1 | /* |
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2 | * static char *rcsid_object_h = |
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3 | * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; |
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4 | */ |
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5 | |
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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 |
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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" |
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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 { |
41 | const char *save_name; /* Name used to load/save it to disk */ |
37 | 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 */ |
38 | 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 */ |
39 | const char *nonuse_name; /* Name to describe objects we can't use */ |
44 | } Body_Locations; |
40 | } Body_Locations; |
45 | |
41 | |
46 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
42 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
47 | |
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48 | typedef struct _event |
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49 | { |
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50 | int type; |
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51 | const char *hook; |
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52 | const char *plugin; |
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53 | const char *options; |
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54 | struct _event *next; |
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55 | } event; |
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56 | |
43 | |
57 | /* |
44 | /* |
58 | * 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 |
59 | * "dangling" from it; this could also end up containing 'parse errors'. |
46 | * "dangling" from it; this could also end up containing 'parse errors'. |
60 | * |
47 | * |
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62 | * |
49 | * |
63 | * 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 |
64 | * accessing the list directly. |
51 | * accessing the list directly. |
65 | * 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. |
66 | */ |
53 | */ |
67 | typedef struct _key_value { |
54 | struct key_value { |
68 | const char * key; |
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69 | const char * value; |
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70 | struct _key_value * next; |
55 | key_value *next; |
71 | } key_value; |
56 | shstr key, value; |
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57 | }; |
72 | |
58 | |
73 | |
59 | |
74 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
60 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
75 | * 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 |
76 | * 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 |
77 | * can_apply and will_apply? |
63 | * can_apply and will_apply? |
78 | */ |
64 | */ |
79 | #define WILL_APPLY_HANDLE 0x1 |
65 | #define WILL_APPLY_HANDLE 0x1 |
80 | #define WILL_APPLY_TREASURE 0x2 |
66 | #define WILL_APPLY_TREASURE 0x2 |
81 | #define WILL_APPLY_EARTHWALL 0x4 |
67 | #define WILL_APPLY_EARTHWALL 0x4 |
82 | #define WILL_APPLY_DOOR 0x8 |
68 | #define WILL_APPLY_DOOR 0x8 |
83 | #define WILL_APPLY_FOOD 0x10 |
69 | #define WILL_APPLY_FOOD 0x10 |
84 | |
70 | |
85 | |
71 | |
86 | /* Note that the ordering of this structure is sort of relevent - |
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87 | * copy_object copies everything over beyond 'name' using memcpy. |
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88 | * Thus, values that need to be copied need to be located beyond that |
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89 | * point. |
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90 | * |
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91 | * 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 |
92 | * 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, |
93 | * e.g. copy-object |
74 | * e.g. copy_object. |
94 | * |
75 | */ |
95 | * I've tried to clean up this structure a bit (in terms of formatting) |
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96 | * by making it more consistent. I've also tried to locate some of the fields |
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97 | * more logically together (put the item related ones together, the monster |
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98 | * related ones, etc. |
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99 | * This structure is best viewed with about a 100 width screen. |
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100 | * MSW 2002-07-05 |
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101 | */ |
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102 | |
76 | |
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77 | // these are not being copied |
103 | struct object_simple { |
78 | struct object_keep |
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79 | { |
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80 | tag_t count; /* Unique object number for this object */ |
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81 | uint16 refcount; /* How many objects points to this object */ |
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82 | |
104 | /* These variables are not changed by copy_object() */ |
83 | /* These variables are not changed by copy_object() */ |
105 | struct pl *contr; /* Pointer to the player which control this object */ |
84 | struct pl *contr; /* Pointer to the player which control this object */ |
106 | 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 */ |
107 | 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*/ |
108 | struct object *active_next; /* Next & previous object in the 'active' */ |
87 | struct object *active_next; /* Next & previous object in the 'active' */ |
109 | struct object *active_prev; /* List. This is used in process_events */ |
88 | struct object *active_prev; /* List. This is used in process_events */ |
110 | /* so that the entire object list does not */ |
89 | /* so that the entire object list does not */ |
111 | /* need to be gone through. */ |
90 | /* need to be gone through. */ |
112 | struct object *below; /* Pointer to the object stacked below this one */ |
91 | struct object *below; /* Pointer to the object stacked below this one */ |
113 | struct object *above; /* Pointer to the object stacked above this one */ |
92 | struct object *above; /* Pointer to the object stacked above this one */ |
114 | /* Note: stacked in the *same* environment*/ |
93 | /* Note: stacked in the *same* environment*/ |
115 | struct object *inv; /* Pointer to the first object in the inventory */ |
94 | struct object *inv; /* Pointer to the first object in the inventory */ |
116 | struct object *container; /* Current container being used. I think this |
95 | struct object *container; /* Current container being used. I think this |
117 | * is only used by the player right now. |
96 | * is only used by the player right now. |
118 | */ |
97 | */ |
119 | struct object *env; /* Pointer to the object which is the environment. |
98 | struct object *env; /* Pointer to the object which is the environment. |
120 | * This is typically the container that the object is in. |
99 | * This is typically the container that the object is in. |
121 | */ |
100 | */ |
122 | 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 */ |
123 | 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 */ |
124 | 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 */ |
125 | |
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126 | tag_t count; /* Unique object number for this object */ |
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127 | uint16 refcount; /* How many objects points to this object */ |
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128 | }; |
104 | }; |
129 | |
105 | |
130 | struct object_special : extendable<object> { |
106 | // these are being copied |
131 | data_type get_dt () const { return DT_OBJECT; } |
107 | struct object_copy : attachable<object> |
132 | |
108 | { |
133 | /* 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(). |
134 | * All fields beow this point are automatically copied by memcpy. If |
110 | * All fields beow this point are automatically copied by memcpy. If |
135 | * adding something that needs a refcount updated, make sure you modify |
111 | * adding something that needs a refcount updated, make sure you modify |
136 | * copy_object to do so. Everything below here also gets cleared |
112 | * copy_object to do so. Everything below here also gets cleared |
137 | * by clear_object() |
113 | * by clear_object() |
138 | */ |
114 | */ |
139 | const char *name; /* The name of the object, obviously... */ |
115 | shstr name; /* The name of the object, obviously... */ |
140 | const char *name_pl; /* The plural name of the object */ |
116 | shstr name_pl; /* The plural name of the object */ |
141 | const char *title; /* Of foo, etc */ |
117 | shstr title; /* Of foo, etc */ |
142 | const char *race; /* human, goblin, dragon, etc */ |
118 | shstr race; /* human, goblin, dragon, etc */ |
143 | const char *slaying; /* Which race to do double damage to */ |
119 | shstr slaying; /* Which race to do double damage to */ |
144 | /* If this is an exit, this is the filename */ |
120 | /* If this is an exit, this is the filename */ |
145 | const char *skill; /* Name of the skill this object uses/grants */ |
121 | shstr skill; /* Name of the skill this object uses/grants */ |
146 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
122 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
147 | const char *lore; /* Obscure information about this object, */ |
123 | shstr lore; /* Obscure information about this object, */ |
148 | /* To get put into books and the like. */ |
124 | /* To get put into books and the like. */ |
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125 | shstr materialname; /* specific material name */ |
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126 | shstr custom_name; /* Custom name assigned by player */ |
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127 | }; |
149 | |
128 | |
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129 | // these are being copied and also cleared |
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130 | struct object_pod |
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131 | { |
150 | sint16 x,y; /* Position in the map for this object */ |
132 | sint16 x,y; /* Position in the map for this object */ |
151 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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152 | float speed; /* The overall speed of this object */ |
133 | float speed; /* The overall speed of this object */ |
153 | 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 */ |
154 | uint32 nrof; /* How many of the objects */ |
135 | uint32 nrof; /* How many of the objects */ |
155 | New_Face *face; /* Face with colors */ |
136 | New_Face *face; /* Face with colors */ |
156 | sint8 direction; /* Means the object is moving that way. */ |
137 | sint8 direction; /* Means the object is moving that way. */ |
157 | sint8 facing; /* Object is oriented/facing that way. */ |
138 | sint8 facing; /* Object is oriented/facing that way. */ |
158 | |
139 | |
159 | /* This next big block are basically used for monsters and equipment */ |
140 | /* This next big block are basically used for monsters and equipment */ |
160 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
141 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
161 | uint8 subtype; /* subtype of object */ |
142 | uint8 subtype; /* subtype of object */ |
162 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
143 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
163 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
144 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
164 | uint32 attacktype; /* Bitmask of attacks this object does */ |
145 | uint32 attacktype; /* Bitmask of attacks this object does */ |
165 | uint32 path_attuned; /* Paths the object is attuned to */ |
146 | uint32 path_attuned; /* Paths the object is attuned to */ |
166 | uint32 path_repelled; /* Paths the object is repelled from */ |
147 | uint32 path_repelled; /* Paths the object is repelled from */ |
167 | uint32 path_denied; /* Paths the object is denied access to */ |
148 | uint32 path_denied; /* Paths the object is denied access to */ |
168 | uint16 material; /* What materials this object consist of */ |
149 | uint16 material; /* What materials this object consist of */ |
169 | const char *materialname; /* specific material name */ |
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170 | sint8 magic; /* Any magical bonuses to this item */ |
150 | sint8 magic; /* Any magical bonuses to this item */ |
171 | uint8 state; /* How the object was last drawn (animation) */ |
151 | uint8 state; /* How the object was last drawn (animation) */ |
172 | sint32 value; /* How much money it is worth (or contains) */ |
152 | sint32 value; /* How much money it is worth (or contains) */ |
173 | sint16 level; /* Level of creature or object */ |
153 | sint16 level; /* Level of creature or object */ |
174 | /* Note that the last_.. values are sometimes used for non obvious |
154 | /* Note that the last_.. values are sometimes used for non obvious |
175 | * meanings by some objects, eg, sp penalty, permanent exp. |
155 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | */ |
156 | */ |
177 | sint32 last_heal; /* Last healed. Depends on constitution */ |
157 | sint32 last_heal; /* Last healed. Depends on constitution */ |
178 | sint32 last_sp; /* As last_heal, but for spell points */ |
158 | sint32 last_sp; /* As last_heal, but for spell points */ |
179 | sint16 last_grace; /* as last_sp, except for grace */ |
159 | sint16 last_grace; /* as last_sp, except for grace */ |
180 | sint16 last_eat; /* How long since we last ate */ |
160 | sint16 last_eat; /* How long since we last ate */ |
181 | sint16 invisible; /* How much longer the object will be invis */ |
161 | sint16 invisible; /* How much longer the object will be invis */ |
182 | uint8 pick_up; /* See crossfire.doc */ |
162 | uint8 pick_up; /* See crossfire.doc */ |
183 | sint8 item_power; /* power rating of the object */ |
163 | sint8 item_power; /* power rating of the object */ |
184 | 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)*/ |
185 | sint32 weight; /* Attributes of the object */ |
165 | sint32 weight; /* Attributes of the object */ |
186 | sint32 weight_limit; /* Weight-limit of object */ |
166 | sint32 weight_limit; /* Weight-limit of object */ |
187 | sint32 carrying; /* How much weight this object contains */ |
167 | sint32 carrying; /* How much weight this object contains */ |
188 | sint8 glow_radius; /* indicates the glow radius of the object */ |
168 | sint8 glow_radius; /* indicates the glow radius of the object */ |
189 | living stats; /* Str, Con, Dex, etc */ |
169 | living stats; /* Str, Con, Dex, etc */ |
190 | sint64 perm_exp; /* Permanent exp */ |
170 | sint64 perm_exp; /* Permanent exp */ |
191 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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192 | /* each time the object attacks something */ |
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193 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
171 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
194 | uint32 weapontype; /* type of weapon */ |
172 | uint32 weapontype; /* type of weapon */ |
195 | uint32 tooltype; /* type of tool or build facility */ |
173 | uint32 tooltype; /* type of tool or build facility */ |
196 | 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 */ |
197 | 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 */ |
198 | /* See the doc/Developers/objects for more info about body locations */ |
176 | /* See the doc/Developers/objects for more info about body locations */ |
199 | |
177 | |
200 | /* Following mostly refers to fields only used for monsters */ |
178 | /* Following mostly refers to fields only used for monsters */ |
201 | struct object *owner; /* Pointer to the object which controls this one */ |
179 | struct object *owner; /* Pointer to the object which controls this one */ |
202 | /* Owner should not be referred to directly - */ |
180 | /* Owner should not be referred to directly - */ |
203 | /* get_owner should be used instead. */ |
181 | /* get_owner should be used instead. */ |
204 | tag_t ownercount; /* What count the owner had (in case owner */ |
182 | tag_t ownercount; /* What count the owner had (in case owner */ |
205 | /* has been freed) */ |
183 | /* has been freed) */ |
206 | struct object *enemy; /* Monster/player to follow even if not closest */ |
184 | 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 */ |
185 | 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 */ |
186 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
209 | struct treasureliststruct *randomitems; /* Items to be generated */ |
187 | struct treasureliststruct *randomitems; /* Items to be generated */ |
210 | 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. */ |
211 | struct object *chosen_skill; /* the skill chosen to use */ |
189 | struct object *chosen_skill; /* the skill chosen to use */ |
212 | uint32 hide; /* The object is hidden, not invisible */ |
190 | uint32 hide; /* The object is hidden, not invisible */ |
213 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
214 | /* allows different movement patterns for attackers */ |
192 | /* allows different movement patterns for attackers */ |
215 | sint32 move_status; /* What stage in attack mode */ |
193 | sint32 move_status; /* What stage in attack mode */ |
216 | uint16 attack_movement;/* What kind of attack movement */ |
194 | uint16 attack_movement;/* What kind of attack movement */ |
217 | uint8 will_apply; /* See crossfire.doc */ |
195 | uint8 will_apply; /* See crossfire.doc */ |
218 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
196 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
219 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
197 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
220 | /* races/classes can need less/more exp to gain levels */ |
198 | /* races/classes can need less/more exp to gain levels */ |
221 | |
199 | |
222 | /* Spell related information, may be useful elsewhere |
200 | /* Spell related information, may be useful elsewhere |
223 | * Note that other fields are used - these files are basically |
201 | * Note that other fields are used - these files are basically |
224 | * only used in spells. |
202 | * only used in spells. |
225 | */ |
203 | */ |
226 | sint16 duration; /* How long the spell lasts */ |
204 | sint16 duration; /* How long the spell lasts */ |
227 | uint8 duration_modifier; /* how level modifies duration */ |
205 | uint8 duration_modifier; /* how level modifies duration */ |
228 | sint16 casting_time; /* time left before spell goes off */ |
206 | sint16 casting_time; /* time left before spell goes off */ |
229 | struct object *spell; /* Spell that was being cast */ |
207 | struct object *spell; /* Spell that was being cast */ |
230 | uint16 start_holding; |
208 | uint16 start_holding; |
231 | char *spellarg; |
209 | char *spellarg; |
232 | uint8 dam_modifier; /* How going up in level effects damage */ |
210 | uint8 dam_modifier; /* How going up in level effects damage */ |
233 | sint8 range; /* Range of the spell */ |
211 | sint8 range; /* Range of the spell */ |
234 | uint8 range_modifier; /* How going up in level effects range */ |
212 | uint8 range_modifier; /* How going up in level effects range */ |
235 | |
213 | |
236 | /* Following are values used by any object */ |
214 | /* Following are values used by any object */ |
237 | struct archt *arch; /* Pointer to archetype */ |
215 | struct archt *arch; /* Pointer to archetype */ |
238 | 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 */ |
239 | /* this objects turns into or what this object creates */ |
217 | /* this objects turns into or what this object creates */ |
240 | uint32 flags[4]; /* various flags */ |
218 | uint32 flags[4]; /* various flags */ |
241 | uint16 animation_id; /* An index into the animation array */ |
219 | uint16 animation_id; /* An index into the animation array */ |
242 | uint8 anim_speed; /* ticks between animation-frames */ |
220 | uint8 anim_speed; /* ticks between animation-frames */ |
243 | uint8 last_anim; /* last sequence used to draw face */ |
221 | uint8 last_anim; /* last sequence used to draw face */ |
244 | sint32 elevation; /* elevation of this terrain - not currently used */ |
222 | sint32 elevation; /* elevation of this terrain - not currently used */ |
245 | uint8 smoothlevel; /* how to smooth this square around*/ |
223 | uint8 smoothlevel; /* how to smooth this square around*/ |
246 | |
224 | |
247 | MoveType move_type; /* Type of movement this object uses */ |
225 | MoveType move_type; /* Type of movement this object uses */ |
248 | MoveType move_block; /* What movement types this blocks */ |
226 | MoveType move_block; /* What movement types this blocks */ |
249 | MoveType move_allow; /* What movement types explicitly allowd */ |
227 | MoveType move_allow; /* What movement types explicitly allowd */ |
250 | MoveType move_on; /* Move types affected moving on to this space */ |
228 | MoveType move_on; /* Move types affected moving on to this space */ |
251 | MoveType move_off; /* Move types affected moving off this space */ |
229 | MoveType move_off; /* Move types affected moving off this space */ |
252 | MoveType move_slow; /* Movement types this slows down */ |
230 | MoveType move_slow; /* Movement types this slows down */ |
253 | float move_slow_penalty; /* How much this slows down the object */ |
231 | float move_slow_penalty; /* How much this slows down the object */ |
254 | |
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255 | event *events; |
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256 | |
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257 | const char *custom_name; /* Custom name assigned by player */ |
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258 | key_value *key_values; /* Fields not explictly known by the loader. */ |
232 | key_value *key_values; /* Fields not explictly known by the loader. */ |
259 | }; |
233 | }; |
260 | |
234 | |
261 | struct object : object_special, object_simple { |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
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236 | { |
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237 | void clear (); |
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238 | void clone (object *destination); |
262 | }; |
239 | }; |
263 | |
240 | |
264 | typedef struct oblnk { /* Used to link together several objects */ |
241 | typedef struct oblnk { /* Used to link together several objects */ |
265 | object *ob; |
242 | object *ob; |
266 | struct oblnk *next; |
243 | struct oblnk *next; |
267 | tag_t id; |
244 | tag_t id; |
268 | } objectlink; |
245 | } objectlink; |
269 | |
246 | |
270 | typedef struct oblinkpt { /* Used to link together several object links */ |
247 | typedef struct oblinkpt { /* Used to link together several object links */ |
271 | struct oblnk *link; |
248 | struct oblnk *link; |
272 | long value; /* Used as connected value in buttons/gates */ |
249 | long value; /* Used as connected value in buttons/gates */ |
273 | struct oblinkpt *next; |
250 | struct oblinkpt *next; |
274 | } oblinkpt; |
251 | } oblinkpt; |
275 | |
252 | |
276 | /* |
253 | /* |
277 | * The archetype structure is a set of rules on how to generate and manipulate |
254 | * The archetype structure is a set of rules on how to generate and manipulate |
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280 | * be much left in the archetype - all it really is is a holder for the |
257 | * 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 |
258 | * object and pointers. This structure should get removed, and just replaced |
282 | * by the object structure |
259 | * by the object structure |
283 | */ |
260 | */ |
284 | |
261 | |
285 | typedef struct archt { |
262 | typedef struct archt : zero_initialised |
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263 | { |
286 | const char *name; /* More definite name, like "generate_kobold" */ |
264 | shstr name; /* More definite name, like "generate_kobold" */ |
287 | struct archt *next; /* Next archetype in a linked list */ |
265 | struct archt *next; /* Next archetype in a linked list */ |
288 | struct archt *head; /* The main part of a linked object */ |
266 | struct archt *head; /* The main part of a linked object */ |
289 | struct archt *more; /* Next part of a linked object */ |
267 | struct archt *more; /* Next part of a linked object */ |
290 | object clone; /* An object from which to do copy_object() */ |
268 | object clone; /* An object from which to do copy_object() */ |
291 | uint32 editable; /* editable flags (mainly for editor) */ |
269 | uint32 editable; /* editable flags (mainly for editor) */ |
292 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
270 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
293 | * in comparison to the head. |
271 | * in comparison to the head. |
294 | */ |
272 | */ |
295 | } archetype; |
273 | } archetype; |
296 | |
274 | |
297 | extern object *objects; |
275 | extern object *objects; |
298 | extern object *active_objects; |
276 | extern object *active_objects; |
299 | extern object *free_objects; |
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300 | extern object objarray[STARTMAX]; |
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301 | |
277 | |
302 | extern int nrofallocobjects; |
278 | extern int nrofallocobjects; |
303 | extern int nroffreeobjects; |
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304 | |
279 | |
305 | /* This returns TRUE if the object is somethign that |
280 | /* This returns TRUE if the object is something that |
306 | * should be displayed in the look window |
281 | * should be displayed in the look window |
307 | */ |
282 | */ |
308 | #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) |
309 | |
284 | |
310 | /* Used by update_object to know if the object being passed is |
285 | /* Used by update_object to know if the object being passed is |
… | |
… | |
340 | * are mutually exclusive. The behaviour for passing more than one |
315 | * are mutually exclusive. The behaviour for passing more than one |
341 | * should be considered undefined - while you may notice what happens |
316 | * should be considered undefined - while you may notice what happens |
342 | * right now if you pass more than one, that could very well change |
317 | * right now if you pass more than one, that could very well change |
343 | * in future revisions of the code. |
318 | * in future revisions of the code. |
344 | */ |
319 | */ |
345 | #define INS_NO_MERGE 0x0001 |
320 | #define INS_NO_MERGE 0x0001 |
346 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
321 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
347 | #define INS_NO_WALK_ON 0x0004 |
322 | #define INS_NO_WALK_ON 0x0004 |
348 | #define INS_ON_TOP 0x0008 |
323 | #define INS_ON_TOP 0x0008 |
349 | #define INS_BELOW_ORIGINATOR 0x0010 |
324 | #define INS_BELOW_ORIGINATOR 0x0010 |
350 | #define INS_MAP_LOAD 0x0020 |
325 | #define INS_MAP_LOAD 0x0020 |
351 | |
326 | |
352 | #define ARCH_SINGULARITY "singularity" |
327 | #define ARCH_SINGULARITY "singularity" |
353 | #define ARCH_SINGULARITY_LEN 11 |
328 | #define ARCH_SINGULARITY_LEN 11 |
354 | #define ARCH_DETECT_MAGIC "detect_magic" |
329 | #define ARCH_DETECT_MAGIC "detect_magic" |
355 | #define ARCH_DEPLETION "depletion" |
330 | #define ARCH_DEPLETION "depletion" |