/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #ifndef OBJECT_H #define OBJECT_H #include "cfperl.h" #include "shstr.h" typedef uint32 tag_t; #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 /* See common/item.c */ typedef struct Body_Locations { const char *save_name; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. * * key and value are shared-strings. * * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than * accessing the list directly. * Exception is if you want to walk this list for some reason. */ struct key_value { key_value *next; shstr key, value; }; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ #define WILL_APPLY_HANDLE 0x1 #define WILL_APPLY_TREASURE 0x2 #define WILL_APPLY_EARTHWALL 0x4 #define WILL_APPLY_DOOR 0x8 #define WILL_APPLY_FOOD 0x10 /* However, if you're keeping a pointer of some sort, you probably * don't just want it copied, so you'll need to add to common/object.C, * e.g. copy_object. */ // these are not being copied struct object_keep { tag_t count; /* Unique object number for this object */ uint16 refcount; /* How many objects points to this object */ /* These variables are not changed by copy_object() */ struct pl *contr; /* Pointer to the player which control this object */ struct object *next; /* Pointer to the next object in the free/used list */ struct object *prev; /* Pointer to the previous object in the free/used list*/ struct object *active_next; /* Next & previous object in the 'active' */ struct object *active_prev; /* List. This is used in process_events */ /* so that the entire object list does not */ /* need to be gone through. */ struct object *below; /* Pointer to the object stacked below this one */ struct object *above; /* Pointer to the object stacked above this one */ /* Note: stacked in the *same* environment*/ struct object *inv; /* Pointer to the first object in the inventory */ struct object *container; /* Current container being used. I think this * is only used by the player right now. */ struct object *env; /* Pointer to the object which is the environment. * This is typically the container that the object is in. */ struct object *more; /* Pointer to the rest of a large body of objects */ struct object *head; /* Points to the main object of a large body */ struct mapstruct *map; /* Pointer to the map in which this object is present */ }; // these are being copied struct object_copy : attachable { /* These get an extra add_refcount(), after having been copied by memcpy(). * All fields beow this point are automatically copied by memcpy. If * adding something that needs a refcount updated, make sure you modify * copy_object to do so. Everything below here also gets cleared * by clear_object() */ shstr name; /* The name of the object, obviously... */ shstr name_pl; /* The plural name of the object */ shstr title; /* Of foo, etc */ shstr race; /* human, goblin, dragon, etc */ shstr slaying; /* Which race to do double damage to */ /* If this is an exit, this is the filename */ shstr skill; /* Name of the skill this object uses/grants */ shstr msg; /* If this is a book/sign/magic mouth/etc */ shstr lore; /* Obscure information about this object, */ /* To get put into books and the like. */ shstr materialname; /* specific material name */ shstr custom_name; /* Custom name assigned by player */ }; // these are being copied and also cleared struct object_pod { sint16 x,y; /* Position in the map for this object */ float speed; /* The overall speed of this object */ float speed_left; /* How much speed is left to spend this round */ uint32 nrof; /* How many of the objects */ New_Face *face; /* Face with colors */ sint8 direction; /* Means the object is moving that way. */ sint8 facing; /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ uint8 type; /* PLAYER, BULLET, etc. See define.h */ uint8 subtype; /* subtype of object */ uint16 client_type; /* Public type information. see doc/Developers/objects */ sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ uint32 attacktype; /* Bitmask of attacks this object does */ uint32 path_attuned; /* Paths the object is attuned to */ uint32 path_repelled; /* Paths the object is repelled from */ uint32 path_denied; /* Paths the object is denied access to */ uint16 material; /* What materials this object consist of */ sint8 magic; /* Any magical bonuses to this item */ uint8 state; /* How the object was last drawn (animation) */ sint32 value; /* How much money it is worth (or contains) */ sint16 level; /* Level of creature or object */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ sint32 last_heal; /* Last healed. Depends on constitution */ sint32 last_sp; /* As last_heal, but for spell points */ sint16 last_grace; /* as last_sp, except for grace */ sint16 last_eat; /* How long since we last ate */ sint16 invisible; /* How much longer the object will be invis */ uint8 pick_up; /* See crossfire.doc */ sint8 item_power; /* power rating of the object */ sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ sint32 weight; /* Attributes of the object */ sint32 weight_limit; /* Weight-limit of object */ sint32 carrying; /* How much weight this object contains */ sint8 glow_radius; /* indicates the glow radius of the object */ living stats; /* Str, Con, Dex, etc */ sint64 perm_exp; /* Permanent exp */ struct object *current_weapon; /* Pointer to the weapon currently used */ uint32 weapontype; /* type of weapon */ uint32 tooltype; /* type of tool or build facility */ sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ struct object *owner; /* Pointer to the object which controls this one */ /* Owner should not be referred to directly - */ /* get_owner should be used instead. */ tag_t ownercount; /* What count the owner had (in case owner */ /* has been freed) */ struct object *enemy; /* Monster/player to follow even if not closest */ struct object *attacked_by; /* This object start to attack us! only player & monster */ tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ struct treasureliststruct *randomitems; /* Items to be generated */ uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ struct object *chosen_skill; /* the skill chosen to use */ uint32 hide; /* The object is hidden, not invisible */ /* changes made by kholland@sunlab.cit.cornell.edu */ /* allows different movement patterns for attackers */ sint32 move_status; /* What stage in attack mode */ uint16 attack_movement;/* What kind of attack movement */ uint8 will_apply; /* See crossfire.doc */ struct object *spellitem; /* Spell ability monster is choosing to use */ double expmul; /* needed experience = (calc_exp*expmul) - means some */ /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 duration; /* How long the spell lasts */ uint8 duration_modifier; /* how level modifies duration */ sint16 casting_time; /* time left before spell goes off */ struct object *spell; /* Spell that was being cast */ uint16 start_holding; char *spellarg; uint8 dam_modifier; /* How going up in level effects damage */ sint8 range; /* Range of the spell */ uint8 range_modifier; /* How going up in level effects range */ /* Following are values used by any object */ struct archt *arch; /* Pointer to archetype */ struct archt *other_arch; /* Pointer used for various things - mostly used for what */ /* this objects turns into or what this object creates */ uint32 flags[4]; /* various flags */ uint16 animation_id; /* An index into the animation array */ uint8 anim_speed; /* ticks between animation-frames */ uint8 last_anim; /* last sequence used to draw face */ sint32 elevation; /* elevation of this terrain - not currently used */ uint8 smoothlevel; /* how to smooth this square around*/ MoveType move_type; /* Type of movement this object uses */ MoveType move_block; /* What movement types this blocks */ MoveType move_allow; /* What movement types explicitly allowd */ MoveType move_on; /* Move types affected moving on to this space */ MoveType move_off; /* Move types affected moving off this space */ MoveType move_slow; /* Movement types this slows down */ float move_slow_penalty; /* How much this slows down the object */ key_value *key_values; /* Fields not explictly known by the loader. */ }; struct object : zero_initialised, object_keep, object_copy, object_pod { static bool can_merge (object *op1, object *op2); void clear (); void clone (object *destination); }; #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) typedef struct oblnk { /* Used to link together several objects */ object *ob; struct oblnk *next; tag_t id; } objectlink; typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. * This probably belongs in arch.h, but there really doesn't appear to * be much left in the archetype - all it really is is a holder for the * object and pointers. This structure should get removed, and just replaced * by the object structure */ typedef struct archt : zero_initialised { shstr name; /* More definite name, like "generate_kobold" */ struct archt *next; /* Next archetype in a linked list */ struct archt *head; /* The main part of a linked object */ struct archt *more; /* Next part of a linked object */ object clone; /* An object from which to do copy_object() */ uint32 editable; /* editable flags (mainly for editor) */ sint8 tail_x, tail_y; /* Where the lower right most portion of the object is * in comparison to the head. */ } archetype; extern object *objects; extern object *active_objects; extern int nrofallocobjects; /* This returns TRUE if the object is something that * should be displayed in the look window */ #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed. */ #define UP_OBJ_INSERT 1 #define UP_OBJ_REMOVE 2 #define UP_OBJ_CHANGE 3 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ /* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful * for both functions. * Most are fairly explanatory: * INS_NO_MERGE: don't try to merge inserted object with ones alrady * on space. * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. * INS_NO_WALK_ON: Don't call check_walk_on against the * originator - saves cpu time if you know the inserted object * is not meaningful in terms of having an effect. * INS_ON_TOP: Always put object on top. Generally only needed when loading * files from disk and ordering needs to be preserved. * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - * Use for treasure chests so the new object is the highest thing * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. * INS_MAP_LOAD: disable lots of checkings done at insertion to * speed up map loading process, as we assume the ordering in * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one * should be considered undefined - while you may notice what happens * right now if you pass more than one, that could very well change * in future revisions of the code. */ #define INS_NO_MERGE 0x0001 #define INS_ABOVE_FLOOR_ONLY 0x0002 #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 #define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" #define ARCH_SINGULARITY_LEN 11 #define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" #define ARCH_SYMPTOM "symptom" #endif