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/cvs/deliantra/server/include/object.h
Revision: 1.27
Committed: Mon Sep 11 12:08:01 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -4 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include "cfperl.h"
28 #include "shstr.h"
29
30 typedef uint32 tag_t;
31 #define NUM_BODY_LOCATIONS 12
32 #define BODY_ARMS 1
33
34 /* See common/item.c */
35
36 typedef struct Body_Locations
37 {
38 const char *save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */
41 } Body_Locations;
42
43 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
44
45 /*
46 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'.
48 *
49 * key and value are shared-strings.
50 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
52 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason.
54 */
55 struct key_value
56 {
57 key_value *next;
58 shstr key, value;
59 };
60
61
62 /* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply?
66 */
67 #define WILL_APPLY_HANDLE 0x01
68 #define WILL_APPLY_TREASURE 0x02
69 #define WILL_APPLY_EARTHWALL 0x04
70 #define WILL_APPLY_DOOR 0x08
71 #define WILL_APPLY_FOOD 0x10
72
73
74 /* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object.
77 */
78
79 // these are not being copied
80 ACC_CLASS (object)
81 struct object_keep
82 {
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 sint32 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, 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 *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, 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 *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107 };
108
109 // these are being copied
110 struct object_copy : attachable<object>
111 {
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 };
131
132 // these are being copied and also cleared
133 struct object_pod
134 {
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142
143 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 /* Note that the last_.. values are sometimes used for non obvious
157 * meanings by some objects, eg, sp penalty, permanent exp.
158 */
159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
160 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
161 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
162 sint16 ACC (RW, last_eat); /* How long since we last ate */
163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
168 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */
180 /* See the doc/Developers/objects for more info about body locations */
181
182 /* Following mostly refers to fields only used for monsters */
183 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
184 /* Owner should not be referred to directly - */
185 /* get_owner should be used instead. */
186 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
187 /* has been freed) */
188 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
189 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
190 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
191 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */
202
203 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically
205 * only used in spells.
206 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */
209 uint16 ACC (RW, start_holding);
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 char *ACC (RW, spellarg);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216
217 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236 };
237
238 #define get_object() object::create ()
239 #define free_object(op) (op)->free (0)
240 #define free_object2(op, free_inv) (op)->free (free_inv)
241
242 struct object : zero_initialised, object_keep, object_copy, object_pod
243 {
244 static object *create ();
245 void free (bool free_inventory = false);
246
247 static void free_mortals ();
248 static bool can_merge (object *op1, object *op2);
249
250 void clear ();
251 void clone (object *destination);
252
253 protected:
254 friend struct archetype;
255
256 void link ();
257 void unlink ();
258
259 object ();
260 ~object ();
261 };
262
263 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265 typedef struct oblnk
266 { /* Used to link together several objects */
267 object *ob;
268 struct oblnk *next;
269 tag_t id;
270 } objectlink;
271
272 typedef struct oblinkpt
273 { /* Used to link together several object links */
274 struct oblnk *link;
275 long value; /* Used as connected value in buttons/gates */
276 struct oblinkpt *next;
277 } oblinkpt;
278
279 /*
280 * The archetype structure is a set of rules on how to generate and manipulate
281 * objects which point to archetypes.
282 * This probably belongs in arch.h, but there really doesn't appear to
283 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure
286 */
287
288 ACC_CLASS(archetype)
289 struct archetype : zero_initialised
290 {
291 archetype ();
292 ~archetype ();
293
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
301 * in comparison to the head.
302 */
303 };
304
305 extern object *objects;
306 extern object *active_objects;
307
308 extern int nrofallocobjects;
309
310 /* This returns TRUE if the object is something 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