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Comparing deliantra/server/include/object.h (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.8 2006/08/27 16:15:12 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 ACC (RW, 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 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, 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 : extendable<object> { 166 /* Following mostly refers to fields only used for monsters */
105 static data_type get_dt () { return DT_OBJECT; } 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 */
106 175
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 flag; /* various flags */
194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211};
212
213struct object : zero_initialised, refcounted, attachable<object>, object_copy
214{
215 typedef unordered_vector<object *> vector;
216
107 /* These variables are not changed by copy_object() */ 217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
108 struct pl *contr; /* Pointer to the player which control this object */ 222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
111 struct object *active_next; /* Next & previous object in the 'active' */ 225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 226 object *ACC (RW, active_prev);/* List. This is used in process_events */
113 /* so that the entire object list does not */ 227 /* so that the entire object list does not */
114 /* need to be gone through. */ 228 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 231 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 232 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 234 * is only used by the player right now.
121 */ 235 */
122 struct object *env; /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
124 */ 238 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
128 243
129 tag_t count; /* Unique object number for this object */ 244 static vector mortals;
130 uint16 refcount; /* How many objects points to this object */ 245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 static object *create ();
250 void copy_to (object *dst);
251 object *clone (); // create + copy_to
252 void destroy (bool destroy_inventory = false);
253 void remove ();
254 object *insert (object *item); // insert into inventory
255
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2)
261 {
262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
288
289 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const;
291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
322
323 // fully recursive iterator
324 struct iterator_base
325 {
326 object *item;
327
328 iterator_base (object *container)
329 : item (container)
330 {
331 }
332
333 operator object *() const { return item; }
334
335 object *operator ->() const { return item; }
336 object &operator * () const { return *item; }
337 };
338
339 // depth-first recursive iterator
340 struct depth_iterator : iterator_base
341 {
342 depth_iterator (object *container);
343 void next ();
344 object *operator ++( ) { next (); return item; }
345 object *operator ++(int) { object *i = item; next (); return i; }
346 };
347
348 object *begin ()
349 {
350 return this;
351 }
352
353 object *end ()
354 {
355 return this;
356 }
357
358protected:
359 friend struct archetype;
360
361 void link ();
362 void unlink ();
363
364 object ();
365 ~object ();
131}; 366};
132 367
133struct object_special { 368typedef struct oblnk
134 /* These get an extra add_refcount(), after having been copied by memcpy().
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150
151 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 /* See the doc/Developers/objects for more info about body locations */
200
201 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222
223 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261
262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
281};
282
283typedef struct oblnk { /* Used to link together several objects */ 369{ /* Used to link together several objects */
284 object *ob; 370 object_ptr ob;
285 struct oblnk *next; 371 struct oblnk *next;
286 tag_t id;
287} objectlink; 372} objectlink;
288 373
289typedef struct oblinkpt { /* Used to link together several object links */ 374typedef struct oblinkpt
375{ /* Used to link together several object links */
290 struct oblnk *link; 376 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 377 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 378 struct oblinkpt *next;
293} oblinkpt; 379} oblinkpt;
294 380
295/* 381/*
296 * The archetype structure is a set of rules on how to generate and manipulate 382 * The archetype structure is a set of rules on how to generate and manipulate
299 * be much left in the archetype - all it really is is a holder for the 385 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 386 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 387 * by the object structure
302 */ 388 */
303 389
304typedef struct archt { 390ACC_CLASS (archetype)
391struct archetype : zero_initialised, refcounted
392{
393 archetype ();
394 ~archetype ();
395
396 static archetype *find (const char *arch);
397
398 void hash_add (); // add to hastable
399 void hash_del (); // remove from hashtable
400
305 const char *name; /* More definite name, like "generate_kobold" */ 401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 403 struct archetype *ACC (RW, head); /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 404 struct archetype *ACC (RW, more); /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
310 uint32 editable; /* editable flags (mainly for editor) */ 406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
312 * in comparison to the head. 408 * in comparison to the head.
313 */ 409 */
314} archetype; 410};
315 411
316extern object *objects; 412extern object *objects;
317extern object *active_objects; 413extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320 414
321extern int nrofallocobjects; 415extern int nrofallocobjects;
322extern int nroffreeobjects;
323 416
324/* This returns TRUE if the object is somethign that 417/* This returns TRUE if the object is something that
325 * should be displayed in the look window 418 * should be displayed in the look window
326 */ 419 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
328 421
329/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
330 * being added or removed. 423 * being added or removed.
331 */ 424 */
332#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 426#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 427#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 428#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 429
337/* These are flags passed to insert_ob_in_map and 430/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 431 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 432 * for both functions.
340 * Most are fairly explanatory: 433 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 452 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 453 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 454 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 455 * in future revisions of the code.
363 */ 456 */
364#define INS_NO_MERGE 0x0001 457#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 458#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 459#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 460#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 461#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 462#define INS_MAP_LOAD 0x0020
370 463
371#define ARCH_SINGULARITY "singularity" 464#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11 465#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 466#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 467#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom" 468#define ARCH_SYMPTOM "symptom"
376 469
377#endif 470#endif
471

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