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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 1.87 by root, Sun Jan 14 22:06:05 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.16 2006/09/03 14:33:48 elmex Exp $";
4 */ 3 *
5 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
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 *debug_desc2 () const; // another debug_desc, pure convinience function
290 const char *flag_desc (char *desc, int len) const;
291
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; }
296 MTH bool is_alive () const { return (type == PLAYER
297 || flag [FLAG_MONSTER]
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
303
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305
306 // temporary: wether the object can be saved in a map file
307 // contr => is a player
308 // head => only save head of a multitile object
309 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
311
312 /* This return true if object has still randomitems which
313 * could be expanded.
115 */ 314 */
116 shstr name; /* The name of the object, obviously... */ 315 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. */
126 316
127 sint16 x,y; /* Position in the map for this object */ 317 // returns the player that has this object in his inventory, or 0
128 float speed; /* The overall speed of this object */ 318 MTH object *in_player () const
129 float speed_left; /* How much speed is left to spend this round */ 319 {
130 uint32 nrof; /* How many of the objects */ 320 for (object *op = env; op; op = op->env)
131 New_Face *face; /* Face with colors */ 321 if (op->type == PLAYER)
132 sint8 direction; /* Means the object is moving that way. */ 322 return op;
133 sint8 facing; /* Object is oriented/facing that way. */
134 323
135 /* This next big block are basically used for monsters and equipment */ 324 return 0;
136 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 325 }
137 uint8 subtype; /* subtype of object */ 326
138 uint16 client_type; /* Public type information. see doc/Developers/objects */ 327 // "temporary" helper function
139 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 328 MTH object *head_ ()
140 uint32 attacktype; /* Bitmask of attacks this object does */ 329 {
141 uint32 path_attuned; /* Paths the object is attuned to */ 330 return head ? head : this;
142 uint32 path_repelled; /* Paths the object is repelled from */ 331 }
143 uint32 path_denied; /* Paths the object is denied access to */ 332
144 uint16 material; /* What materials this object consist of */ 333 // insert object at same map position as 'where'
145 shstr materialname; /* specific material name */ 334 // handles both inventory and map "positions"
146 sint8 magic; /* Any magical bonuses to this item */ 335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
147 uint8 state; /* How the object was last drawn (animation) */ 336
148 sint32 value; /* How much money it is worth (or contains) */ 337 MTH void activate ();
149 sint16 level; /* Level of creature or object */ 338 MTH void deactivate ();
150 /* Note that the last_.. values are sometimes used for non obvious 339 MTH void activate_recursive ();
151 * meanings by some objects, eg, sp penalty, permanent exp. 340 MTH void deactivate_recursive ();
341
342 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
347
348 // returns the mapspace this object is in
349 mapspace &ms () const;
350
351 // fully recursive iterator
352 struct iterator_base
353 {
354 object *item;
355
356 iterator_base (object *container)
357 : item (container)
358 {
359 }
360
361 operator object *() const { return item; }
362
363 object *operator ->() const { return item; }
364 object &operator * () const { return *item; }
365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
371
372 // depth-first recursive iterator
373 struct depth_iterator : iterator_base
374 {
375 depth_iterator (object *container);
376 void next ();
377 object *operator ++( ) { next (); return item; }
378 object *operator ++(int) { object *i = item; next (); return i; }
379 };
380
381 object *begin ()
382 {
383 return this;
384 }
385
386 object *end ()
387 {
388 return this;
389 }
390
391 /* This returns TRUE if the object is something that
392 * should be displayed in the floorbox/inventory window
152 */ 393 */
153 sint32 last_heal; /* Last healed. Depends on constitution */ 394 MTH bool client_visible () const
154 sint32 last_sp; /* As last_heal, but for spell points */ 395 {
155 sint16 last_grace; /* as last_sp, except for grace */ 396 return !invisible && type != PLAYER;
156 sint16 last_eat; /* How long since we last ate */ 397 }
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 */
173 398
174 /* Following mostly refers to fields only used for monsters */ 399protected:
175 struct object *owner; /* Pointer to the object which controls this one */ 400 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 */
195 401
196 /* Spell related information, may be useful elsewhere 402 void link ();
197 * Note that other fields are used - these files are basically 403 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 */
209 404
210 /* Following are values used by any object */ 405 object ();
211 struct archt *arch; /* Pointer to archetype */ 406 ~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}; 407};
232 408
233struct object : object_special, object_simple, zero_initialised { 409typedef object_vector<object, &object::index > objectvec;
234 void clone (object *destination) 410typedef object_vector<object, &object::active> activevec;
235 {
236 destination->attach = attach;
237 411
238 if (self || cb) 412extern objectvec objects;
239 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 413extern activevec actives;
240 }
241};
242 414
415#define for_all_objects(var) \
416 for (int _i = 0; _i < objects.size (); ++_i) \
417 declvar (object *, var, objects [_i])
418
419#define for_all_actives(var) \
420 for (int _i = 0; _i < actives.size (); ++_i) \
421 declvar (object *, var, actives [_i])
422
423typedef struct oblnk
243typedef struct oblnk { /* Used to link together several objects */ 424{ /* Used to link together several objects */
244 object *ob; 425 object_ptr ob;
245 struct oblnk *next; 426 struct oblnk *next;
246 tag_t id;
247} objectlink; 427} objectlink;
248 428
249typedef struct oblinkpt { /* Used to link together several object links */ 429typedef struct oblinkpt
430{ /* Used to link together several object links */
250 struct oblnk *link; 431 struct oblnk *link;
251 long value; /* Used as connected value in buttons/gates */ 432 long value; /* Used as connected value in buttons/gates */
252 struct oblinkpt *next; 433 struct oblinkpt *next;
253} oblinkpt; 434} oblinkpt;
254 435
255/* 436/*
256 * The archetype structure is a set of rules on how to generate and manipulate 437 * 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 440 * 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 441 * object and pointers. This structure should get removed, and just replaced
261 * by the object structure 442 * by the object structure
262 */ 443 */
263 444
264typedef struct archt : zero_initialised 445INTERFACE_CLASS (archetype)
446struct archetype : zero_initialised, attachable
265{ 447{
448 archetype ();
449 ~archetype ();
450 void gather_callbacks (AV *&callbacks, event_type event) const;
451
452 static archetype *find (const char *arch);
453
454 void hash_add (); // add to hashtable
455 void hash_del (); // remove from hashtable
456
266 shstr name; /* More definite name, like "generate_kobold" */ 457 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
267 struct archt *next; /* Next archetype in a linked list */ 458 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
268 struct archt *head; /* The main part of a linked object */ 459 struct archetype *ACC (RW, head); /* The main part of a linked object */
269 struct archt *more; /* Next part of a linked object */ 460 struct archetype *ACC (RW, more); /* Next part of a linked object */
270 object clone; /* An object from which to do copy_object() */ 461 object ACC (RO, clone); /* An object from which to do ->copy_to () */
271 uint32 editable; /* editable flags (mainly for editor) */ 462 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 463 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. 464 * in comparison to the head.
274 */ 465 */
275} archetype; 466};
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)
289 467
290/* Used by update_object to know if the object being passed is 468/* Used by update_object to know if the object being passed is
291 * being added or removed. 469 * being added or removed.
292 */ 470 */
293#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1
294#define UP_OBJ_REMOVE 2 472#define UP_OBJ_REMOVE 2
295#define UP_OBJ_CHANGE 3 473#define UP_OBJ_CHANGE 3
296#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 474#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
297 475
298/* These are flags passed to insert_ob_in_map and 476/* These are flags passed to insert_ob_in_map and
299 * insert_ob_in_ob. Note that all flags may not be meaningful 477 * insert_ob_in_ob. Note that all flags may not be meaningful
300 * for both functions. 478 * for both functions.
301 * Most are fairly explanatory: 479 * Most are fairly explanatory:
334#define ARCH_DETECT_MAGIC "detect_magic" 512#define ARCH_DETECT_MAGIC "detect_magic"
335#define ARCH_DEPLETION "depletion" 513#define ARCH_DEPLETION "depletion"
336#define ARCH_SYMPTOM "symptom" 514#define ARCH_SYMPTOM "symptom"
337 515
338#endif 516#endif
517

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