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/cvs/deliantra/server/include/object.h
Revision: 1.15
Committed: Sun Sep 3 00:18:41 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +10 -22 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_object_h =
3 elmex 1.3 * "$Id$";
4 root 1.1 */
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 root 1.6 #include "cfperl.h"
33 root 1.7 #include "shstr.h"
34 root 1.6
35 root 1.1 typedef uint32 tag_t;
36 root 1.14 #define NUM_BODY_LOCATIONS 12
37     #define BODY_ARMS 1
38 root 1.1
39     /* See common/item.c */
40    
41     typedef struct Body_Locations {
42 root 1.14 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 root 1.1 } 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 root 1.15 struct key_value {
60     key_value *next;
61     shstr key, value;
62     };
63 root 1.1
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 root 1.14 #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 root 1.1
76    
77 root 1.14 /* 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 root 1.1 */
81 elmex 1.4
82 root 1.9 struct object_simple : attachable<object> {
83 root 1.14 tag_t count; /* Unique object number for this object */
84     uint16 refcount; /* How many objects points to this object */
85    
86 root 1.1 /* These variables are not changed by copy_object() */
87 root 1.14 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 elmex 1.4 };
108 root 1.1
109 root 1.7 struct object_special {
110 root 1.1 /* 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 root 1.14 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 root 1.12 /* If this is an exit, this is the filename */
122 root 1.14 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 root 1.12 /* To get put into books and the like. */
126 root 1.1
127 root 1.14 sint16 x,y; /* Position in the map for this object */
128     sint16 ox,oy; /* For debugging: Where it was last inserted */
129     float speed; /* The overall speed of this object */
130     float speed_left; /* How much speed is left to spend this round */
131     uint32 nrof; /* How many of the objects */
132     New_Face *face; /* Face with colors */
133     sint8 direction; /* Means the object is moving that way. */
134     sint8 facing; /* Object is oriented/facing that way. */
135 root 1.1
136     /* This next big block are basically used for monsters and equipment */
137 root 1.14 uint8 type; /* PLAYER, BULLET, etc. See define.h */
138     uint8 subtype; /* subtype of object */
139     uint16 client_type; /* Public type information. see doc/Developers/objects */
140     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141     uint32 attacktype; /* Bitmask of attacks this object does */
142     uint32 path_attuned; /* Paths the object is attuned to */
143     uint32 path_repelled; /* Paths the object is repelled from */
144     uint32 path_denied; /* Paths the object is denied access to */
145     uint16 material; /* What materials this object consist of */
146     shstr materialname; /* specific material name */
147     sint8 magic; /* Any magical bonuses to this item */
148     uint8 state; /* How the object was last drawn (animation) */
149     sint32 value; /* How much money it is worth (or contains) */
150     sint16 level; /* Level of creature or object */
151 root 1.1 /* Note that the last_.. values are sometimes used for non obvious
152     * meanings by some objects, eg, sp penalty, permanent exp.
153     */
154 root 1.14 sint32 last_heal; /* Last healed. Depends on constitution */
155     sint32 last_sp; /* As last_heal, but for spell points */
156     sint16 last_grace; /* as last_sp, except for grace */
157     sint16 last_eat; /* How long since we last ate */
158     sint16 invisible; /* How much longer the object will be invis */
159     uint8 pick_up; /* See crossfire.doc */
160     sint8 item_power; /* power rating of the object */
161     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
162     sint32 weight; /* Attributes of the object */
163     sint32 weight_limit; /* Weight-limit of object */
164     sint32 carrying; /* How much weight this object contains */
165     sint8 glow_radius; /* indicates the glow radius of the object */
166     living stats; /* Str, Con, Dex, etc */
167     sint64 perm_exp; /* Permanent exp */
168     struct object *current_weapon; /* Pointer to the weapon currently used */
169     uint32 weapontype; /* type of weapon */
170     uint32 tooltype; /* type of tool or build facility */
171     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 root 1.12 /* See the doc/Developers/objects for more info about body locations */
174 root 1.1
175     /* Following mostly refers to fields only used for monsters */
176 root 1.14 struct object *owner; /* Pointer to the object which controls this one */
177 root 1.12 /* Owner should not be referred to directly - */
178     /* get_owner should be used instead. */
179 root 1.14 tag_t ownercount; /* What count the owner had (in case owner */
180 root 1.12 /* has been freed) */
181 root 1.14 struct object *enemy; /* Monster/player to follow even if not closest */
182     struct object *attacked_by; /* This object start to attack us! only player & monster */
183     tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 root 1.1 struct treasureliststruct *randomitems; /* Items to be generated */
185 root 1.14 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186     struct object *chosen_skill; /* the skill chosen to use */
187     uint32 hide; /* The object is hidden, not invisible */
188 root 1.1 /* changes made by kholland@sunlab.cit.cornell.edu */
189     /* allows different movement patterns for attackers */
190 root 1.14 sint32 move_status; /* What stage in attack mode */
191     uint16 attack_movement;/* What kind of attack movement */
192     uint8 will_apply; /* See crossfire.doc */
193     struct object *spellitem; /* Spell ability monster is choosing to use */
194     double expmul; /* needed experience = (calc_exp*expmul) - means some */
195 root 1.12 /* races/classes can need less/more exp to gain levels */
196 root 1.1
197     /* Spell related information, may be useful elsewhere
198     * Note that other fields are used - these files are basically
199     * only used in spells.
200     */
201 root 1.14 sint16 duration; /* How long the spell lasts */
202     uint8 duration_modifier; /* how level modifies duration */
203     sint16 casting_time; /* time left before spell goes off */
204     struct object *spell; /* Spell that was being cast */
205     uint16 start_holding;
206     char *spellarg;
207     uint8 dam_modifier; /* How going up in level effects damage */
208     sint8 range; /* Range of the spell */
209     uint8 range_modifier; /* How going up in level effects range */
210 root 1.1
211     /* Following are values used by any object */
212     struct archt *arch; /* Pointer to archetype */
213 root 1.14 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
214 root 1.12 /* this objects turns into or what this object creates */
215 root 1.14 uint32 flags[4]; /* various flags */
216     uint16 animation_id; /* An index into the animation array */
217     uint8 anim_speed; /* ticks between animation-frames */
218     uint8 last_anim; /* last sequence used to draw face */
219     sint32 elevation; /* elevation of this terrain - not currently used */
220     uint8 smoothlevel; /* how to smooth this square around*/
221    
222     MoveType move_type; /* Type of movement this object uses */
223     MoveType move_block; /* What movement types this blocks */
224     MoveType move_allow; /* What movement types explicitly allowd */
225     MoveType move_on; /* Move types affected moving on to this space */
226     MoveType move_off; /* Move types affected moving off this space */
227     MoveType move_slow; /* Movement types this slows down */
228     float move_slow_penalty; /* How much this slows down the object */
229 root 1.1
230 root 1.14 shstr custom_name; /* Custom name assigned by player */
231 root 1.1 key_value *key_values; /* Fields not explictly known by the loader. */
232 elmex 1.4 };
233    
234 root 1.15 struct object : object_special, object_simple, zero_initialised {
235 root 1.7 void clone (object *destination)
236     {
237 root 1.15 destination->attach = attach;
238 root 1.7
239     if (self || cb)
240     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
241     }
242 elmex 1.4 };
243 root 1.1
244     typedef struct oblnk { /* Used to link together several objects */
245     object *ob;
246     struct oblnk *next;
247     tag_t id;
248     } objectlink;
249    
250     typedef struct oblinkpt { /* Used to link together several object links */
251     struct oblnk *link;
252 root 1.14 long value; /* Used as connected value in buttons/gates */
253 root 1.1 struct oblinkpt *next;
254     } oblinkpt;
255    
256     /*
257     * The archetype structure is a set of rules on how to generate and manipulate
258     * objects which point to archetypes.
259     * This probably belongs in arch.h, but there really doesn't appear to
260     * be much left in the archetype - all it really is is a holder for the
261     * object and pointers. This structure should get removed, and just replaced
262     * by the object structure
263     */
264    
265 root 1.15 typedef struct archt : zero_initialised
266     {
267     shstr name; /* More definite name, like "generate_kobold" */
268 root 1.14 struct archt *next; /* Next archetype in a linked list */
269     struct archt *head; /* The main part of a linked object */
270     struct archt *more; /* Next part of a linked object */
271     object clone; /* An object from which to do copy_object() */
272     uint32 editable; /* editable flags (mainly for editor) */
273     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
274     * in comparison to the head.
275     */
276 root 1.1 } archetype;
277    
278     extern object *objects;
279     extern object *active_objects;
280     extern object *free_objects;
281     extern object objarray[STARTMAX];
282    
283     extern int nrofallocobjects;
284     extern int nroffreeobjects;
285    
286 root 1.15 /* This returns TRUE if the object is something that
287 root 1.1 * should be displayed in the look window
288     */
289     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
290    
291     /* Used by update_object to know if the object being passed is
292     * being added or removed.
293     */
294     #define UP_OBJ_INSERT 1
295     #define UP_OBJ_REMOVE 2
296     #define UP_OBJ_CHANGE 3
297     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298    
299     /* These are flags passed to insert_ob_in_map and
300     * insert_ob_in_ob. Note that all flags may not be meaningful
301     * for both functions.
302     * Most are fairly explanatory:
303     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
304     * on space.
305     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
306     * INS_NO_WALK_ON: Don't call check_walk_on against the
307     * originator - saves cpu time if you know the inserted object
308     * is not meaningful in terms of having an effect.
309     * INS_ON_TOP: Always put object on top. Generally only needed when loading
310     * files from disk and ordering needs to be preserved.
311     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
312     * Use for treasure chests so the new object is the highest thing
313     * beneath the player, but not actually above it. Note - the
314     * map and x,y coordinates for the object to be inserted must
315     * match the originator.
316     * INS_MAP_LOAD: disable lots of checkings done at insertion to
317     * speed up map loading process, as we assume the ordering in
318     * loaded map is correct.
319     *
320     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
321     * are mutually exclusive. The behaviour for passing more than one
322     * should be considered undefined - while you may notice what happens
323     * right now if you pass more than one, that could very well change
324     * in future revisions of the code.
325     */
326 root 1.14 #define INS_NO_MERGE 0x0001
327     #define INS_ABOVE_FLOOR_ONLY 0x0002
328     #define INS_NO_WALK_ON 0x0004
329     #define INS_ON_TOP 0x0008
330     #define INS_BELOW_ORIGINATOR 0x0010
331     #define INS_MAP_LOAD 0x0020
332 root 1.1
333     #define ARCH_SINGULARITY "singularity"
334     #define ARCH_SINGULARITY_LEN 11
335     #define ARCH_DETECT_MAGIC "detect_magic"
336     #define ARCH_DEPLETION "depletion"
337     #define ARCH_SYMPTOM "symptom"
338    
339     #endif