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Comparing deliantra/server/include/object.h (file contents):
Revision 1.17 by root, Sun Sep 3 22:45:56 2006 UTC vs.
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC

72/* 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
73 * 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,
74 * e.g. copy_object. 74 * e.g. copy_object.
75 */ 75 */
76 76
77struct object_simple : attachable<object> { 77// these are not being copied
78struct object_keep
79{
78 tag_t count; /* Unique object number for this object */ 80 tag_t count; /* Unique object number for this object */
79 uint16 refcount; /* How many objects points to this object */ 81 uint16 refcount; /* How many objects points to this object */
80 82
81 /* These variables are not changed by copy_object() */ 83 /* These variables are not changed by copy_object() */
82 struct pl *contr; /* Pointer to the player which control this object */ 84 struct pl *contr; /* Pointer to the player which control this object */
83 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 */
84 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*/
85 struct object *active_next; /* Next & previous object in the 'active' */ 87 struct object *active_next; /* Next & previous object in the 'active' */
86 struct object *active_prev; /* List. This is used in process_events */ 88 struct object *active_prev; /* List. This is used in process_events */
87 /* so that the entire object list does not */ 89 /* so that the entire object list does not */
88 /* need to be gone through. */ 90 /* need to be gone through. */
89 struct object *below; /* Pointer to the object stacked below this one */ 91 struct object *below; /* Pointer to the object stacked below this one */
90 struct object *above; /* Pointer to the object stacked above this one */ 92 struct object *above; /* Pointer to the object stacked above this one */
91 /* Note: stacked in the *same* environment*/ 93 /* Note: stacked in the *same* environment*/
92 struct object *inv; /* Pointer to the first object in the inventory */ 94 struct object *inv; /* Pointer to the first object in the inventory */
93 struct object *container; /* Current container being used. I think this 95 struct object *container; /* Current container being used. I think this
94 * is only used by the player right now. 96 * is only used by the player right now.
95 */ 97 */
96 struct object *env; /* Pointer to the object which is the environment. 98 struct object *env; /* Pointer to the object which is the environment.
97 * This is typically the container that the object is in. 99 * This is typically the container that the object is in.
98 */ 100 */
99 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 */
100 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 */
101 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 */
102}; 104};
103 105
104struct object_special { 106// these are being copied
107struct object_copy : attachable<object>
108{
105 /* 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().
106 * All fields beow this point are automatically copied by memcpy. If 110 * All fields beow this point are automatically copied by memcpy. If
107 * adding something that needs a refcount updated, make sure you modify 111 * adding something that needs a refcount updated, make sure you modify
108 * copy_object to do so. Everything below here also gets cleared 112 * copy_object to do so. Everything below here also gets cleared
109 * by clear_object() 113 * by clear_object()
110 */ 114 */
111 shstr name; /* The name of the object, obviously... */ 115 shstr name; /* The name of the object, obviously... */
112 shstr name_pl; /* The plural name of the object */ 116 shstr name_pl; /* The plural name of the object */
113 shstr title; /* Of foo, etc */ 117 shstr title; /* Of foo, etc */
114 shstr race; /* human, goblin, dragon, etc */ 118 shstr race; /* human, goblin, dragon, etc */
115 shstr slaying; /* Which race to do double damage to */ 119 shstr slaying; /* Which race to do double damage to */
116 /* If this is an exit, this is the filename */ 120 /* If this is an exit, this is the filename */
117 shstr skill; /* Name of the skill this object uses/grants */ 121 shstr skill; /* Name of the skill this object uses/grants */
118 shstr msg; /* If this is a book/sign/magic mouth/etc */ 122 shstr msg; /* If this is a book/sign/magic mouth/etc */
119 shstr lore; /* Obscure information about this object, */ 123 shstr lore; /* Obscure information about this object, */
120 /* 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};
121 128
129// these are being copied and also cleared
130struct object_pod
131{
122 sint16 x,y; /* Position in the map for this object */ 132 sint16 x,y; /* Position in the map for this object */
123 float speed; /* The overall speed of this object */ 133 float speed; /* The overall speed of this object */
124 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 */
125 uint32 nrof; /* How many of the objects */ 135 uint32 nrof; /* How many of the objects */
126 New_Face *face; /* Face with colors */ 136 New_Face *face; /* Face with colors */
127 sint8 direction; /* Means the object is moving that way. */ 137 sint8 direction; /* Means the object is moving that way. */
128 sint8 facing; /* Object is oriented/facing that way. */ 138 sint8 facing; /* Object is oriented/facing that way. */
129 139
130 /* This next big block are basically used for monsters and equipment */ 140 /* This next big block are basically used for monsters and equipment */
131 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
132 uint8 subtype; /* subtype of object */ 142 uint8 subtype; /* subtype of object */
133 uint16 client_type; /* Public type information. see doc/Developers/objects */ 143 uint16 client_type; /* Public type information. see doc/Developers/objects */
134 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
135 uint32 attacktype; /* Bitmask of attacks this object does */ 145 uint32 attacktype; /* Bitmask of attacks this object does */
136 uint32 path_attuned; /* Paths the object is attuned to */ 146 uint32 path_attuned; /* Paths the object is attuned to */
137 uint32 path_repelled; /* Paths the object is repelled from */ 147 uint32 path_repelled; /* Paths the object is repelled from */
138 uint32 path_denied; /* Paths the object is denied access to */ 148 uint32 path_denied; /* Paths the object is denied access to */
139 uint16 material; /* What materials this object consist of */ 149 uint16 material; /* What materials this object consist of */
140 shstr materialname; /* specific material name */
141 sint8 magic; /* Any magical bonuses to this item */ 150 sint8 magic; /* Any magical bonuses to this item */
142 uint8 state; /* How the object was last drawn (animation) */ 151 uint8 state; /* How the object was last drawn (animation) */
143 sint32 value; /* How much money it is worth (or contains) */ 152 sint32 value; /* How much money it is worth (or contains) */
144 sint16 level; /* Level of creature or object */ 153 sint16 level; /* Level of creature or object */
145 /* Note that the last_.. values are sometimes used for non obvious 154 /* Note that the last_.. values are sometimes used for non obvious
146 * meanings by some objects, eg, sp penalty, permanent exp. 155 * meanings by some objects, eg, sp penalty, permanent exp.
147 */ 156 */
148 sint32 last_heal; /* Last healed. Depends on constitution */ 157 sint32 last_heal; /* Last healed. Depends on constitution */
149 sint32 last_sp; /* As last_heal, but for spell points */ 158 sint32 last_sp; /* As last_heal, but for spell points */
150 sint16 last_grace; /* as last_sp, except for grace */ 159 sint16 last_grace; /* as last_sp, except for grace */
151 sint16 last_eat; /* How long since we last ate */ 160 sint16 last_eat; /* How long since we last ate */
152 sint16 invisible; /* How much longer the object will be invis */ 161 sint16 invisible; /* How much longer the object will be invis */
153 uint8 pick_up; /* See crossfire.doc */ 162 uint8 pick_up; /* See crossfire.doc */
154 sint8 item_power; /* power rating of the object */ 163 sint8 item_power; /* power rating of the object */
155 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)*/
156 sint32 weight; /* Attributes of the object */ 165 sint32 weight; /* Attributes of the object */
157 sint32 weight_limit; /* Weight-limit of object */ 166 sint32 weight_limit; /* Weight-limit of object */
158 sint32 carrying; /* How much weight this object contains */ 167 sint32 carrying; /* How much weight this object contains */
159 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 glow_radius; /* indicates the glow radius of the object */
160 living stats; /* Str, Con, Dex, etc */ 169 living stats; /* Str, Con, Dex, etc */
161 sint64 perm_exp; /* Permanent exp */ 170 sint64 perm_exp; /* Permanent exp */
162 struct object *current_weapon; /* Pointer to the weapon currently used */ 171 struct object *current_weapon; /* Pointer to the weapon currently used */
163 uint32 weapontype; /* type of weapon */ 172 uint32 weapontype; /* type of weapon */
164 uint32 tooltype; /* type of tool or build facility */ 173 uint32 tooltype; /* type of tool or build facility */
165 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 */
166 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 */
167 /* See the doc/Developers/objects for more info about body locations */ 176 /* See the doc/Developers/objects for more info about body locations */
168 177
169 /* Following mostly refers to fields only used for monsters */ 178 /* Following mostly refers to fields only used for monsters */
170 struct object *owner; /* Pointer to the object which controls this one */ 179 struct object *owner; /* Pointer to the object which controls this one */
171 /* Owner should not be referred to directly - */ 180 /* Owner should not be referred to directly - */
172 /* get_owner should be used instead. */ 181 /* get_owner should be used instead. */
173 tag_t ownercount; /* What count the owner had (in case owner */ 182 tag_t ownercount; /* What count the owner had (in case owner */
174 /* has been freed) */ 183 /* has been freed) */
175 struct object *enemy; /* Monster/player to follow even if not closest */ 184 struct object *enemy; /* Monster/player to follow even if not closest */
176 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 */
177 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 */
178 struct treasureliststruct *randomitems; /* Items to be generated */ 187 struct treasureliststruct *randomitems; /* Items to be generated */
179 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. */
180 struct object *chosen_skill; /* the skill chosen to use */ 189 struct object *chosen_skill; /* the skill chosen to use */
181 uint32 hide; /* The object is hidden, not invisible */ 190 uint32 hide; /* The object is hidden, not invisible */
182 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
183 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
184 sint32 move_status; /* What stage in attack mode */ 193 sint32 move_status; /* What stage in attack mode */
185 uint16 attack_movement;/* What kind of attack movement */ 194 uint16 attack_movement;/* What kind of attack movement */
186 uint8 will_apply; /* See crossfire.doc */ 195 uint8 will_apply; /* See crossfire.doc */
187 struct object *spellitem; /* Spell ability monster is choosing to use */ 196 struct object *spellitem; /* Spell ability monster is choosing to use */
188 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
189 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
190 199
191 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
192 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
193 * only used in spells. 202 * only used in spells.
194 */ 203 */
195 sint16 duration; /* How long the spell lasts */ 204 sint16 duration; /* How long the spell lasts */
196 uint8 duration_modifier; /* how level modifies duration */ 205 uint8 duration_modifier; /* how level modifies duration */
197 sint16 casting_time; /* time left before spell goes off */ 206 sint16 casting_time; /* time left before spell goes off */
198 struct object *spell; /* Spell that was being cast */ 207 struct object *spell; /* Spell that was being cast */
199 uint16 start_holding; 208 uint16 start_holding;
200 char *spellarg; 209 char *spellarg;
201 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 dam_modifier; /* How going up in level effects damage */
202 sint8 range; /* Range of the spell */ 211 sint8 range; /* Range of the spell */
203 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 range_modifier; /* How going up in level effects range */
204 213
205 /* Following are values used by any object */ 214 /* Following are values used by any object */
206 struct archt *arch; /* Pointer to archetype */ 215 struct archt *arch; /* Pointer to archetype */
207 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 */
208 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
209 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
210 uint16 animation_id; /* An index into the animation array */ 219 uint16 animation_id; /* An index into the animation array */
211 uint8 anim_speed; /* ticks between animation-frames */ 220 uint8 anim_speed; /* ticks between animation-frames */
212 uint8 last_anim; /* last sequence used to draw face */ 221 uint8 last_anim; /* last sequence used to draw face */
213 sint32 elevation; /* elevation of this terrain - not currently used */ 222 sint32 elevation; /* elevation of this terrain - not currently used */
214 uint8 smoothlevel; /* how to smooth this square around*/ 223 uint8 smoothlevel; /* how to smooth this square around*/
215 224
216 MoveType move_type; /* Type of movement this object uses */ 225 MoveType move_type; /* Type of movement this object uses */
217 MoveType move_block; /* What movement types this blocks */ 226 MoveType move_block; /* What movement types this blocks */
218 MoveType move_allow; /* What movement types explicitly allowd */ 227 MoveType move_allow; /* What movement types explicitly allowd */
219 MoveType move_on; /* Move types affected moving on to this space */ 228 MoveType move_on; /* Move types affected moving on to this space */
220 MoveType move_off; /* Move types affected moving off this space */ 229 MoveType move_off; /* Move types affected moving off this space */
221 MoveType move_slow; /* Movement types this slows down */ 230 MoveType move_slow; /* Movement types this slows down */
222 float move_slow_penalty; /* How much this slows down the object */ 231 float move_slow_penalty; /* How much this slows down the object */
223
224 shstr custom_name; /* Custom name assigned by player */
225 key_value *key_values; /* Fields not explictly known by the loader. */ 232 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 233};
227 234
228struct object : object_special, object_simple, zero_initialised { 235struct object : zero_initialised, object_keep, object_copy, object_pod
236{
237 void clear ();
229 void clone (object *destination) 238 void clone (object *destination);
230 {
231 destination->attach = attach;
232
233 if (self || cb)
234 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
235 }
236}; 239};
237 240
238typedef struct oblnk { /* Used to link together several objects */ 241typedef struct oblnk { /* Used to link together several objects */
239 object *ob; 242 object *ob;
240 struct oblnk *next; 243 struct oblnk *next;
269 */ 272 */
270} archetype; 273} archetype;
271 274
272extern object *objects; 275extern object *objects;
273extern object *active_objects; 276extern object *active_objects;
274extern object *free_objects;
275extern object objarray[STARTMAX];
276 277
277extern int nrofallocobjects; 278extern int nrofallocobjects;
278extern int nroffreeobjects;
279 279
280/* This returns TRUE if the object is something that 280/* This returns TRUE if the object is something that
281 * should be displayed in the look window 281 * should be displayed in the look window
282 */ 282 */
283#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)

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