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/cvs/deliantra/server/include/object.h
Revision: 1.16
Committed: Sun Sep 3 14:33:48 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.15: +0 -1 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

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 float speed; /* The overall speed of this object */
129 float speed_left; /* How much speed is left to spend this round */
130 uint32 nrof; /* How many of the objects */
131 New_Face *face; /* Face with colors */
132 sint8 direction; /* Means the object is moving that way. */
133 sint8 facing; /* Object is oriented/facing that way. */
134
135 /* This next big block are basically used for monsters and equipment */
136 uint8 type; /* PLAYER, BULLET, etc. See define.h */
137 uint8 subtype; /* subtype of object */
138 uint16 client_type; /* Public type information. see doc/Developers/objects */
139 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
140 uint32 attacktype; /* Bitmask of attacks this object does */
141 uint32 path_attuned; /* Paths the object is attuned to */
142 uint32 path_repelled; /* Paths the object is repelled from */
143 uint32 path_denied; /* Paths the object is denied access to */
144 uint16 material; /* What materials this object consist of */
145 shstr materialname; /* specific material name */
146 sint8 magic; /* Any magical bonuses to this item */
147 uint8 state; /* How the object was last drawn (animation) */
148 sint32 value; /* How much money it is worth (or contains) */
149 sint16 level; /* Level of creature or object */
150 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp.
152 */
153 sint32 last_heal; /* Last healed. Depends on constitution */
154 sint32 last_sp; /* As last_heal, but for spell points */
155 sint16 last_grace; /* as last_sp, except for grace */
156 sint16 last_eat; /* How long since we last ate */
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
174 /* Following mostly refers to fields only used for monsters */
175 struct object *owner; /* Pointer to the object which controls this one */
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
196 /* Spell related information, may be useful elsewhere
197 * Note that other fields are used - these files are basically
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
210 /* Following are values used by any object */
211 struct archt *arch; /* Pointer to archetype */
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 };
232
233 struct object : object_special, object_simple, zero_initialised {
234 void clone (object *destination)
235 {
236 destination->attach = attach;
237
238 if (self || cb)
239 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
240 }
241 };
242
243 typedef struct oblnk { /* Used to link together several objects */
244 object *ob;
245 struct oblnk *next;
246 tag_t id;
247 } objectlink;
248
249 typedef struct oblinkpt { /* Used to link together several object links */
250 struct oblnk *link;
251 long value; /* Used as connected value in buttons/gates */
252 struct oblinkpt *next;
253 } oblinkpt;
254
255 /*
256 * The archetype structure is a set of rules on how to generate and manipulate
257 * objects which point to archetypes.
258 * This probably belongs in arch.h, but there really doesn't appear to
259 * 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
261 * by the object structure
262 */
263
264 typedef struct archt : zero_initialised
265 {
266 shstr name; /* More definite name, like "generate_kobold" */
267 struct archt *next; /* Next archetype in a linked list */
268 struct archt *head; /* The main part of a linked object */
269 struct archt *more; /* Next part of a linked object */
270 object clone; /* An object from which to do copy_object() */
271 uint32 editable; /* editable flags (mainly for editor) */
272 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
273 * in comparison to the head.
274 */
275 } archetype;
276
277 extern object *objects;
278 extern object *active_objects;
279 extern object *free_objects;
280 extern object objarray[STARTMAX];
281
282 extern int nrofallocobjects;
283 extern 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
290 /* Used by update_object to know if the object being passed is
291 * being added or removed.
292 */
293 #define UP_OBJ_INSERT 1
294 #define UP_OBJ_REMOVE 2
295 #define UP_OBJ_CHANGE 3
296 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
297
298 /* These are flags passed to insert_ob_in_map and
299 * insert_ob_in_ob. Note that all flags may not be meaningful
300 * for both functions.
301 * Most are fairly explanatory:
302 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
303 * on space.
304 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
305 * INS_NO_WALK_ON: Don't call check_walk_on against the
306 * originator - saves cpu time if you know the inserted object
307 * is not meaningful in terms of having an effect.
308 * INS_ON_TOP: Always put object on top. Generally only needed when loading
309 * files from disk and ordering needs to be preserved.
310 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
311 * Use for treasure chests so the new object is the highest thing
312 * beneath the player, but not actually above it. Note - the
313 * map and x,y coordinates for the object to be inserted must
314 * match the originator.
315 * INS_MAP_LOAD: disable lots of checkings done at insertion to
316 * speed up map loading process, as we assume the ordering in
317 * loaded map is correct.
318 *
319 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
320 * are mutually exclusive. The behaviour for passing more than one
321 * should be considered undefined - while you may notice what happens
322 * right now if you pass more than one, that could very well change
323 * in future revisions of the code.
324 */
325 #define INS_NO_MERGE 0x0001
326 #define INS_ABOVE_FLOOR_ONLY 0x0002
327 #define INS_NO_WALK_ON 0x0004
328 #define INS_ON_TOP 0x0008
329 #define INS_BELOW_ORIGINATOR 0x0010
330 #define INS_MAP_LOAD 0x0020
331
332 #define ARCH_SINGULARITY "singularity"
333 #define ARCH_SINGULARITY_LEN 11
334 #define ARCH_DETECT_MAGIC "detect_magic"
335 #define ARCH_DEPLETION "depletion"
336 #define ARCH_SYMPTOM "symptom"
337
338 #endif