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Comparing deliantra/server/include/object.h (file contents):
Revision 1.16 by elmex, Sun Sep 3 14:33:48 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 1.16 2006/09/03 14:33:48 elmex 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 47
49/* 48/*
54 * 53 *
55 * 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
56 * accessing the list directly. 55 * accessing the list directly.
57 * 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.
58 */ 57 */
59struct key_value { 58struct key_value
59{
60 key_value *next; 60 key_value *next;
61 shstr key, value; 61 shstr key, value;
62}; 62};
63 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;
64 77
65/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 81 * can_apply and will_apply?
69 */ 82 */
70#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
75
76 88
77/* 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
78 * 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,
79 * e.g. copy_object. 91 * e.g. ->copy_to ()
80 */ 92 */
81 93
94INTERFACE_CLASS (object)
95// these are being copied
82struct object_simple : attachable<object> { 96struct object_copy : attachable
83 tag_t count; /* Unique object number for this object */ 97{
84 uint16 refcount; /* How many objects points to this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
85 99
86 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *contr; /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *next; /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
90 struct object *active_next; /* Next & previous object in the 'active' */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
91 struct object *active_prev; /* List. This is used in process_events */ 105 shstr ACC (RW, title); /* Of foo, etc */
92 /* so that the entire object list does not */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
93 /* need to be gone through. */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
94 struct object *below; /* Pointer to the object stacked below this one */ 108 /* If this is an exit, this is the filename */
95 struct object *above; /* Pointer to the object stacked above this one */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
96 /* Note: stacked in the *same* environment*/ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
97 struct object *inv; /* Pointer to the first object in the inventory */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
98 struct object *container; /* Current container being used. I think this 112 /* To get put into books and the like. */
99 * is only used by the player right now. 113 shstr ACC (RW, materialname); /* specific material name */
100 */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
101 struct object *env; /* Pointer to the object which is the environment. 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
102 * This is typically the container that the object is in. 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
103 */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
105 struct object *head; /* Points to the main object of a large body */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 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 */
107}; 213};
108 214
109struct object_special { 215struct object : zero_initialised, object_copy
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 216{
111 * All fields beow this point are automatically copied by memcpy. If 217 // These variables are not changed by ->copy_to
112 * adding something that needs a refcount updated, make sure you modify 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
113 * copy_object to do so. Everything below here also gets cleared 219
114 * by clear_object() 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
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
242
243 MTH static object *create ();
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.
115 */ 313 */
116 shstr name; /* The name of the object, obviously... */ 314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
117 shstr name_pl; /* The plural name of the object */
118 shstr title; /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */
125 /* To get put into books and the like. */
126 315
127 sint16 x,y; /* Position in the map for this object */ 316 // returns the player that has this object in his inventory, or 0
128 float speed; /* The overall speed of this object */ 317 MTH object *in_player () const
129 float speed_left; /* How much speed is left to spend this round */ 318 {
130 uint32 nrof; /* How many of the objects */ 319 for (object *op = env; op; op = op->env)
131 New_Face *face; /* Face with colors */ 320 if (op->type == PLAYER)
132 sint8 direction; /* Means the object is moving that way. */ 321 return op;
133 sint8 facing; /* Object is oriented/facing that way. */
134 322
135 /* This next big block are basically used for monsters and equipment */ 323 return 0;
136 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 324 }
137 uint8 subtype; /* subtype of object */ 325
138 uint16 client_type; /* Public type information. see doc/Developers/objects */ 326 // "temporary" helper function
139 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 327 MTH object *head_ ()
140 uint32 attacktype; /* Bitmask of attacks this object does */ 328 {
141 uint32 path_attuned; /* Paths the object is attuned to */ 329 return head ? head : this;
142 uint32 path_repelled; /* Paths the object is repelled from */ 330 }
143 uint32 path_denied; /* Paths the object is denied access to */ 331
144 uint16 material; /* What materials this object consist of */ 332 // insert object at same map position as 'where'
145 shstr materialname; /* specific material name */ 333 // handles both inventory and map "positions"
146 sint8 magic; /* Any magical bonuses to this item */ 334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
147 uint8 state; /* How the object was last drawn (animation) */ 335
148 sint32 value; /* How much money it is worth (or contains) */ 336 MTH void activate ();
149 sint16 level; /* Level of creature or object */ 337 MTH void deactivate ();
150 /* Note that the last_.. values are sometimes used for non obvious 338 MTH void activate_recursive ();
151 * meanings by some objects, eg, sp penalty, permanent exp. 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
152 */ 392 */
153 sint32 last_heal; /* Last healed. Depends on constitution */ 393 MTH bool client_visible () const
154 sint32 last_sp; /* As last_heal, but for spell points */ 394 {
155 sint16 last_grace; /* as last_sp, except for grace */ 395 return !invisible && type != PLAYER;
156 sint16 last_eat; /* How long since we last ate */ 396 }
157 sint16 invisible; /* How much longer the object will be invis */
158 uint8 pick_up; /* See crossfire.doc */
159 sint8 item_power; /* power rating of the object */
160 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
161 sint32 weight; /* Attributes of the object */
162 sint32 weight_limit; /* Weight-limit of object */
163 sint32 carrying; /* How much weight this object contains */
164 sint8 glow_radius; /* indicates the glow radius of the object */
165 living stats; /* Str, Con, Dex, etc */
166 sint64 perm_exp; /* Permanent exp */
167 struct object *current_weapon; /* Pointer to the weapon currently used */
168 uint32 weapontype; /* type of weapon */
169 uint32 tooltype; /* type of tool or build facility */
170 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
171 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
172 /* See the doc/Developers/objects for more info about body locations */
173 397
174 /* Following mostly refers to fields only used for monsters */ 398protected:
175 struct object *owner; /* Pointer to the object which controls this one */ 399 friend struct archetype;
176 /* Owner should not be referred to directly - */
177 /* get_owner should be used instead. */
178 tag_t ownercount; /* What count the owner had (in case owner */
179 /* has been freed) */
180 struct object *enemy; /* Monster/player to follow even if not closest */
181 struct object *attacked_by; /* This object start to attack us! only player & monster */
182 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
183 struct treasureliststruct *randomitems; /* Items to be generated */
184 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
185 struct object *chosen_skill; /* the skill chosen to use */
186 uint32 hide; /* The object is hidden, not invisible */
187 /* changes made by kholland@sunlab.cit.cornell.edu */
188 /* allows different movement patterns for attackers */
189 sint32 move_status; /* What stage in attack mode */
190 uint16 attack_movement;/* What kind of attack movement */
191 uint8 will_apply; /* See crossfire.doc */
192 struct object *spellitem; /* Spell ability monster is choosing to use */
193 double expmul; /* needed experience = (calc_exp*expmul) - means some */
194 /* races/classes can need less/more exp to gain levels */
195 400
196 /* Spell related information, may be useful elsewhere 401 void link ();
197 * Note that other fields are used - these files are basically 402 void unlink ();
198 * only used in spells.
199 */
200 sint16 duration; /* How long the spell lasts */
201 uint8 duration_modifier; /* how level modifies duration */
202 sint16 casting_time; /* time left before spell goes off */
203 struct object *spell; /* Spell that was being cast */
204 uint16 start_holding;
205 char *spellarg;
206 uint8 dam_modifier; /* How going up in level effects damage */
207 sint8 range; /* Range of the spell */
208 uint8 range_modifier; /* How going up in level effects range */
209 403
210 /* Following are values used by any object */ 404 object ();
211 struct archt *arch; /* Pointer to archetype */ 405 ~object ();
212 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
213 /* this objects turns into or what this object creates */
214 uint32 flags[4]; /* various flags */
215 uint16 animation_id; /* An index into the animation array */
216 uint8 anim_speed; /* ticks between animation-frames */
217 uint8 last_anim; /* last sequence used to draw face */
218 sint32 elevation; /* elevation of this terrain - not currently used */
219 uint8 smoothlevel; /* how to smooth this square around*/
220
221 MoveType move_type; /* Type of movement this object uses */
222 MoveType move_block; /* What movement types this blocks */
223 MoveType move_allow; /* What movement types explicitly allowd */
224 MoveType move_on; /* Move types affected moving on to this space */
225 MoveType move_off; /* Move types affected moving off this space */
226 MoveType move_slow; /* Movement types this slows down */
227 float move_slow_penalty; /* How much this slows down the object */
228
229 shstr custom_name; /* Custom name assigned by player */
230 key_value *key_values; /* Fields not explictly known by the loader. */
231}; 406};
232 407
233struct object : object_special, object_simple, zero_initialised { 408typedef object_vector<object, &object::index > objectvec;
234 void clone (object *destination) 409typedef object_vector<object, &object::active> activevec;
235 {
236 destination->attach = attach;
237 410
238 if (self || cb) 411extern objectvec objects;
239 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 412extern activevec actives;
240 }
241};
242 413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
421
422typedef struct oblnk
243typedef struct oblnk { /* Used to link together several objects */ 423{ /* Used to link together several objects */
244 object *ob; 424 object_ptr ob;
245 struct oblnk *next; 425 struct oblnk *next;
246 tag_t id;
247} objectlink; 426} objectlink;
248 427
249typedef struct oblinkpt { /* Used to link together several object links */ 428typedef struct oblinkpt
429{ /* Used to link together several object links */
250 struct oblnk *link; 430 struct oblnk *link;
251 long value; /* Used as connected value in buttons/gates */ 431 long value; /* Used as connected value in buttons/gates */
252 struct oblinkpt *next; 432 struct oblinkpt *next;
253} oblinkpt; 433} oblinkpt;
254 434
255/* 435/*
256 * 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
259 * 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
260 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
261 * by the object structure 441 * by the object structure
262 */ 442 */
263 443
264typedef struct archt : zero_initialised 444INTERFACE_CLASS (archetype)
445struct archetype : zero_initialised, attachable
265{ 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
266 shstr name; /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
267 struct archt *next; /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
268 struct archt *head; /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
269 struct archt *more; /* Next part of a linked object */ 459 struct archetype *ACC (RW, more); /* Next part of a linked object */
270 object clone; /* An object from which to do copy_object() */ 460 object ACC (RO, clone); /* An object from which to do ->copy_to () */
271 uint32 editable; /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
272 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
273 * in comparison to the head. 463 * in comparison to the head.
274 */ 464 */
275} archetype; 465};
276
277extern object *objects;
278extern object *active_objects;
279extern object *free_objects;
280extern object objarray[STARTMAX];
281
282extern int nrofallocobjects;
283extern int nroffreeobjects;
284
285/* This returns TRUE if the object is something that
286 * should be displayed in the look window
287 */
288#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
289 466
290/* 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
291 * being added or removed. 468 * being added or removed.
292 */ 469 */
293#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1
294#define UP_OBJ_REMOVE 2 471#define UP_OBJ_REMOVE 2
295#define UP_OBJ_CHANGE 3 472#define UP_OBJ_CHANGE 3
296#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 */
297 474
298/* These are flags passed to insert_ob_in_map and 475/* These are flags passed to insert_ob_in_map and
299 * 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
300 * for both functions. 477 * for both functions.
301 * Most are fairly explanatory: 478 * Most are fairly explanatory:
334#define ARCH_DETECT_MAGIC "detect_magic" 511#define ARCH_DETECT_MAGIC "detect_magic"
335#define ARCH_DEPLETION "depletion" 512#define ARCH_DEPLETION "depletion"
336#define ARCH_SYMPTOM "symptom" 513#define ARCH_SYMPTOM "symptom"
337 514
338#endif 515#endif
516

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