ |
180 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
|
|
181 | sint16 ACC (RW, level); /* Level of creature or object */ |
182 | uint8 pick_up; /* See crossfire.doc */ |
182 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
183 | sint8 item_power; /* power rating of the object */ |
183 | sint8 ACC (RW, item_power); /* power rating of the object */ |
184 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
184 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
185 | sint32 weight; /* Attributes of the object */ |
|
|
186 | sint32 weight_limit; /* Weight-limit of object */ |
|
|
187 | sint32 carrying; /* How much weight this object contains */ |
|
|
188 | sint8 glow_radius; /* indicates the glow radius of the object */ |
185 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
189 | living stats; /* Str, Con, Dex, etc */ |
186 | sint32 ACC (RW, weight); /* Attributes of the object */ |
|
|
187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
|
|
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint64 perm_exp; /* Permanent exp */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
|
|
192 | /* each time the object attacks something */ |
|
|
193 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
|
|
194 | uint32 weapontype; /* type of weapon */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
195 | uint32 tooltype; /* type of tool or build facility */ |
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
196 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
192 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
197 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
193 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
|
|
194 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
198 | /* See the doc/Developers/objects for more info about body locations */ |
195 | /* See the doc/Developers/objects for more info about body locations */ |
199 | |
196 | |
200 | /* Following mostly refers to fields only used for monsters */ |
197 | /* Following mostly refers to fields only used for monsters */ |
201 | struct object *owner; /* Pointer to the object which controls this one */ |
|
|
202 | /* Owner should not be referred to directly - */ |
|
|
203 | /* get_owner should be used instead. */ |
|
|
204 | tag_t ownercount; /* What count the owner had (in case owner */ |
|
|
205 | /* has been freed) */ |
|
|
206 | struct object *enemy; /* Monster/player to follow even if not closest */ |
|
|
207 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
|
|
208 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
|
|
209 | struct treasureliststruct *randomitems; /* Items to be generated */ |
|
|
210 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
|
|
211 | struct object *chosen_skill; /* the skill chosen to use */ |
|
|
212 | uint32 hide; /* The object is hidden, not invisible */ |
198 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
213 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
199 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
214 | /* allows different movement patterns for attackers */ |
200 | /* allows different movement patterns for attackers */ |
215 | sint32 move_status; /* What stage in attack mode */ |
201 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
216 | uint16 attack_movement;/* What kind of attack movement */ |
202 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
217 | uint8 will_apply; /* See crossfire.doc */ |
203 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
218 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
|
|
219 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
204 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
220 | /* races/classes can need less/more exp to gain levels */ |
205 | /* races/classes can need less/more exp to gain levels */ |
221 | |
206 | |
222 | /* Spell related information, may be useful elsewhere |
207 | /* Spell related information, may be useful elsewhere |
223 | * Note that other fields are used - these files are basically |
208 | * Note that other fields are used - these files are basically |
224 | * only used in spells. |
209 | * only used in spells. |
225 | */ |
210 | */ |
226 | sint16 duration; /* How long the spell lasts */ |
211 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
227 | uint8 duration_modifier; /* how level modifies duration */ |
|
|
228 | sint16 casting_time; /* time left before spell goes off */ |
212 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
229 | struct object *spell; /* Spell that was being cast */ |
|
|
230 | uint16 start_holding; |
213 | uint16 ACC (RW, start_holding); |
231 | char *spellarg; |
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
232 | uint8 dam_modifier; /* How going up in level effects damage */ |
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
233 | sint8 range; /* Range of the spell */ |
216 | sint8 ACC (RW, range); /* Range of the spell */ |
234 | uint8 range_modifier; /* How going up in level effects range */ |
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
|
|
218 | char *ACC (RW, spellarg); |
235 | |
219 | |
236 | /* Following are values used by any object */ |
220 | /* Following are values used by any object */ |
237 | struct archt *arch; /* Pointer to archetype */ |
221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
|
|
222 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
238 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
223 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
239 | /* this objects turns into or what this object creates */ |
|
|
240 | uint32 flags[4]; /* various flags */ |
|
|
241 | uint16 animation_id; /* An index into the animation array */ |
|
|
242 | uint8 anim_speed; /* ticks between animation-frames */ |
|
|
243 | uint8 last_anim; /* last sequence used to draw face */ |
|
|
244 | sint32 elevation; /* elevation of this terrain - not currently used */ |
|
|
245 | uint8 smoothlevel; /* how to smooth this square around*/ |
|
|
246 | |
|
|
247 | MoveType move_type; /* Type of movement this object uses */ |
|
|
248 | MoveType move_block; /* What movement types this blocks */ |
|
|
249 | MoveType move_allow; /* What movement types explicitly allowd */ |
|
|
250 | MoveType move_on; /* Move types affected moving on to this space */ |
|
|
251 | MoveType move_off; /* Move types affected moving off this space */ |
|
|
252 | MoveType move_slow; /* Movement types this slows down */ |
|
|
253 | float move_slow_penalty; /* How much this slows down the object */ |
|
|
254 | |
|
|
255 | event *events; |
|
|
256 | |
|
|
257 | const char *custom_name; /* Custom name assigned by player */ |
|
|
258 | key_value *key_values; /* Fields not explictly known by the loader. */ |
224 | key_value *key_values; /* Fields not explictly known by the loader. */ |
259 | }; |
225 | /* this objects turns into or what this object creates */ |
|
|
226 | uint32 flags[4]; /* various flags */ |
|
|
227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
|
|
228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
|
|
229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
|
|
230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
|
|
231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
|
|
232 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
260 | |
233 | |
261 | struct object : object_special, object_simple { |
234 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
|
|
235 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
|
|
236 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
|
|
237 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
|
|
238 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
|
|
239 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
262 | }; |
241 | }; |
263 | |
242 | |
264 | typedef struct oblnk { /* Used to link together several objects */ |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
|
|
244 | { |
|
|
245 | typedef unordered_vector<object *> vector; |
|
|
246 | |
|
|
247 | static vector mortals; |
|
|
248 | static vector active; // active objects, not yet used |
|
|
249 | static vector objects; // not used yet, use first->next->... |
|
|
250 | static object *first; // will be replaced by "objects" |
|
|
251 | |
|
|
252 | static object *create (); |
|
|
253 | void copy_to (object *dst); |
|
|
254 | object *clone (); // create + copy_to |
|
|
255 | void destroy (bool destroy_inventory = false); |
|
|
256 | void remove (); |
|
|
257 | object *insert (object *item); // insert into inventory |
|
|
258 | |
|
|
259 | static void free_mortals (); |
|
|
260 | static bool can_merge_slow (object *op1, object *op2); |
|
|
261 | |
|
|
262 | // this is often used in time-critical code, so optimise |
|
|
263 | static bool can_merge (object *op1, object *op2) |
|
|
264 | { |
|
|
265 | return op1->value == op2->value |
|
|
266 | && op1->name == op2->name |
|
|
267 | && can_merge_slow (op1, op2); |
|
|
268 | } |
|
|
269 | |
|
|
270 | void clear (); |
|
|
271 | |
|
|
272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
273 | |
|
|
274 | void set_owner (object *owner); |
|
|
275 | |
|
|
276 | void instantiate () |
|
|
277 | { |
|
|
278 | if (!uuid.seq) // HACK |
|
|
279 | uuid = gen_uuid (); |
|
|
280 | |
|
|
281 | attachable<object>::instantiate (); |
|
|
282 | } |
|
|
283 | |
|
|
284 | // info must hold 256 * 3 bytes currently |
|
|
285 | const char *debug_desc (char *info) const; |
|
|
286 | const char *debug_desc () const; |
|
|
287 | |
|
|
288 | // fully recursive iterator |
|
|
289 | struct iterator_base |
|
|
290 | { |
|
|
291 | object *item; |
|
|
292 | |
|
|
293 | iterator_base (object *container) |
|
|
294 | : item (container) |
|
|
295 | { |
|
|
296 | } |
|
|
297 | |
|
|
298 | operator object *() const { return item; } |
|
|
299 | |
|
|
300 | object *operator ->() const { return item; } |
|
|
301 | object &operator * () const { return *item; } |
|
|
302 | }; |
|
|
303 | |
|
|
304 | // depth-first recursive iterator |
|
|
305 | struct depth_iterator : iterator_base |
|
|
306 | { |
|
|
307 | depth_iterator (object *container); |
|
|
308 | void next (); |
|
|
309 | object *operator ++( ) { next (); return item; } |
|
|
310 | object *operator ++(int) { object *i = item; next (); return i; } |
|
|
311 | }; |
|
|
312 | |
|
|
313 | object *begin () |
|
|
314 | { |
|
|
315 | return this; |
|
|
316 | } |
|
|
317 | |
|
|
318 | object *end () |
|
|
319 | { |
|
|
320 | return this; |
|
|
321 | } |
|
|
322 | |
|
|
323 | protected: |
|
|
324 | friend struct archetype; |
|
|
325 | |
|
|
326 | void link (); |
|
|
327 | void unlink (); |
|
|
328 | |
265 | object *ob; |
329 | object (); |
|
|
330 | ~object (); |
|
|
331 | }; |
|
|
332 | |
|
|
333 | typedef struct oblnk |
|
|
334 | { /* Used to link together several objects */ |
|
|
335 | object_ptr ob; |
266 | struct oblnk *next; |
336 | struct oblnk *next; |
267 | tag_t id; |
|
|
268 | } objectlink; |
337 | } objectlink; |
269 | |
338 | |
270 | typedef struct oblinkpt { /* Used to link together several object links */ |
339 | typedef struct oblinkpt |
|
|
340 | { /* Used to link together several object links */ |
271 | struct oblnk *link; |
341 | struct oblnk *link; |
272 | long value; /* Used as connected value in buttons/gates */ |
342 | long value; /* Used as connected value in buttons/gates */ |
273 | struct oblinkpt *next; |
343 | struct oblinkpt *next; |
274 | } oblinkpt; |
344 | } oblinkpt; |
275 | |
345 | |
276 | /* |
346 | /* |
277 | * The archetype structure is a set of rules on how to generate and manipulate |
347 | * The archetype structure is a set of rules on how to generate and manipulate |
… | |
… | |
280 | * be much left in the archetype - all it really is is a holder for the |
350 | * be much left in the archetype - all it really is is a holder for the |
281 | * object and pointers. This structure should get removed, and just replaced |
351 | * object and pointers. This structure should get removed, and just replaced |
282 | * by the object structure |
352 | * by the object structure |
283 | */ |
353 | */ |
284 | |
354 | |
285 | typedef struct archt { |
355 | ACC_CLASS (archetype) |
|
|
356 | struct archetype : zero_initialised, refcounted |
|
|
357 | { |
|
|
358 | archetype (); |
|
|
359 | ~archetype (); |
|
|
360 | |
|
|
361 | static archetype *find (const char *arch); |
|
|
362 | |
|
|
363 | void hash_add (); // add to hastable |
|
|
364 | void hash_del (); // remove from hashtable |
|
|
365 | |
286 | const char *name; /* More definite name, like "generate_kobold" */ |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
287 | struct archt *next; /* Next archetype in a linked list */ |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
288 | struct archt *head; /* The main part of a linked object */ |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
289 | struct archt *more; /* Next part of a linked object */ |
369 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
290 | object clone; /* An object from which to do copy_object() */ |
370 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
291 | uint32 editable; /* editable flags (mainly for editor) */ |
371 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
292 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
372 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
293 | * in comparison to the head. |
373 | * in comparison to the head. |
294 | */ |
374 | */ |
295 | } archetype; |
375 | }; |
296 | |
376 | |
297 | extern object *objects; |
377 | extern object *objects; |
298 | extern object *active_objects; |
378 | extern object *active_objects; |
299 | extern object *free_objects; |
|
|
300 | extern object objarray[STARTMAX]; |
|
|
301 | |
379 | |
302 | extern int nrofallocobjects; |
380 | extern int nrofallocobjects; |
303 | extern int nroffreeobjects; |
|
|
304 | |
381 | |
305 | /* This returns TRUE if the object is somethign that |
382 | /* This returns TRUE if the object is something that |
306 | * should be displayed in the look window |
383 | * should be displayed in the look window |
307 | */ |
384 | */ |
308 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
309 | |
386 | |
310 | /* Used by update_object to know if the object being passed is |
387 | /* Used by update_object to know if the object being passed is |
311 | * being added or removed. |
388 | * being added or removed. |
312 | */ |
389 | */ |
313 | #define UP_OBJ_INSERT 1 |
390 | #define UP_OBJ_INSERT 1 |
314 | #define UP_OBJ_REMOVE 2 |
391 | #define UP_OBJ_REMOVE 2 |
315 | #define UP_OBJ_CHANGE 3 |
392 | #define UP_OBJ_CHANGE 3 |
316 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
393 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
317 | |
394 | |
318 | /* These are flags passed to insert_ob_in_map and |
395 | /* These are flags passed to insert_ob_in_map and |
319 | * insert_ob_in_ob. Note that all flags may not be meaningful |
396 | * insert_ob_in_ob. Note that all flags may not be meaningful |
320 | * for both functions. |
397 | * for both functions. |
321 | * Most are fairly explanatory: |
398 | * Most are fairly explanatory: |
… | |
… | |
340 | * are mutually exclusive. The behaviour for passing more than one |
417 | * are mutually exclusive. The behaviour for passing more than one |
341 | * should be considered undefined - while you may notice what happens |
418 | * should be considered undefined - while you may notice what happens |
342 | * right now if you pass more than one, that could very well change |
419 | * right now if you pass more than one, that could very well change |
343 | * in future revisions of the code. |
420 | * in future revisions of the code. |
344 | */ |
421 | */ |
345 | #define INS_NO_MERGE 0x0001 |
422 | #define INS_NO_MERGE 0x0001 |
346 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
423 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
347 | #define INS_NO_WALK_ON 0x0004 |
424 | #define INS_NO_WALK_ON 0x0004 |
348 | #define INS_ON_TOP 0x0008 |
425 | #define INS_ON_TOP 0x0008 |
349 | #define INS_BELOW_ORIGINATOR 0x0010 |
426 | #define INS_BELOW_ORIGINATOR 0x0010 |
350 | #define INS_MAP_LOAD 0x0020 |
427 | #define INS_MAP_LOAD 0x0020 |
351 | |
428 | |
352 | #define ARCH_SINGULARITY "singularity" |
429 | #define ARCH_SINGULARITY "singularity" |
353 | #define ARCH_SINGULARITY_LEN 11 |
430 | #define ARCH_SINGULARITY_LEN 11 |
354 | #define ARCH_DETECT_MAGIC "detect_magic" |
431 | #define ARCH_DETECT_MAGIC "detect_magic" |
355 | #define ARCH_DEPLETION "depletion" |
432 | #define ARCH_DEPLETION "depletion" |
356 | #define ARCH_SYMPTOM "symptom" |
433 | #define ARCH_SYMPTOM "symptom" |
357 | |
434 | |
358 | #endif |
435 | #endif |
|
|
436 | |