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Comparing deliantra/server/include/object.h (file contents):
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.20 by root, Fri Sep 8 16:51:44 2006 UTC

31#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 32#define BODY_ARMS 1
33 33
34/* See common/item.c */ 34/* See common/item.c */
35 35
36typedef struct Body_Locations { 36typedef struct Body_Locations
37{
37 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 */
38 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 */
39 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 */
40} Body_Locations; 41} Body_Locations;
41 42
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 44
44/* 45/*
49 * 50 *
50 * 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
51 * accessing the list directly. 52 * accessing the list directly.
52 * 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.
53 */ 54 */
54struct key_value { 55struct key_value
56{
55 key_value *next; 57 key_value *next;
56 shstr key, value; 58 shstr key, value;
57}; 59};
58 60
59 61
60/* Definition for WILL_APPLY values. Replaces having harcoded values 62/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * sprinkled in the code. Note that some of these also replace fields 63 * sprinkled in the code. Note that some of these also replace fields
73 * don't just want it copied, so you'll need to add to common/object.C, 75 * don't just want it copied, so you'll need to add to common/object.C,
74 * e.g. copy_object. 76 * e.g. copy_object.
75 */ 77 */
76 78
77// these are not being copied 79// these are not being copied
80ACC_CLASS (object)
78struct object_keep 81struct object_keep
79{ 82{
80 tag_t count; /* Unique object number for this object */ 83 tag_t ACC (RW, count); /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */ 84 uint16 ACC (RW, refcount); /* How many objects points to this object */
82 85
83 /* These variables are not changed by copy_object() */ 86 /* These variables are not changed by copy_object() */
84 struct pl *contr; /* Pointer to the player which control this object */ 87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */ 88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/ 89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
87 struct object *active_next; /* Next & previous object in the 'active' */ 90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */ 91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
89 /* so that the entire object list does not */ 92 /* so that the entire object list does not */
90 /* need to be gone through. */ 93 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */ 94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */ 95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/ 96 /* Note: stacked in the *same* environment */
94 struct object *inv; /* Pointer to the first object in the inventory */ 97 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this 98 struct object *ACC (RW, container); /* Current container being used. I think this
96 * is only used by the player right now. 99 * is only used by the player right now.
97 */ 100 */
98 struct object *env; /* Pointer to the object which is the environment. 101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in. 102 * This is typically the container that the object is in.
100 */ 103 */
101 struct object *more; /* Pointer to the rest of a large body of objects */ 104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */ 105 struct object *ACC (RW, head); /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */ 106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
104}; 107};
105 108
106// these are being copied 109// these are being copied
107struct object_copy : attachable<object> 110struct object_copy:attachable<object>
108{ 111{
109 /* These get an extra add_refcount(), after having been copied by memcpy(). 112 /* These get an extra add_refcount(), after having been copied by memcpy().
110 * All fields beow this point are automatically copied by memcpy. If 113 * All fields beow this point are automatically copied by memcpy. If
111 * adding something that needs a refcount updated, make sure you modify 114 * adding something that needs a refcount updated, make sure you modify
112 * copy_object to do so. Everything below here also gets cleared 115 * copy_object to do so. Everything below here also gets cleared
113 * by clear_object() 116 * by clear_object()
114 */ 117 */
115 shstr name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 128 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
127}; 130};
128 131
129// these are being copied and also cleared 132// these are being copied and also cleared
130struct object_pod 133struct object_pod
131{ 134{
132 sint16 x,y; /* Position in the map for this object */ 135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 136 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 137 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 138 uint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */ 139 New_Face *ACC (RW, face); /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */ 140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */ 141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
139 142
140 /* This next big block are basically used for monsters and equipment */ 143 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 145 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 152 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */ 156 sint16 ACC (RW, level); /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 157 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 158 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 159 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 163 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
162 uint8 pick_up; /* See crossfire.doc */ 165 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 166 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
165 sint32 weight; /* Attributes of the object */ 168 sint32 ACC (RW, weight); /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */ 169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */ 170 sint32 ACC (RW, carrying); /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 172 living ACC (RO, stats); /* Str, Con, Dex, etc */
170 sint64 perm_exp; /* Permanent exp */ 173 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */ 174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 175 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
176 /* See the doc/Developers/objects for more info about body locations */ 179 /* See the doc/Developers/objects for more info about body locations */
177 180
178 /* Following mostly refers to fields only used for monsters */ 181 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */ 182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */ 183 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */ 184 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */ 185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
183 /* has been freed) */ 186 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */ 187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */ 188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */ 190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */ 192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 198 uint8 ACC (RW, will_apply); /* See crossfire.doc */
196 struct object *spellitem; /* Spell ability monster is choosing to use */ 199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
199 202
200 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
202 * only used in spells. 205 * only used in spells.
203 */ 206 */
204 sint16 duration; /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */ 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 209 sint16 ACC (RW, casting_time); /* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */ 210 struct object *ACC (RW, spell); /* Spell that was being cast */
208 uint16 start_holding; 211 uint16 ACC (RW, start_holding);
209 char *spellarg; 212 char *ACC (RW, spellarg);
210 uint8 dam_modifier; /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 216
214 /* Following are values used by any object */ 217 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */ 218 struct archt *ACC (RW, arch); /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 219 struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
219 uint16 animation_id; /* An index into the animation array */ 222 uint16 ACC (RW, animation_id); /* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 227
225 MoveType move_type; /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
226 MoveType move_block; /* What movement types this blocks */ 229 MoveType ACC (RW, move_block); /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */ 230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
228 MoveType move_on; /* Move types affected moving on to this space */ 231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
229 MoveType move_off; /* Move types affected moving off this space */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
230 MoveType move_slow; /* Movement types this slows down */ 233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
231 float move_slow_penalty; /* How much this slows down the object */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */ 235 key_value *key_values; /* Fields not explictly known by the loader. */
233}; 236};
234 237
235struct object : zero_initialised, object_keep, object_copy, object_pod 238struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 239{
237 static bool can_merge (object *op1, object *op2); 240 static bool can_merge (object * op1, object * op2);
238 241
239 void clear (); 242 void clear ();
240 void clone (object *destination); 243 void clone (object * destination);
241}; 244};
242 245
243#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
244 247
248typedef struct oblnk
245typedef struct oblnk { /* Used to link together several objects */ 249{ /* Used to link together several objects */
246 object *ob; 250 object *ob;
247 struct oblnk *next; 251 struct oblnk *next;
248 tag_t id; 252 tag_t id;
249} objectlink; 253} objectlink;
250 254
251typedef struct oblinkpt { /* Used to link together several object links */ 255typedef struct oblinkpt
256{ /* Used to link together several object links */
252 struct oblnk *link; 257 struct oblnk *link;
253 long value; /* Used as connected value in buttons/gates */ 258 long value; /* Used as connected value in buttons/gates */
254 struct oblinkpt *next; 259 struct oblinkpt *next;
255} oblinkpt; 260} oblinkpt;
256 261
257/* 262/*
258 * The archetype structure is a set of rules on how to generate and manipulate 263 * The archetype structure is a set of rules on how to generate and manipulate
261 * be much left in the archetype - all it really is is a holder for the 266 * be much left in the archetype - all it really is is a holder for the
262 * object and pointers. This structure should get removed, and just replaced 267 * object and pointers. This structure should get removed, and just replaced
263 * by the object structure 268 * by the object structure
264 */ 269 */
265 270
271ACC_CLASS(archetype)
266typedef struct archt : zero_initialised 272struct archt : zero_initialised
267{ 273{
268 shstr name; /* More definite name, like "generate_kobold" */ 274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
269 struct archt *next; /* Next archetype in a linked list */ 275 struct archt *ACC (RW, next); /* Next archetype in a linked list */
270 struct archt *head; /* The main part of a linked object */ 276 struct archt *ACC (RW, head); /* The main part of a linked object */
271 struct archt *more; /* Next part of a linked object */ 277 struct archt *ACC (RW, more); /* Next part of a linked object */
272 object clone; /* An object from which to do copy_object() */ 278 object ACC (RO, clone); /* An object from which to do copy_object() */
273 uint32 editable; /* editable flags (mainly for editor) */ 279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
274 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 280 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
275 * in comparison to the head. 281 * in comparison to the head.
276 */ 282 */
277} archetype; 283} archetype;
278 284
279extern object *objects; 285extern object *objects;
280extern object *active_objects; 286extern object *active_objects;
281 287
290 * being added or removed. 296 * being added or removed.
291 */ 297 */
292#define UP_OBJ_INSERT 1 298#define UP_OBJ_INSERT 1
293#define UP_OBJ_REMOVE 2 299#define UP_OBJ_REMOVE 2
294#define UP_OBJ_CHANGE 3 300#define UP_OBJ_CHANGE 3
295#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 301#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
296 302
297/* These are flags passed to insert_ob_in_map and 303/* These are flags passed to insert_ob_in_map and
298 * insert_ob_in_ob. Note that all flags may not be meaningful 304 * insert_ob_in_ob. Note that all flags may not be meaningful
299 * for both functions. 305 * for both functions.
300 * Most are fairly explanatory: 306 * Most are fairly explanatory:

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