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Comparing deliantra/server/include/object.h (file contents):
Revision 1.14 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.14 2006/08/31 17:54:14 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
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
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 42extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 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 *
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 */
68typedef struct _key_value { 54struct key_value {
69 const char * key;
70 const char * value;
71 struct _key_value * next; 55 key_value *next;
72} key_value; 56 shstr key, value;
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
87/* 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
88 * 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,
89 * e.g. copy_object. 74 * e.g. copy_object.
90 */ 75 */
91 76
92struct object_simple : attachable<object> { 77// these are not being copied
78struct object_keep
79{
93 tag_t count; /* Unique object number for this object */ 80 tag_t count; /* Unique object number for this object */
94 uint16 refcount; /* How many objects points to this object */ 81 uint16 refcount; /* How many objects points to this object */
95 82
96 /* These variables are not changed by copy_object() */ 83 /* These variables are not changed by copy_object() */
97 struct pl *contr; /* Pointer to the player which control this object */ 84 struct pl *contr; /* Pointer to the player which control this object */
98 struct object *next; /* Pointer to the next object in the free/used list */ 85 struct object *next; /* Pointer to the next object in the free/used list */
99 struct object *prev; /* Pointer to the previous object in the free/used list*/ 86 struct object *prev; /* Pointer to the previous object in the free/used list*/
100 struct object *active_next; /* Next & previous object in the 'active' */ 87 struct object *active_next; /* Next & previous object in the 'active' */
101 struct object *active_prev; /* List. This is used in process_events */ 88 struct object *active_prev; /* List. This is used in process_events */
102 /* so that the entire object list does not */ 89 /* so that the entire object list does not */
103 /* need to be gone through. */ 90 /* need to be gone through. */
104 struct object *below; /* Pointer to the object stacked below this one */ 91 struct object *below; /* Pointer to the object stacked below this one */
105 struct object *above; /* Pointer to the object stacked above this one */ 92 struct object *above; /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment*/ 93 /* Note: stacked in the *same* environment*/
107 struct object *inv; /* Pointer to the first object in the inventory */ 94 struct object *inv; /* Pointer to the first object in the inventory */
108 struct object *container; /* Current container being used. I think this 95 struct object *container; /* Current container being used. I think this
109 * is only used by the player right now. 96 * is only used by the player right now.
110 */ 97 */
111 struct object *env; /* Pointer to the object which is the environment. 98 struct object *env; /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 99 * This is typically the container that the object is in.
113 */ 100 */
114 struct object *more; /* Pointer to the rest of a large body of objects */ 101 struct object *more; /* Pointer to the rest of a large body of objects */
115 struct object *head; /* Points to the main object of a large body */ 102 struct object *head; /* Points to the main object of a large body */
116 struct mapstruct *map; /* Pointer to the map in which this object is present */ 103 struct mapstruct *map; /* Pointer to the map in which this object is present */
117}; 104};
118 105
119struct object_special { 106// these are being copied
107struct object_copy : attachable<object>
108{
120 /* These get an extra add_refcount(), after having been copied by memcpy(). 109 /* These get an extra add_refcount(), after having been copied by memcpy().
121 * All fields beow this point are automatically copied by memcpy. If 110 * All fields beow this point are automatically copied by memcpy. If
122 * adding something that needs a refcount updated, make sure you modify 111 * adding something that needs a refcount updated, make sure you modify
123 * copy_object to do so. Everything below here also gets cleared 112 * copy_object to do so. Everything below here also gets cleared
124 * by clear_object() 113 * by clear_object()
125 */ 114 */
126 shstr name; /* The name of the object, obviously... */ 115 shstr name; /* The name of the object, obviously... */
127 shstr name_pl; /* The plural name of the object */ 116 shstr name_pl; /* The plural name of the object */
128 shstr title; /* Of foo, etc */ 117 shstr title; /* Of foo, etc */
129 shstr race; /* human, goblin, dragon, etc */ 118 shstr race; /* human, goblin, dragon, etc */
130 shstr slaying; /* Which race to do double damage to */ 119 shstr slaying; /* Which race to do double damage to */
131 /* If this is an exit, this is the filename */ 120 /* If this is an exit, this is the filename */
132 shstr skill; /* Name of the skill this object uses/grants */ 121 shstr skill; /* Name of the skill this object uses/grants */
133 shstr msg; /* If this is a book/sign/magic mouth/etc */ 122 shstr msg; /* If this is a book/sign/magic mouth/etc */
134 shstr lore; /* Obscure information about this object, */ 123 shstr lore; /* Obscure information about this object, */
135 /* To get put into books and the like. */ 124 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */
127};
136 128
129// these are being copied and also cleared
130struct object_pod
131{
137 sint16 x,y; /* Position in the map for this object */ 132 sint16 x,y; /* Position in the map for this object */
138 sint16 ox,oy; /* For debugging: Where it was last inserted */
139 float speed; /* The overall speed of this object */ 133 float speed; /* The overall speed of this object */
140 float speed_left; /* How much speed is left to spend this round */ 134 float speed_left; /* How much speed is left to spend this round */
141 uint32 nrof; /* How many of the objects */ 135 uint32 nrof; /* How many of the objects */
142 New_Face *face; /* Face with colors */ 136 New_Face *face; /* Face with colors */
143 sint8 direction; /* Means the object is moving that way. */ 137 sint8 direction; /* Means the object is moving that way. */
144 sint8 facing; /* Object is oriented/facing that way. */ 138 sint8 facing; /* Object is oriented/facing that way. */
145 139
146 /* This next big block are basically used for monsters and equipment */ 140 /* This next big block are basically used for monsters and equipment */
147 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
148 uint8 subtype; /* subtype of object */ 142 uint8 subtype; /* subtype of object */
149 uint16 client_type; /* Public type information. see doc/Developers/objects */ 143 uint16 client_type; /* Public type information. see doc/Developers/objects */
150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
151 uint32 attacktype; /* Bitmask of attacks this object does */ 145 uint32 attacktype; /* Bitmask of attacks this object does */
152 uint32 path_attuned; /* Paths the object is attuned to */ 146 uint32 path_attuned; /* Paths the object is attuned to */
153 uint32 path_repelled; /* Paths the object is repelled from */ 147 uint32 path_repelled; /* Paths the object is repelled from */
154 uint32 path_denied; /* Paths the object is denied access to */ 148 uint32 path_denied; /* Paths the object is denied access to */
155 uint16 material; /* What materials this object consist of */ 149 uint16 material; /* What materials this object consist of */
156 shstr materialname; /* specific material name */
157 sint8 magic; /* Any magical bonuses to this item */ 150 sint8 magic; /* Any magical bonuses to this item */
158 uint8 state; /* How the object was last drawn (animation) */ 151 uint8 state; /* How the object was last drawn (animation) */
159 sint32 value; /* How much money it is worth (or contains) */ 152 sint32 value; /* How much money it is worth (or contains) */
160 sint16 level; /* Level of creature or object */ 153 sint16 level; /* Level of creature or object */
161 /* Note that the last_.. values are sometimes used for non obvious 154 /* Note that the last_.. values are sometimes used for non obvious
162 * meanings by some objects, eg, sp penalty, permanent exp. 155 * meanings by some objects, eg, sp penalty, permanent exp.
163 */ 156 */
164 sint32 last_heal; /* Last healed. Depends on constitution */ 157 sint32 last_heal; /* Last healed. Depends on constitution */
165 sint32 last_sp; /* As last_heal, but for spell points */ 158 sint32 last_sp; /* As last_heal, but for spell points */
166 sint16 last_grace; /* as last_sp, except for grace */ 159 sint16 last_grace; /* as last_sp, except for grace */
167 sint16 last_eat; /* How long since we last ate */ 160 sint16 last_eat; /* How long since we last ate */
168 sint16 invisible; /* How much longer the object will be invis */ 161 sint16 invisible; /* How much longer the object will be invis */
169 uint8 pick_up; /* See crossfire.doc */ 162 uint8 pick_up; /* See crossfire.doc */
170 sint8 item_power; /* power rating of the object */ 163 sint8 item_power; /* power rating of the object */
171 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
172 sint32 weight; /* Attributes of the object */ 165 sint32 weight; /* Attributes of the object */
173 sint32 weight_limit; /* Weight-limit of object */ 166 sint32 weight_limit; /* Weight-limit of object */
174 sint32 carrying; /* How much weight this object contains */ 167 sint32 carrying; /* How much weight this object contains */
175 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 glow_radius; /* indicates the glow radius of the object */
176 living stats; /* Str, Con, Dex, etc */ 169 living stats; /* Str, Con, Dex, etc */
177 sint64 perm_exp; /* Permanent exp */ 170 sint64 perm_exp; /* Permanent exp */
178 struct object *current_weapon; /* Pointer to the weapon currently used */ 171 struct object *current_weapon; /* Pointer to the weapon currently used */
179 uint32 weapontype; /* type of weapon */ 172 uint32 weapontype; /* type of weapon */
180 uint32 tooltype; /* type of tool or build facility */ 173 uint32 tooltype; /* type of tool or build facility */
181 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
182 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
183 /* See the doc/Developers/objects for more info about body locations */ 176 /* See the doc/Developers/objects for more info about body locations */
184 177
185 /* Following mostly refers to fields only used for monsters */ 178 /* Following mostly refers to fields only used for monsters */
186 struct object *owner; /* Pointer to the object which controls this one */ 179 struct object *owner; /* Pointer to the object which controls this one */
187 /* Owner should not be referred to directly - */ 180 /* Owner should not be referred to directly - */
188 /* get_owner should be used instead. */ 181 /* get_owner should be used instead. */
189 tag_t ownercount; /* What count the owner had (in case owner */ 182 tag_t ownercount; /* What count the owner had (in case owner */
190 /* has been freed) */ 183 /* has been freed) */
191 struct object *enemy; /* Monster/player to follow even if not closest */ 184 struct object *enemy; /* Monster/player to follow even if not closest */
192 struct object *attacked_by; /* This object start to attack us! only player & monster */ 185 struct object *attacked_by; /* This object start to attack us! only player & monster */
193 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
194 struct treasureliststruct *randomitems; /* Items to be generated */ 187 struct treasureliststruct *randomitems; /* Items to be generated */
195 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
196 struct object *chosen_skill; /* the skill chosen to use */ 189 struct object *chosen_skill; /* the skill chosen to use */
197 uint32 hide; /* The object is hidden, not invisible */ 190 uint32 hide; /* The object is hidden, not invisible */
198 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
199 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
200 sint32 move_status; /* What stage in attack mode */ 193 sint32 move_status; /* What stage in attack mode */
201 uint16 attack_movement;/* What kind of attack movement */ 194 uint16 attack_movement;/* What kind of attack movement */
202 uint8 will_apply; /* See crossfire.doc */ 195 uint8 will_apply; /* See crossfire.doc */
203 struct object *spellitem; /* Spell ability monster is choosing to use */ 196 struct object *spellitem; /* Spell ability monster is choosing to use */
204 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
206 199
207 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
209 * only used in spells. 202 * only used in spells.
210 */ 203 */
211 sint16 duration; /* How long the spell lasts */ 204 sint16 duration; /* How long the spell lasts */
212 uint8 duration_modifier; /* how level modifies duration */ 205 uint8 duration_modifier; /* how level modifies duration */
213 sint16 casting_time; /* time left before spell goes off */ 206 sint16 casting_time; /* time left before spell goes off */
214 struct object *spell; /* Spell that was being cast */ 207 struct object *spell; /* Spell that was being cast */
215 uint16 start_holding; 208 uint16 start_holding;
216 char *spellarg; 209 char *spellarg;
217 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 dam_modifier; /* How going up in level effects damage */
218 sint8 range; /* Range of the spell */ 211 sint8 range; /* Range of the spell */
219 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 range_modifier; /* How going up in level effects range */
220 213
221 /* Following are values used by any object */ 214 /* Following are values used by any object */
222 struct archt *arch; /* Pointer to archetype */ 215 struct archt *arch; /* Pointer to archetype */
223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
224 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
225 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
226 uint16 animation_id; /* An index into the animation array */ 219 uint16 animation_id; /* An index into the animation array */
227 uint8 anim_speed; /* ticks between animation-frames */ 220 uint8 anim_speed; /* ticks between animation-frames */
228 uint8 last_anim; /* last sequence used to draw face */ 221 uint8 last_anim; /* last sequence used to draw face */
229 sint32 elevation; /* elevation of this terrain - not currently used */ 222 sint32 elevation; /* elevation of this terrain - not currently used */
230 uint8 smoothlevel; /* how to smooth this square around*/ 223 uint8 smoothlevel; /* how to smooth this square around*/
231 224
232 MoveType move_type; /* Type of movement this object uses */ 225 MoveType move_type; /* Type of movement this object uses */
233 MoveType move_block; /* What movement types this blocks */ 226 MoveType move_block; /* What movement types this blocks */
234 MoveType move_allow; /* What movement types explicitly allowd */ 227 MoveType move_allow; /* What movement types explicitly allowd */
235 MoveType move_on; /* Move types affected moving on to this space */ 228 MoveType move_on; /* Move types affected moving on to this space */
236 MoveType move_off; /* Move types affected moving off this space */ 229 MoveType move_off; /* Move types affected moving off this space */
237 MoveType move_slow; /* Movement types this slows down */ 230 MoveType move_slow; /* Movement types this slows down */
238 float move_slow_penalty; /* How much this slows down the object */ 231 float move_slow_penalty; /* How much this slows down the object */
239
240 event *events;
241
242 shstr custom_name; /* Custom name assigned by player */
243 key_value *key_values; /* Fields not explictly known by the loader. */ 232 key_value *key_values; /* Fields not explictly known by the loader. */
244}; 233};
245 234
246struct object : object_special, object_simple { 235struct object : zero_initialised, object_keep, object_copy, object_pod
236{
237 static bool can_merge (object *op1, object *op2);
238
239 void clear ();
247 void clone (object *destination) 240 void clone (object *destination);
248 {
249 if (attach)
250 destination->attach = add_refcount (attach);
251
252 if (self || cb)
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
254 }
255}; 241};
242
243#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
256 244
257typedef struct oblnk { /* Used to link together several objects */ 245typedef struct oblnk { /* Used to link together several objects */
258 object *ob; 246 object *ob;
259 struct oblnk *next; 247 struct oblnk *next;
260 tag_t id; 248 tag_t id;
273 * be much left in the archetype - all it really is is a holder for the 261 * be much left in the archetype - all it really is is a holder for the
274 * object and pointers. This structure should get removed, and just replaced 262 * object and pointers. This structure should get removed, and just replaced
275 * by the object structure 263 * by the object structure
276 */ 264 */
277 265
278typedef struct archt { 266typedef struct archt : zero_initialised
267{
279 const char *name; /* More definite name, like "generate_kobold" */ 268 shstr name; /* More definite name, like "generate_kobold" */
280 struct archt *next; /* Next archetype in a linked list */ 269 struct archt *next; /* Next archetype in a linked list */
281 struct archt *head; /* The main part of a linked object */ 270 struct archt *head; /* The main part of a linked object */
282 struct archt *more; /* Next part of a linked object */ 271 struct archt *more; /* Next part of a linked object */
283 object clone; /* An object from which to do copy_object() */ 272 object clone; /* An object from which to do copy_object() */
284 uint32 editable; /* editable flags (mainly for editor) */ 273 uint32 editable; /* editable flags (mainly for editor) */
287 */ 276 */
288} archetype; 277} archetype;
289 278
290extern object *objects; 279extern object *objects;
291extern object *active_objects; 280extern object *active_objects;
292extern object *free_objects;
293extern object objarray[STARTMAX];
294 281
295extern int nrofallocobjects; 282extern int nrofallocobjects;
296extern int nroffreeobjects;
297 283
298/* This returns TRUE if the object is somethign that 284/* This returns TRUE if the object is something that
299 * should be displayed in the look window 285 * should be displayed in the look window
300 */ 286 */
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 287#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
302 288
303/* Used by update_object to know if the object being passed is 289/* Used by update_object to know if the object being passed is

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