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Comparing deliantra/server/include/object.h (file contents):
Revision 1.3 by elmex, Wed Feb 22 18:53:48 2006 UTC vs.
Revision 1.11 by root, Tue Aug 29 05:03:55 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.3 2006/02/22 18:53:48 elmex Exp $"; 3 * "$Id: object.h,v 1.11 2006/08/29 05:03:55 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 27*/
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31
32#include "cfperl.h"
33#include "shstr.h"
31 34
32typedef uint32 tag_t; 35typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 37#define BODY_ARMS 1
35 38
95 * more logically together (put the item related ones together, the monster 98 * more logically together (put the item related ones together, the monster
96 * related ones, etc. 99 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen. 100 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05 101 * MSW 2002-07-05
99 */ 102 */
100typedef struct obj { 103
104struct object_simple : attachable<object> {
105 static data_type get_dt () { return DT_OBJECT; }
106
101 /* These variables are not changed by copy_object() */ 107 /* These variables are not changed by copy_object() */
102 struct pl *contr; /* Pointer to the player which control this object */ 108 struct pl *contr; /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 109 struct object *next; /* Pointer to the next object in the free/used list */
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 110 struct object *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */ 111 struct object *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */ 112 struct object *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */ 113 /* so that the entire object list does not */
108 /* need to be gone through. */ 114 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 115 struct object *below; /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 116 struct object *above; /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 117 /* Note: stacked in the *same* environment*/
112 struct obj *inv; /* Pointer to the first object in the inventory */ 118 struct object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 119 struct object *container; /* Current container being used. I think this
114 * is only used by the player right now. 120 * is only used by the player right now.
115 */ 121 */
116 struct obj *env; /* Pointer to the object which is the environment. 122 struct object *env; /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 123 * This is typically the container that the object is in.
118 */ 124 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 125 struct object *more; /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */ 126 struct object *head; /* Points to the main object of a large body */
121 struct mapdef *map; /* Pointer to the map in which this object is present */ 127 struct mapstruct *map; /* Pointer to the map in which this object is present */
122 128
123 tag_t count; /* Unique object number for this object */ 129 tag_t count; /* Unique object number for this object */
124 uint16 refcount; /* How many objects points to this object */ 130 uint16 refcount; /* How many objects points to this object */
131};
125 132
133struct object_special {
126 /* These get an extra add_refcount(), after having been copied by memcpy(). 134 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If 135 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify 136 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared 137 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object() 138 * by clear_object()
179 sint32 weight_limit; /* Weight-limit of object */ 187 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */ 188 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */ 189 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */ 190 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */ 191 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */ 192 struct object *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */ 193 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */ 194 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
192 198
193 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */ 200 struct object *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */ 201 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */ 202 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */ 203 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */ 204 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */ 205 struct object *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */ 206 struct object *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 207 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */ 208 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 209 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */ 210 struct object *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */ 211 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 212 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */ 213 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */ 214 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */ 215 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */ 216 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */ 217 struct object *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 218 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */ 219 /* races/classes can need less/more exp to gain levels */
214 220
215 /* Spell related information, may be useful elsewhere 221 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically 222 * Note that other fields are used - these files are basically
217 * only used in spells. 223 * only used in spells.
218 */ 224 */
219 sint16 duration; /* How long the spell lasts */ 225 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */ 226 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */ 227 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */ 228 struct object *spell; /* Spell that was being cast */
223 uint16 start_holding; 229 uint16 start_holding;
224 char *spellarg; 230 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */ 231 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */ 232 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */ 233 uint8 range_modifier; /* How going up in level effects range */
247 253
248 event *events; 254 event *events;
249 255
250 const char *custom_name; /* Custom name assigned by player */ 256 const char *custom_name; /* Custom name assigned by player */
251 key_value *key_values; /* Fields not explictly known by the loader. */ 257 key_value *key_values; /* Fields not explictly known by the loader. */
252} object; 258};
259
260struct object : object_special, object_simple {
261 void clone (object *destination)
262 {
263 if (attach)
264 destination->attach = add_refcount (attach);
265
266 if (self || cb)
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
268 }
269};
253 270
254typedef struct oblnk { /* Used to link together several objects */ 271typedef struct oblnk { /* Used to link together several objects */
255 object *ob; 272 object *ob;
256 struct oblnk *next; 273 struct oblnk *next;
257 tag_t id; 274 tag_t id;
343#define ARCH_SINGULARITY_LEN 11 360#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 361#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 362#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom" 363#define ARCH_SYMPTOM "symptom"
347 364
348extern void (*object_free_callback)(object *ob); // called for every object_free
349
350#endif 365#endif

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