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/*
* static char *rcsid_object_h =
* "$Id: object.h 7568 2007-11-24 21:17:09Z akirschbaum $";
*/
/*
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
typedef uint32 tag_t;
#define NUM_BODY_LOCATIONS 13
#define BODY_ARMS 1
/* See common/item.c */
typedef struct body_locations_struct {
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_struct;
extern body_locations_struct 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.
*/
typedef struct _key_value {
const char * key;
const char * value;
struct _key_value * next;
} 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
/* Note that the ordering of this structure is sort of relevent -
* copy_object copies everything over beyond 'name' using memcpy.
* Thus, values that need to be copied need to be located beyond that
* point.
*
* 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
*
* I've tried to clean up this structure a bit (in terms of formatting)
* by making it more consistent. I've also tried to locate some of the fields
* more logically together (put the item related ones together, the monster
* related ones, etc.
* This structure is best viewed with about a 100 width screen.
* MSW 2002-07-05
*/
typedef struct obj {
/* These variables are not changed by copy_object() */
struct pl *contr; /* Pointer to the player which control this object */
struct obj *next; /* Pointer to the next object in the free/used list */
struct obj *prev; /* Pointer to the previous object in the free/used list*/
struct obj *active_next; /* Next & previous object in the 'active' */
struct obj *active_prev; /* List. This is used in process_events */
/* so that the entire object list does not */
/* need to be gone through. */
struct obj *below; /* Pointer to the object stacked below this one */
struct obj *above; /* Pointer to the object stacked above this one */
/* Note: stacked in the *same* environment*/
struct obj *inv; /* Pointer to the first object in the inventory */
struct obj *container; /* Current container being used. I think this
* is only used by the player right now.
*/
struct obj *env; /* Pointer to the object which is the environment.
* This is typically the container that the object is in.
*/
struct obj *more; /* Pointer to the rest of a large body of objects */
struct obj *head; /* Points to the main object of a large body */
struct mapdef *map; /* Pointer to the map in which this object is present */
tag_t count; /* Unique object number for this object */
uint16 refcount; /* How many objects points to this object */
/* 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()
*/
const char *name; /* The name of the object, obviously... */
const char *name_pl; /* The plural name of the object */
const char *title; /* Of foo, etc */
const char *race; /* human, goblin, dragon, etc */
const char *slaying; /* Which race to do double damage to */
/* If this is an exit, this is the filename */
const char *skill; /* Name of the skill this object uses/grants */
const char *msg; /* If this is a book/sign/magic mouth/etc */
const char *lore; /* Obscure information about this object, */
/* To get put into books and the like. */
sint16 x,y; /* Position in the map for this object */
sint16 ox,oy; /* For debugging: Where it was last inserted */
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 */
const char *materialname; /* specific material name */
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 obj *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 obj *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 obj *enemy; /* Monster/player to follow even if not closest */
struct obj *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 obj *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 obj *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 obj *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*/
uint8 map_layer; /* What level to draw this on the map */
MoveType move_type; /* Type of movement this object uses */
MoveType move_block; /* What movement types this blocks */
MoveType move_allow; /* What movement types explicitly allowed */
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 */
const char *custom_name; /* Custom name assigned by player */
key_value *key_values; /* Fields not explictly known by the loader. */
uint8 no_save; /* This field indicates that the object should never */
/* be saved even for map swapout. Not handled by the */
/* loading or saving code. */
} object;
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 {
const char *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.
*/
int reference_count; /**< How many times this temporary archetype is used. If 0, "permanent" archetype. */
} archetype;
extern object *objects;
extern object *active_objects;
extern object *free_objects;
extern object objarray[STARTMAX];
extern int nrofallocobjects;
extern int nroffreeobjects;
/* 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 /* OBJECT_H */
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