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/cvs/deliantra/server/include/object.h
Revision: 1.7
Committed: Sat Aug 26 23:36:32 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +23 -4 lines
Log Message:
intermediate check-in, per-object events work

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 : extendable<object> {
105 data_type get_dt () const { return DT_OBJECT; }
106
107 /* These variables are not changed by copy_object() */
108 struct pl *contr; /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/
118 struct object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this
120 * is only used by the player right now.
121 */
122 struct object *env; /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in.
124 */
125 struct object *more; /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */
127 struct mapstruct *map; /* Pointer to the map in which this object is present */
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131 };
132
133 struct object_special {
134 /* These get an extra add_refcount(), after having been copied by memcpy().
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150
151 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 /* See the doc/Developers/objects for more info about body locations */
200
201 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222
223 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */
260 };
261
262 struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
281 };
282
283 typedef struct oblnk { /* Used to link together several objects */
284 object *ob;
285 struct oblnk *next;
286 tag_t id;
287 } objectlink;
288
289 typedef struct oblinkpt { /* Used to link together several object links */
290 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next;
293 } oblinkpt;
294
295 /*
296 * The archetype structure is a set of rules on how to generate and manipulate
297 * objects which point to archetypes.
298 * This probably belongs in arch.h, but there really doesn't appear to
299 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure
302 */
303
304 typedef struct archt {
305 const char *name; /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */
310 uint32 editable; /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
312 * in comparison to the head.
313 */
314 } archetype;
315
316 extern object *objects;
317 extern object *active_objects;
318 extern object *free_objects;
319 extern object objarray[STARTMAX];
320
321 extern int nrofallocobjects;
322 extern int nroffreeobjects;
323
324 /* This returns TRUE if the object is somethign that
325 * should be displayed in the look window
326 */
327 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328
329 /* Used by update_object to know if the object being passed is
330 * being added or removed.
331 */
332 #define UP_OBJ_INSERT 1
333 #define UP_OBJ_REMOVE 2
334 #define UP_OBJ_CHANGE 3
335 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336
337 /* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions.
340 * Most are fairly explanatory:
341 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
342 * on space.
343 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
344 * INS_NO_WALK_ON: Don't call check_walk_on against the
345 * originator - saves cpu time if you know the inserted object
346 * is not meaningful in terms of having an effect.
347 * INS_ON_TOP: Always put object on top. Generally only needed when loading
348 * files from disk and ordering needs to be preserved.
349 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
350 * Use for treasure chests so the new object is the highest thing
351 * beneath the player, but not actually above it. Note - the
352 * map and x,y coordinates for the object to be inserted must
353 * match the originator.
354 * INS_MAP_LOAD: disable lots of checkings done at insertion to
355 * speed up map loading process, as we assume the ordering in
356 * loaded map is correct.
357 *
358 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
359 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change
362 * in future revisions of the code.
363 */
364 #define INS_NO_MERGE 0x0001
365 #define INS_ABOVE_FLOOR_ONLY 0x0002
366 #define INS_NO_WALK_ON 0x0004
367 #define INS_ON_TOP 0x0008
368 #define INS_BELOW_ORIGINATOR 0x0010
369 #define INS_MAP_LOAD 0x0020
370
371 #define ARCH_SINGULARITY "singularity"
372 #define ARCH_SINGULARITY_LEN 11
373 #define ARCH_DETECT_MAGIC "detect_magic"
374 #define ARCH_DEPLETION "depletion"
375 #define ARCH_SYMPTOM "symptom"
376
377 #endif