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Comparing deliantra/server/include/object.h (file contents):
Revision 1.13 by root, Thu Aug 31 09:19:34 2006 UTC vs.
Revision 1.65 by root, Sat Dec 23 06:30:49 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.13 2006/08/31 09:19:34 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
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 34#define BODY_ARMS 1
38 35
39/* See common/item.c */ 36/* See common/item.c */
40 37
41typedef struct Body_Locations { 38typedef struct Body_Locations
39{
42 const char *save_name; /* Name used to load/save it to disk */ 40 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 41 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 */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 43} Body_Locations;
46 44
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern 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 46
58/* 47/*
59 * Each object (this also means archetypes!) could have a few of these 48 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 50 *
63 * 52 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 54 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 55 * Exception is if you want to walk this list for some reason.
67 */ 56 */
68typedef struct _key_value { 57struct key_value
69 const char * key; 58{
70 const char * value;
71 struct _key_value * next; 59 key_value *next;
72} key_value; 60 shstr key, value;
61};
73 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
74 76
75/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 78 * 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 79 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 80 * can_apply and will_apply?
79 */ 81 */
80#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
85 87
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 89 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 90 * e.g. ->copy_to ()
95 * 91 */
96 * I've tried to clean up this structure a bit (in terms of formatting) 92
97 * by making it more consistent. I've also tried to locate some of the fields 93ACC_CLASS (object)
98 * more logically together (put the item related ones together, the monster 94// these are being copied
99 * related ones, etc. 95struct object_copy
100 * This structure is best viewed with about a 100 width screen. 96{
101 * MSW 2002-07-05 97 typedef bitset<NUM_FLAGS> flags_t;
98
99 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120
121 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
129 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp.
102 */ 144 */
145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148 sint16 ACC (RW, last_eat); /* How long since we last ate */
149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */
151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152 sint8 ACC (RW, item_power); /* power rating of the object */
153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
155 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
162 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */
103 165
104struct object_simple : attachable<object> { 166 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */
169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */
175
176 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically
178 * only used in spells.
179 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 char *ACC (RW, spellarg);
188
189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flags; /* various flags */
194 uint16 ACC (RW, animation_id);/* An index into the animation array */
195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
200
201 MoveType ACC (RW, move_type); /* Type of movement this object uses */
202 MoveType ACC (RW, move_block);/* What movement types this blocks */
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
208};
209
210struct object : zero_initialised, refcounted, attachable<object>, object_copy
211{
212 typedef unordered_vector<object *> vector;
213
105 /* These variables are not changed by copy_object() */ 214 // These variables are not changed by ->copy_to
215
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218
106 struct pl *contr; /* Pointer to the player which control this object */ 219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
107 struct object *next; /* Pointer to the next object in the free/used list */ 220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
108 struct object *prev; /* Pointer to the previous object in the free/used list*/ 221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
109 struct object *active_next; /* Next & previous object in the 'active' */ 222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
110 struct object *active_prev; /* List. This is used in process_events */ 223 object *ACC (RW, active_prev);/* List. This is used in process_events */
111 /* so that the entire object list does not */ 224 /* so that the entire object list does not */
112 /* need to be gone through. */ 225 /* need to be gone through. */
113 struct object *below; /* Pointer to the object stacked below this one */ 226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
114 struct object *above; /* Pointer to the object stacked above this one */ 227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
115 /* Note: stacked in the *same* environment*/ 228 /* Note: stacked in the *same* environment */
116 struct object *inv; /* Pointer to the first object in the inventory */ 229 object *inv; /* Pointer to the first object in the inventory */
117 struct object *container; /* Current container being used. I think this 230 object *ACC (RW, container); /* Current container being used. I think this
118 * is only used by the player right now. 231 * is only used by the player right now.
119 */ 232 */
120 struct object *env; /* Pointer to the object which is the environment. 233 object *ACC (RW, env); /* Pointer to the object which is the environment.
121 * This is typically the container that the object is in. 234 * This is typically the container that the object is in.
122 */ 235 */
123 struct object *more; /* Pointer to the rest of a large body of objects */ 236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
124 struct object *head; /* Points to the main object of a large body */ 237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
125 struct mapstruct *map; /* Pointer to the map in which this object is present */ 238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently?
126 240
127 tag_t count; /* Unique object number for this object */ 241 static vector mortals;
128 uint16 refcount; /* How many objects points to this object */ 242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects"
245
246 static object *create ();
247 void copy_to (object *dst);
248 object *clone (); // create + copy_to
249 void destroy (bool destroy_inventory = false);
250 void remove ();
251 object *insert (object *item); // insert into inventory
252
253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2);
255
256 // this is often used in time-critical code, so optimise
257 static bool can_merge (object *op1, object *op2)
258 {
259 return op1->value == op2->value
260 && op1->name == op2->name
261 && can_merge_slow (op1, op2);
262 }
263
264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner);
267
268 void instantiate ()
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable<object>::instantiate ();
274 }
275
276 // recalculate all stats
277 void update_stats ();
278 void roll_stats ();
279 void swap_stats (int a, int b);
280 void add_statbonus ();
281 void remove_statbonus ();
282 void drain_stat ();
283 void drain_specific_stat (int deplete_stats);
284 void change_luck (int value);
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
306
307 // returns the player that has this object in his inventory, or 0
308 object *in_player () const
309 {
310 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER)
312 return op;
313
314 return 0;
315 }
316
317 // returns the mapspace this object is in
318 mapspace &ms () const;
319
320 // fully recursive iterator
321 struct iterator_base
322 {
323 object *item;
324
325 iterator_base (object *container)
326 : item (container)
327 {
328 }
329
330 operator object *() const { return item; }
331
332 object *operator ->() const { return item; }
333 object &operator * () const { return *item; }
334 };
335
336 // depth-first recursive iterator
337 struct depth_iterator : iterator_base
338 {
339 depth_iterator (object *container);
340 void next ();
341 object *operator ++( ) { next (); return item; }
342 object *operator ++(int) { object *i = item; next (); return i; }
343 };
344
345 object *begin ()
346 {
347 return this;
348 }
349
350 object *end ()
351 {
352 return this;
353 }
354
355protected:
356 friend struct archetype;
357
358 void link ();
359 void unlink ();
360
361 object ();
362 ~object ();
129}; 363};
130 364
131struct object_special { 365typedef struct oblnk
132 /* These get an extra add_refcount(), after having been copied by memcpy().
133 * All fields beow this point are automatically copied by memcpy. If
134 * adding something that needs a refcount updated, make sure you modify
135 * copy_object to do so. Everything below here also gets cleared
136 * by clear_object()
137 */
138 const char *name; /* The name of the object, obviously... */
139 const char *name_pl; /* The plural name of the object */
140 const char *title; /* Of foo, etc */
141 const char *race; /* human, goblin, dragon, etc */
142 const char *slaying; /* Which race to do double damage to */
143 /* If this is an exit, this is the filename */
144 const char *skill; /* Name of the skill this object uses/grants */
145 const char *msg; /* If this is a book/sign/magic mouth/etc */
146 const char *lore; /* Obscure information about this object, */
147 /* To get put into books and the like. */
148
149 sint16 x,y; /* Position in the map for this object */
150 sint16 ox,oy; /* For debugging: Where it was last inserted */
151 float speed; /* The overall speed of this object */
152 float speed_left; /* How much speed is left to spend this round */
153 uint32 nrof; /* How many of the objects */
154 New_Face *face; /* Face with colors */
155 sint8 direction; /* Means the object is moving that way. */
156 sint8 facing; /* Object is oriented/facing that way. */
157
158 /* This next big block are basically used for monsters and equipment */
159 uint8 type; /* PLAYER, BULLET, etc. See define.h */
160 uint8 subtype; /* subtype of object */
161 uint16 client_type; /* Public type information. see doc/Developers/objects */
162 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
163 uint32 attacktype; /* Bitmask of attacks this object does */
164 uint32 path_attuned; /* Paths the object is attuned to */
165 uint32 path_repelled; /* Paths the object is repelled from */
166 uint32 path_denied; /* Paths the object is denied access to */
167 uint16 material; /* What materials this object consist of */
168 const char *materialname; /* specific material name */
169 sint8 magic; /* Any magical bonuses to this item */
170 uint8 state; /* How the object was last drawn (animation) */
171 sint32 value; /* How much money it is worth (or contains) */
172 sint16 level; /* Level of creature or object */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
175 */
176 sint32 last_heal; /* Last healed. Depends on constitution */
177 sint32 last_sp; /* As last_heal, but for spell points */
178 sint16 last_grace; /* as last_sp, except for grace */
179 sint16 last_eat; /* How long since we last ate */
180 sint16 invisible; /* How much longer the object will be invis */
181 uint8 pick_up; /* See crossfire.doc */
182 sint8 item_power; /* power rating of the object */
183 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
184 sint32 weight; /* Attributes of the object */
185 sint32 weight_limit; /* Weight-limit of object */
186 sint32 carrying; /* How much weight this object contains */
187 sint8 glow_radius; /* indicates the glow radius of the object */
188 living stats; /* Str, Con, Dex, etc */
189 sint64 perm_exp; /* Permanent exp */
190 struct object *current_weapon; /* Pointer to the weapon currently used */
191 uint32 weapontype; /* type of weapon */
192 uint32 tooltype; /* type of tool or build facility */
193 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
194 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
195 /* See the doc/Developers/objects for more info about body locations */
196
197 /* Following mostly refers to fields only used for monsters */
198 struct object *owner; /* Pointer to the object which controls this one */
199 /* Owner should not be referred to directly - */
200 /* get_owner should be used instead. */
201 tag_t ownercount; /* What count the owner had (in case owner */
202 /* has been freed) */
203 struct object *enemy; /* Monster/player to follow even if not closest */
204 struct object *attacked_by; /* This object start to attack us! only player & monster */
205 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
206 struct treasureliststruct *randomitems; /* Items to be generated */
207 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
208 struct object *chosen_skill; /* the skill chosen to use */
209 uint32 hide; /* The object is hidden, not invisible */
210 /* changes made by kholland@sunlab.cit.cornell.edu */
211 /* allows different movement patterns for attackers */
212 sint32 move_status; /* What stage in attack mode */
213 uint16 attack_movement;/* What kind of attack movement */
214 uint8 will_apply; /* See crossfire.doc */
215 struct object *spellitem; /* Spell ability monster is choosing to use */
216 double expmul; /* needed experience = (calc_exp*expmul) - means some */
217 /* races/classes can need less/more exp to gain levels */
218
219 /* Spell related information, may be useful elsewhere
220 * Note that other fields are used - these files are basically
221 * only used in spells.
222 */
223 sint16 duration; /* How long the spell lasts */
224 uint8 duration_modifier; /* how level modifies duration */
225 sint16 casting_time; /* time left before spell goes off */
226 struct object *spell; /* Spell that was being cast */
227 uint16 start_holding;
228 char *spellarg;
229 uint8 dam_modifier; /* How going up in level effects damage */
230 sint8 range; /* Range of the spell */
231 uint8 range_modifier; /* How going up in level effects range */
232
233 /* Following are values used by any object */
234 struct archt *arch; /* Pointer to archetype */
235 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
236 /* this objects turns into or what this object creates */
237 uint32 flags[4]; /* various flags */
238 uint16 animation_id; /* An index into the animation array */
239 uint8 anim_speed; /* ticks between animation-frames */
240 uint8 last_anim; /* last sequence used to draw face */
241 sint32 elevation; /* elevation of this terrain - not currently used */
242 uint8 smoothlevel; /* how to smooth this square around*/
243
244 MoveType move_type; /* Type of movement this object uses */
245 MoveType move_block; /* What movement types this blocks */
246 MoveType move_allow; /* What movement types explicitly allowd */
247 MoveType move_on; /* Move types affected moving on to this space */
248 MoveType move_off; /* Move types affected moving off this space */
249 MoveType move_slow; /* Movement types this slows down */
250 float move_slow_penalty; /* How much this slows down the object */
251
252 event *events;
253
254 const char *custom_name; /* Custom name assigned by player */
255 key_value *key_values; /* Fields not explictly known by the loader. */
256};
257
258struct object : object_special, object_simple {
259 void clone (object *destination)
260 {
261 if (attach)
262 destination->attach = add_refcount (attach);
263
264 if (self || cb)
265 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
266 }
267};
268
269typedef struct oblnk { /* Used to link together several objects */ 366{ /* Used to link together several objects */
270 object *ob; 367 object_ptr ob;
271 struct oblnk *next; 368 struct oblnk *next;
272 tag_t id;
273} objectlink; 369} objectlink;
274 370
275typedef struct oblinkpt { /* Used to link together several object links */ 371typedef struct oblinkpt
372{ /* Used to link together several object links */
276 struct oblnk *link; 373 struct oblnk *link;
277 long value; /* Used as connected value in buttons/gates */ 374 long value; /* Used as connected value in buttons/gates */
278 struct oblinkpt *next; 375 struct oblinkpt *next;
279} oblinkpt; 376} oblinkpt;
280 377
281/* 378/*
282 * The archetype structure is a set of rules on how to generate and manipulate 379 * The archetype structure is a set of rules on how to generate and manipulate
285 * be much left in the archetype - all it really is is a holder for the 382 * be much left in the archetype - all it really is is a holder for the
286 * object and pointers. This structure should get removed, and just replaced 383 * object and pointers. This structure should get removed, and just replaced
287 * by the object structure 384 * by the object structure
288 */ 385 */
289 386
290typedef struct archt { 387ACC_CLASS (archetype)
388struct archetype : zero_initialised, refcounted
389{
390 archetype ();
391 ~archetype ();
392
393 static archetype *find (const char *arch);
394
395 void hash_add (); // add to hastable
396 void hash_del (); // remove from hashtable
397
291 const char *name; /* More definite name, like "generate_kobold" */ 398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
292 struct archt *next; /* Next archetype in a linked list */ 399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
293 struct archt *head; /* The main part of a linked object */ 400 struct archetype *ACC (RW, head); /* The main part of a linked object */
294 struct archt *more; /* Next part of a linked object */ 401 struct archetype *ACC (RW, more); /* Next part of a linked object */
295 object clone; /* An object from which to do copy_object() */ 402 object ACC (RO, clone); /* An object from which to do ->copy_to () */
296 uint32 editable; /* editable flags (mainly for editor) */ 403 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
297 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 404 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
298 * in comparison to the head. 405 * in comparison to the head.
299 */ 406 */
300} archetype; 407};
301 408
302extern object *objects; 409extern object *objects;
303extern object *active_objects; 410extern object *active_objects;
304extern object *free_objects;
305extern object objarray[STARTMAX];
306 411
307extern int nrofallocobjects; 412extern int nrofallocobjects;
308extern int nroffreeobjects;
309 413
310/* This returns TRUE if the object is somethign that 414/* This returns TRUE if the object is something that
311 * should be displayed in the look window 415 * should be displayed in the look window
312 */ 416 */
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
314 418
315/* Used by update_object to know if the object being passed is 419/* Used by update_object to know if the object being passed is
316 * being added or removed. 420 * being added or removed.
317 */ 421 */
318#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1
319#define UP_OBJ_REMOVE 2 423#define UP_OBJ_REMOVE 2
320#define UP_OBJ_CHANGE 3 424#define UP_OBJ_CHANGE 3
321#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 425#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
322 426
323/* These are flags passed to insert_ob_in_map and 427/* These are flags passed to insert_ob_in_map and
324 * insert_ob_in_ob. Note that all flags may not be meaningful 428 * insert_ob_in_ob. Note that all flags may not be meaningful
325 * for both functions. 429 * for both functions.
326 * Most are fairly explanatory: 430 * Most are fairly explanatory:
345 * are mutually exclusive. The behaviour for passing more than one 449 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens 450 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change 451 * right now if you pass more than one, that could very well change
348 * in future revisions of the code. 452 * in future revisions of the code.
349 */ 453 */
350#define INS_NO_MERGE 0x0001 454#define INS_NO_MERGE 0x0001
351#define INS_ABOVE_FLOOR_ONLY 0x0002 455#define INS_ABOVE_FLOOR_ONLY 0x0002
352#define INS_NO_WALK_ON 0x0004 456#define INS_NO_WALK_ON 0x0004
353#define INS_ON_TOP 0x0008 457#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 458#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020 459#define INS_MAP_LOAD 0x0020
356 460
357#define ARCH_SINGULARITY "singularity" 461#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11 462#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic" 463#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 464#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 465#define ARCH_SYMPTOM "symptom"
362 466
363#endif 467#endif
468

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