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Comparing deliantra/server/include/object.h (file contents):
Revision 1.7 by root, Sat Aug 26 23:36:32 2006 UTC vs.
Revision 1.84 by root, Tue Jan 9 21:32:42 2007 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.7 2006/08/26 23:36:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
35typedef uint32 tag_t; 33typedef int tag_t;
36#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 35#define BODY_ARMS 1
38 36
39/* See common/item.c */ 37/* See common/item.c */
40 38
41typedef struct Body_Locations { 39typedef struct Body_Locations
40{
42 const char *save_name; /* Name used to load/save it to disk */ 41 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 */ 42 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 */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 44} Body_Locations;
46 45
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern 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 47
58/* 48/*
59 * Each object (this also means archetypes!) could have a few of these 49 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 50 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 51 *
63 * 53 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 55 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
67 */ 57 */
68typedef struct _key_value { 58struct key_value
69 const char * key; 59{
70 const char * value;
71 struct _key_value * next; 60 key_value *next;
72} key_value; 61 shstr key, value;
62};
73 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
74 77
75/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 81 * can_apply and will_apply?
79 */ 82 */
80#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
85 88
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 89/* 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, 90 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 91 * e.g. ->copy_to ()
95 *
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */ 92 */
103 93
104struct object_simple : extendable<object> { 94INTERFACE_CLASS (object)
105 data_type get_dt () const { return DT_OBJECT; } 95// these are being copied
96struct object_copy : attachable
97{
98 typedef bitset<NUM_FLAGS> flags_t;
106 99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
145 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
166
167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213};
214
215struct object : zero_initialised, object_copy
216{
107 /* These variables are not changed by copy_object() */ 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
108 struct pl *contr; /* Pointer to the player which control this object */ 225 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 */ 226
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 229 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
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 client_container *seen_by; // seen by which player/container currently?
128 242
129 tag_t count; /* Unique object number for this object */ 243 MTH static object *create ();
130 uint16 refcount; /* How many objects points to this object */ 244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory
254
255 static bool can_merge_slow (object *op1, object *op2);
256
257 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
264
265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
267
268 MTH void instantiate ()
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable::instantiate ();
274 }
275
276 // recalculate all stats
277 MTH void update_stats ();
278 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b);
280 MTH void add_statbonus ();
281 MTH void remove_statbonus ();
282 MTH void drain_stat ();
283 MTH void drain_specific_stat (int deplete_stats);
284 MTH void change_luck (int value);
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
290
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 MTH bool is_alive () const { return (type == PLAYER
296 || flag [FLAG_MONSTER]
297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flag [FLAG_IS_A_TEMPLATE]; }
299 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner; }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 MTH object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
346
347 // returns the mapspace this object is in
348 mapspace &ms () const;
349
350 // fully recursive iterator
351 struct iterator_base
352 {
353 object *item;
354
355 iterator_base (object *container)
356 : item (container)
357 {
358 }
359
360 operator object *() const { return item; }
361
362 object *operator ->() const { return item; }
363 object &operator * () const { return *item; }
364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
370
371 // depth-first recursive iterator
372 struct depth_iterator : iterator_base
373 {
374 depth_iterator (object *container);
375 void next ();
376 object *operator ++( ) { next (); return item; }
377 object *operator ++(int) { object *i = item; next (); return i; }
378 };
379
380 object *begin ()
381 {
382 return this;
383 }
384
385 object *end ()
386 {
387 return this;
388 }
389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
398protected:
399 friend struct archetype;
400
401 void link ();
402 void unlink ();
403
404 object ();
405 ~object ();
131}; 406};
132 407
133struct object_special { 408typedef object_vector<object, &object::index > objectvec;
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 409typedef object_vector<object, &object::active> activevec;
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. */
150 410
151 sint16 x,y; /* Position in the map for this object */ 411extern objectvec objects;
152 sint16 ox,oy; /* For debugging: Where it was last inserted */ 412extern activevec actives;
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. */
159 413
160 /* This next big block are basically used for monsters and equipment */ 414#define for_all_objects(var) \
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 415 for (int _i = 0; _i < objects.size (); ++_i) \
162 uint8 subtype; /* subtype of object */ 416 declvar (object *, var, objects [_i])
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 */
200 417
201 /* Following mostly refers to fields only used for monsters */ 418#define for_all_actives(var) \
202 struct object *owner; /* Pointer to the object which controls this one */ 419 for (int _i = 0; _i < actives.size (); ++_i) \
203 /* Owner should not be referred to directly - */ 420 declvar (object *, var, actives [_i])
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 */
222 421
223 /* Spell related information, may be useful elsewhere 422typedef struct oblnk
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 */ 423{ /* Used to link together several objects */
284 object *ob; 424 object_ptr ob;
285 struct oblnk *next; 425 struct oblnk *next;
286 tag_t id;
287} objectlink; 426} objectlink;
288 427
289typedef struct oblinkpt { /* Used to link together several object links */ 428typedef struct oblinkpt
429{ /* Used to link together several object links */
290 struct oblnk *link; 430 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 431 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 432 struct oblinkpt *next;
293} oblinkpt; 433} oblinkpt;
294 434
295/* 435/*
296 * The archetype structure is a set of rules on how to generate and manipulate 436 * 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 439 * 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 440 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 441 * by the object structure
302 */ 442 */
303 443
304typedef struct archt { 444INTERFACE_CLASS (archetype)
445struct archetype : zero_initialised, attachable
446{
447 archetype ();
448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
450
451 static archetype *find (const char *arch);
452
453 void hash_add (); // add to hashtable
454 void hash_del (); // remove from hashtable
455
305 const char *name; /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 459 struct archetype *ACC (RW, more); /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 460 object ACC (RO, clone); /* An object from which to do ->copy_to () */
310 uint32 editable; /* editable flags (mainly for editor) */ 461 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 462 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. 463 * in comparison to the head.
313 */ 464 */
314} archetype; 465};
315
316extern object *objects;
317extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320
321extern int nrofallocobjects;
322extern int nroffreeobjects;
323
324/* This returns TRUE if the object is somethign that
325 * should be displayed in the look window
326 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328 466
329/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
330 * being added or removed. 468 * being added or removed.
331 */ 469 */
332#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 471#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 472#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 473#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 474
337/* These are flags passed to insert_ob_in_map and 475/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 476 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 477 * for both functions.
340 * Most are fairly explanatory: 478 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 497 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 498 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 499 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 500 * in future revisions of the code.
363 */ 501 */
364#define INS_NO_MERGE 0x0001 502#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 503#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 504#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 505#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 506#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 507#define INS_MAP_LOAD 0x0020
370 508
371#define ARCH_SINGULARITY "singularity" 509#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11 510#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 511#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 512#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom" 513#define ARCH_SYMPTOM "symptom"
376 514
377#endif 515#endif
516

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