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/cvs/deliantra/server/include/object.h
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:50 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.44 2005/11/16 08:16:00 mwedel Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #ifndef OBJECT_H
30 #define OBJECT_H
31
32 typedef uint32 tag_t;
33 #define NUM_BODY_LOCATIONS 12
34 #define BODY_ARMS 1
35
36 /* See common/item.c */
37
38 typedef struct Body_Locations {
39 char *save_name; /* Name used to load/save it to disk */
40 char *use_name; /* Name used when describing an item we can use */
41 char *nonuse_name; /* Name to describe objects we can't use */
42 } Body_Locations;
43
44 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46 typedef struct _event
47 {
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53 } event;
54
55 /*
56 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'.
58 *
59 * key and value are shared-strings.
60 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason.
64 */
65 typedef struct _key_value {
66 const char * key;
67 const char * value;
68 struct _key_value * next;
69 } key_value;
70
71
72 /* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply?
76 */
77 #define WILL_APPLY_HANDLE 0x1
78 #define WILL_APPLY_TREASURE 0x2
79 #define WILL_APPLY_EARTHWALL 0x4
80 #define WILL_APPLY_DOOR 0x8
81 #define WILL_APPLY_FOOD 0x10
82
83
84 /* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c,
91 * e.g. copy-object
92 *
93 * I've tried to clean up this structure a bit (in terms of formatting)
94 * by making it more consistent. I've also tried to locate some of the fields
95 * more logically together (put the item related ones together, the monster
96 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05
99 */
100 typedef struct obj {
101 /* These variables are not changed by copy_object() */
102 struct pl *contr; /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/
112 struct obj *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this
114 * is only used by the player right now.
115 */
116 struct obj *env; /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in.
118 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */
121 struct mapdef *map; /* Pointer to the map in which this object is present */
122
123 tag_t count; /* Unique object number for this object */
124 uint16 refcount; /* How many objects points to this object */
125
126 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object()
131 */
132 const char *name; /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */
134 const char *title; /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */
141 /* To get put into books and the like. */
142
143 sint16 x,y; /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */
148 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */
151
152 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp.
169 */
170 sint32 last_heal; /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */
175 uint8 pick_up; /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
178 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */
192
193 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */
214
215 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically
217 * only used in spells.
218 */
219 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding;
224 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */
228
229 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/
239
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
242 MoveType move_on; /* Move types affected moving on to this space */
243 MoveType move_off; /* Move types affected moving off this space */
244 MoveType move_slow; /* Movement types this slows down */
245 float move_slow_penalty; /* How much this slows down the object */
246
247 event *events;
248
249 const char *custom_name; /* Custom name assigned by player */
250 key_value *key_values; /* Fields not explictly known by the loader. */
251
252 } object;
253
254 typedef struct oblnk { /* Used to link together several objects */
255 object *ob;
256 struct oblnk *next;
257 tag_t id;
258 } objectlink;
259
260 typedef struct oblinkpt { /* Used to link together several object links */
261 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next;
264 } oblinkpt;
265
266 /*
267 * The archetype structure is a set of rules on how to generate and manipulate
268 * objects which point to archetypes.
269 * This probably belongs in arch.h, but there really doesn't appear to
270 * be much left in the archetype - all it really is is a holder for the
271 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure
273 */
274
275 typedef struct archt {
276 const char *name; /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */
281 uint32 editable; /* editable flags (mainly for editor) */
282 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
283 * in comparison to the head.
284 */
285 } archetype;
286
287 extern object *objects;
288 extern object *active_objects;
289 extern object *free_objects;
290 extern object objarray[STARTMAX];
291
292 extern int nrofallocobjects;
293 extern int nroffreeobjects;
294
295 /* This returns TRUE if the object is somethign that
296 * should be displayed in the look window
297 */
298 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
299
300 /* Used by update_object to know if the object being passed is
301 * being added or removed.
302 */
303 #define UP_OBJ_INSERT 1
304 #define UP_OBJ_REMOVE 2
305 #define UP_OBJ_CHANGE 3
306 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307
308 /* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions.
311 * Most are fairly explanatory:
312 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
313 * on space.
314 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
315 * INS_NO_WALK_ON: Don't call check_walk_on against the
316 * originator - saves cpu time if you know the inserted object
317 * is not meaningful in terms of having an effect.
318 * INS_ON_TOP: Always put object on top. Generally only needed when loading
319 * files from disk and ordering needs to be preserved.
320 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
321 * Use for treasure chests so the new object is the highest thing
322 * beneath the player, but not actually above it. Note - the
323 * map and x,y coordinates for the object to be inserted must
324 * match the originator.
325 * INS_MAP_LOAD: disable lots of checkings done at insertion to
326 * speed up map loading process, as we assume the ordering in
327 * loaded map is correct.
328 *
329 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
330 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change
333 * in future revisions of the code.
334 */
335 #define INS_NO_MERGE 0x0001
336 #define INS_ABOVE_FLOOR_ONLY 0x0002
337 #define INS_NO_WALK_ON 0x0004
338 #define INS_ON_TOP 0x0008
339 #define INS_BELOW_ORIGINATOR 0x0010
340 #define INS_MAP_LOAD 0x0020
341
342 #define ARCH_SINGULARITY "singularity"
343 #define ARCH_SINGULARITY_LEN 11
344 #define ARCH_DETECT_MAGIC "detect_magic"
345 #define ARCH_DEPLETION "depletion"
346 #define ARCH_SYMPTOM "symptom"
347
348 #endif