ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.15
Committed: Sun Sep 3 00:18:41 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +10 -22 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

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 /*
50 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'.
52 *
53 * key and value are shared-strings.
54 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason.
58 */
59 struct key_value {
60 key_value *next;
61 shstr key, value;
62 };
63
64
65 /* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
68 * can_apply and will_apply?
69 */
70 #define WILL_APPLY_HANDLE 0x1
71 #define WILL_APPLY_TREASURE 0x2
72 #define WILL_APPLY_EARTHWALL 0x4
73 #define WILL_APPLY_DOOR 0x8
74 #define WILL_APPLY_FOOD 0x10
75
76
77 /* 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,
79 * e.g. copy_object.
80 */
81
82 struct object_simple : attachable<object> {
83 tag_t count; /* Unique object number for this object */
84 uint16 refcount; /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *contr; /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/
90 struct object *active_next; /* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *env; /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *more; /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */
107 };
108
109 struct object_special {
110 /* These get an extra add_refcount(), after having been copied by memcpy().
111 * All fields beow this point are automatically copied by memcpy. If
112 * adding something that needs a refcount updated, make sure you modify
113 * copy_object to do so. Everything below here also gets cleared
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */
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
127 sint16 x,y; /* Position in the map for this object */
128 sint16 ox,oy; /* For debugging: Where it was last inserted */
129 float speed; /* The overall speed of this object */
130 float speed_left; /* How much speed is left to spend this round */
131 uint32 nrof; /* How many of the objects */
132 New_Face *face; /* Face with colors */
133 sint8 direction; /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */
135
136 /* This next big block are basically used for monsters and equipment */
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */
138 uint8 subtype; /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp.
153 */
154 sint32 last_heal; /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */
159 uint8 pick_up; /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */
166 living stats; /* Str, Con, Dex, etc */
167 sint64 perm_exp; /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 /* See the doc/Developers/objects for more info about body locations */
174
175 /* Following mostly refers to fields only used for monsters */
176 struct object *owner; /* Pointer to the object which controls this one */
177 /* Owner should not be referred to directly - */
178 /* get_owner should be used instead. */
179 tag_t ownercount; /* What count the owner had (in case owner */
180 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */
196
197 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically
199 * only used in spells.
200 */
201 sint16 duration; /* How long the spell lasts */
202 uint8 duration_modifier; /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding;
206 char *spellarg;
207 uint8 dam_modifier; /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */
210
211 /* Following are values used by any object */
212 struct archt *arch; /* Pointer to archetype */
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */
216 uint16 animation_id; /* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/
221
222 MoveType move_type; /* Type of movement this object uses */
223 MoveType move_block; /* What movement types this blocks */
224 MoveType move_allow; /* What movement types explicitly allowd */
225 MoveType move_on; /* Move types affected moving on to this space */
226 MoveType move_off; /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */
229
230 shstr custom_name; /* Custom name assigned by player */
231 key_value *key_values; /* Fields not explictly known by the loader. */
232 };
233
234 struct object : object_special, object_simple, zero_initialised {
235 void clone (object *destination)
236 {
237 destination->attach = attach;
238
239 if (self || cb)
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
241 }
242 };
243
244 typedef struct oblnk { /* Used to link together several objects */
245 object *ob;
246 struct oblnk *next;
247 tag_t id;
248 } objectlink;
249
250 typedef struct oblinkpt { /* Used to link together several object links */
251 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next;
254 } oblinkpt;
255
256 /*
257 * The archetype structure is a set of rules on how to generate and manipulate
258 * objects which point to archetypes.
259 * This probably belongs in arch.h, but there really doesn't appear to
260 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure
263 */
264
265 typedef struct archt : zero_initialised
266 {
267 shstr name; /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */
272 uint32 editable; /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
274 * in comparison to the head.
275 */
276 } archetype;
277
278 extern object *objects;
279 extern object *active_objects;
280 extern object *free_objects;
281 extern object objarray[STARTMAX];
282
283 extern int nrofallocobjects;
284 extern int nroffreeobjects;
285
286 /* This returns TRUE if the object is something that
287 * should be displayed in the look window
288 */
289 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
290
291 /* Used by update_object to know if the object being passed is
292 * being added or removed.
293 */
294 #define UP_OBJ_INSERT 1
295 #define UP_OBJ_REMOVE 2
296 #define UP_OBJ_CHANGE 3
297 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298
299 /* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions.
302 * Most are fairly explanatory:
303 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
304 * on space.
305 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
306 * INS_NO_WALK_ON: Don't call check_walk_on against the
307 * originator - saves cpu time if you know the inserted object
308 * is not meaningful in terms of having an effect.
309 * INS_ON_TOP: Always put object on top. Generally only needed when loading
310 * files from disk and ordering needs to be preserved.
311 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
312 * Use for treasure chests so the new object is the highest thing
313 * beneath the player, but not actually above it. Note - the
314 * map and x,y coordinates for the object to be inserted must
315 * match the originator.
316 * INS_MAP_LOAD: disable lots of checkings done at insertion to
317 * speed up map loading process, as we assume the ordering in
318 * loaded map is correct.
319 *
320 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
321 * are mutually exclusive. The behaviour for passing more than one
322 * should be considered undefined - while you may notice what happens
323 * right now if you pass more than one, that could very well change
324 * in future revisions of the code.
325 */
326 #define INS_NO_MERGE 0x0001
327 #define INS_ABOVE_FLOOR_ONLY 0x0002
328 #define INS_NO_WALK_ON 0x0004
329 #define INS_ON_TOP 0x0008
330 #define INS_BELOW_ORIGINATOR 0x0010
331 #define INS_MAP_LOAD 0x0020
332
333 #define ARCH_SINGULARITY "singularity"
334 #define ARCH_SINGULARITY_LEN 11
335 #define ARCH_DETECT_MAGIC "detect_magic"
336 #define ARCH_DEPLETION "depletion"
337 #define ARCH_SYMPTOM "symptom"
338
339 #endif