ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.13
Committed: Thu Aug 31 09:19:34 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +0 -2 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * static char *rcsid_object_h =
3 * "$Id$";
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 #include "cfperl.h"
33 #include "shstr.h"
34
35 typedef uint32 tag_t;
36 #define NUM_BODY_LOCATIONS 12
37 #define BODY_ARMS 1
38
39 /* See common/item.c */
40
41 typedef struct Body_Locations {
42 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 */
44 const char *nonuse_name; /* Name to describe objects we can't use */
45 } Body_Locations;
46
47 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49 typedef 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
58 /*
59 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'.
61 *
62 * key and value are shared-strings.
63 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason.
67 */
68 typedef struct _key_value {
69 const char * key;
70 const char * value;
71 struct _key_value * next;
72 } key_value;
73
74
75 /* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
78 * can_apply and will_apply?
79 */
80 #define WILL_APPLY_HANDLE 0x1
81 #define WILL_APPLY_TREASURE 0x2
82 #define WILL_APPLY_EARTHWALL 0x4
83 #define WILL_APPLY_DOOR 0x8
84 #define WILL_APPLY_FOOD 0x10
85
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
93 * don't just want it copied, so you'll need to add to common/object.c,
94 * e.g. copy-object
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 */
103
104 struct object_simple : attachable<object> {
105 /* These variables are not changed by copy_object() */
106 struct pl *contr; /* Pointer to the player which control this object */
107 struct object *next; /* Pointer to the next object in the free/used list */
108 struct object *prev; /* Pointer to the previous object in the free/used list*/
109 struct object *active_next; /* Next & previous object in the 'active' */
110 struct object *active_prev; /* List. This is used in process_events */
111 /* so that the entire object list does not */
112 /* need to be gone through. */
113 struct object *below; /* Pointer to the object stacked below this one */
114 struct object *above; /* Pointer to the object stacked above this one */
115 /* Note: stacked in the *same* environment*/
116 struct object *inv; /* Pointer to the first object in the inventory */
117 struct object *container; /* Current container being used. I think this
118 * is only used by the player right now.
119 */
120 struct object *env; /* Pointer to the object which is the environment.
121 * This is typically the container that the object is in.
122 */
123 struct object *more; /* Pointer to the rest of a large body of objects */
124 struct object *head; /* Points to the main object of a large body */
125 struct mapstruct *map; /* Pointer to the map in which this object is present */
126
127 tag_t count; /* Unique object number for this object */
128 uint16 refcount; /* How many objects points to this object */
129 };
130
131 struct object_special {
132 /* These get an extra add_refcount(), after having been copied by memcpy().
133 * All fields beow this point are automatically copied by memcpy. If
134 * adding something that needs a refcount updated, make sure you modify
135 * copy_object to do so. Everything below here also gets cleared
136 * by clear_object()
137 */
138 const char *name; /* The name of the object, obviously... */
139 const char *name_pl; /* The plural name of the object */
140 const char *title; /* Of foo, etc */
141 const char *race; /* human, goblin, dragon, etc */
142 const char *slaying; /* Which race to do double damage to */
143 /* If this is an exit, this is the filename */
144 const char *skill; /* Name of the skill this object uses/grants */
145 const char *msg; /* If this is a book/sign/magic mouth/etc */
146 const char *lore; /* Obscure information about this object, */
147 /* To get put into books and the like. */
148
149 sint16 x,y; /* Position in the map for this object */
150 sint16 ox,oy; /* For debugging: Where it was last inserted */
151 float speed; /* The overall speed of this object */
152 float speed_left; /* How much speed is left to spend this round */
153 uint32 nrof; /* How many of the objects */
154 New_Face *face; /* Face with colors */
155 sint8 direction; /* Means the object is moving that way. */
156 sint8 facing; /* Object is oriented/facing that way. */
157
158 /* This next big block are basically used for monsters and equipment */
159 uint8 type; /* PLAYER, BULLET, etc. See define.h */
160 uint8 subtype; /* subtype of object */
161 uint16 client_type; /* Public type information. see doc/Developers/objects */
162 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
163 uint32 attacktype; /* Bitmask of attacks this object does */
164 uint32 path_attuned; /* Paths the object is attuned to */
165 uint32 path_repelled; /* Paths the object is repelled from */
166 uint32 path_denied; /* Paths the object is denied access to */
167 uint16 material; /* What materials this object consist of */
168 const char *materialname; /* specific material name */
169 sint8 magic; /* Any magical bonuses to this item */
170 uint8 state; /* How the object was last drawn (animation) */
171 sint32 value; /* How much money it is worth (or contains) */
172 sint16 level; /* Level of creature or object */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
175 */
176 sint32 last_heal; /* Last healed. Depends on constitution */
177 sint32 last_sp; /* As last_heal, but for spell points */
178 sint16 last_grace; /* as last_sp, except for grace */
179 sint16 last_eat; /* How long since we last ate */
180 sint16 invisible; /* How much longer the object will be invis */
181 uint8 pick_up; /* See crossfire.doc */
182 sint8 item_power; /* power rating of the object */
183 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
184 sint32 weight; /* Attributes of the object */
185 sint32 weight_limit; /* Weight-limit of object */
186 sint32 carrying; /* How much weight this object contains */
187 sint8 glow_radius; /* indicates the glow radius of the object */
188 living stats; /* Str, Con, Dex, etc */
189 sint64 perm_exp; /* Permanent exp */
190 struct object *current_weapon; /* Pointer to the weapon currently used */
191 uint32 weapontype; /* type of weapon */
192 uint32 tooltype; /* type of tool or build facility */
193 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
194 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
195 /* See the doc/Developers/objects for more info about body locations */
196
197 /* Following mostly refers to fields only used for monsters */
198 struct object *owner; /* Pointer to the object which controls this one */
199 /* Owner should not be referred to directly - */
200 /* get_owner should be used instead. */
201 tag_t ownercount; /* What count the owner had (in case owner */
202 /* has been freed) */
203 struct object *enemy; /* Monster/player to follow even if not closest */
204 struct object *attacked_by; /* This object start to attack us! only player & monster */
205 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
206 struct treasureliststruct *randomitems; /* Items to be generated */
207 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
208 struct object *chosen_skill; /* the skill chosen to use */
209 uint32 hide; /* The object is hidden, not invisible */
210 /* changes made by kholland@sunlab.cit.cornell.edu */
211 /* allows different movement patterns for attackers */
212 sint32 move_status; /* What stage in attack mode */
213 uint16 attack_movement;/* What kind of attack movement */
214 uint8 will_apply; /* See crossfire.doc */
215 struct object *spellitem; /* Spell ability monster is choosing to use */
216 double expmul; /* needed experience = (calc_exp*expmul) - means some */
217 /* races/classes can need less/more exp to gain levels */
218
219 /* Spell related information, may be useful elsewhere
220 * Note that other fields are used - these files are basically
221 * only used in spells.
222 */
223 sint16 duration; /* How long the spell lasts */
224 uint8 duration_modifier; /* how level modifies duration */
225 sint16 casting_time; /* time left before spell goes off */
226 struct object *spell; /* Spell that was being cast */
227 uint16 start_holding;
228 char *spellarg;
229 uint8 dam_modifier; /* How going up in level effects damage */
230 sint8 range; /* Range of the spell */
231 uint8 range_modifier; /* How going up in level effects range */
232
233 /* Following are values used by any object */
234 struct archt *arch; /* Pointer to archetype */
235 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
236 /* this objects turns into or what this object creates */
237 uint32 flags[4]; /* various flags */
238 uint16 animation_id; /* An index into the animation array */
239 uint8 anim_speed; /* ticks between animation-frames */
240 uint8 last_anim; /* last sequence used to draw face */
241 sint32 elevation; /* elevation of this terrain - not currently used */
242 uint8 smoothlevel; /* how to smooth this square around*/
243
244 MoveType move_type; /* Type of movement this object uses */
245 MoveType move_block; /* What movement types this blocks */
246 MoveType move_allow; /* What movement types explicitly allowd */
247 MoveType move_on; /* Move types affected moving on to this space */
248 MoveType move_off; /* Move types affected moving off this space */
249 MoveType move_slow; /* Movement types this slows down */
250 float move_slow_penalty; /* How much this slows down the object */
251
252 event *events;
253
254 const char *custom_name; /* Custom name assigned by player */
255 key_value *key_values; /* Fields not explictly known by the loader. */
256 };
257
258 struct object : object_special, object_simple {
259 void clone (object *destination)
260 {
261 if (attach)
262 destination->attach = add_refcount (attach);
263
264 if (self || cb)
265 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
266 }
267 };
268
269 typedef struct oblnk { /* Used to link together several objects */
270 object *ob;
271 struct oblnk *next;
272 tag_t id;
273 } objectlink;
274
275 typedef struct oblinkpt { /* Used to link together several object links */
276 struct oblnk *link;
277 long value; /* Used as connected value in buttons/gates */
278 struct oblinkpt *next;
279 } oblinkpt;
280
281 /*
282 * The archetype structure is a set of rules on how to generate and manipulate
283 * objects which point to archetypes.
284 * This probably belongs in arch.h, but there really doesn't appear to
285 * be much left in the archetype - all it really is is a holder for the
286 * object and pointers. This structure should get removed, and just replaced
287 * by the object structure
288 */
289
290 typedef struct archt {
291 const char *name; /* More definite name, like "generate_kobold" */
292 struct archt *next; /* Next archetype in a linked list */
293 struct archt *head; /* The main part of a linked object */
294 struct archt *more; /* Next part of a linked object */
295 object clone; /* An object from which to do copy_object() */
296 uint32 editable; /* editable flags (mainly for editor) */
297 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
298 * in comparison to the head.
299 */
300 } archetype;
301
302 extern object *objects;
303 extern object *active_objects;
304 extern object *free_objects;
305 extern object objarray[STARTMAX];
306
307 extern int nrofallocobjects;
308 extern int nroffreeobjects;
309
310 /* This returns TRUE if the object is somethign that
311 * should be displayed in the look window
312 */
313 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
314
315 /* Used by update_object to know if the object being passed is
316 * being added or removed.
317 */
318 #define UP_OBJ_INSERT 1
319 #define UP_OBJ_REMOVE 2
320 #define UP_OBJ_CHANGE 3
321 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
322
323 /* These are flags passed to insert_ob_in_map and
324 * insert_ob_in_ob. Note that all flags may not be meaningful
325 * for both functions.
326 * Most are fairly explanatory:
327 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
328 * on space.
329 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
330 * INS_NO_WALK_ON: Don't call check_walk_on against the
331 * originator - saves cpu time if you know the inserted object
332 * is not meaningful in terms of having an effect.
333 * INS_ON_TOP: Always put object on top. Generally only needed when loading
334 * files from disk and ordering needs to be preserved.
335 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
336 * Use for treasure chests so the new object is the highest thing
337 * beneath the player, but not actually above it. Note - the
338 * map and x,y coordinates for the object to be inserted must
339 * match the originator.
340 * INS_MAP_LOAD: disable lots of checkings done at insertion to
341 * speed up map loading process, as we assume the ordering in
342 * loaded map is correct.
343 *
344 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
345 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change
348 * in future revisions of the code.
349 */
350 #define INS_NO_MERGE 0x0001
351 #define INS_ABOVE_FLOOR_ONLY 0x0002
352 #define INS_NO_WALK_ON 0x0004
353 #define INS_ON_TOP 0x0008
354 #define INS_BELOW_ORIGINATOR 0x0010
355 #define INS_MAP_LOAD 0x0020
356
357 #define ARCH_SINGULARITY "singularity"
358 #define ARCH_SINGULARITY_LEN 11
359 #define ARCH_DETECT_MAGIC "detect_magic"
360 #define ARCH_DEPLETION "depletion"
361 #define ARCH_SYMPTOM "symptom"
362
363 #endif