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/cvs/deliantra/server/include/object.h
Revision: 1.19
Committed: Mon Sep 4 16:46:32 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +4 -0 lines
Log Message:
major map loading speedups

File Contents

# User Rev Content
1 root 1.1 /*
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 root 1.6 #include "cfperl.h"
28 root 1.7 #include "shstr.h"
29 root 1.6
30 root 1.1 typedef uint32 tag_t;
31 root 1.14 #define NUM_BODY_LOCATIONS 12
32     #define BODY_ARMS 1
33 root 1.1
34     /* See common/item.c */
35    
36     typedef struct Body_Locations {
37 root 1.14 const char *save_name; /* Name used to load/save it to disk */
38     const char *use_name; /* Name used when describing an item we can use */
39     const char *nonuse_name; /* Name to describe objects we can't use */
40 root 1.1 } Body_Locations;
41    
42     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43    
44     /*
45     * Each object (this also means archetypes!) could have a few of these
46     * "dangling" from it; this could also end up containing 'parse errors'.
47     *
48     * key and value are shared-strings.
49     *
50     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51     * accessing the list directly.
52     * Exception is if you want to walk this list for some reason.
53     */
54 root 1.15 struct key_value {
55     key_value *next;
56     shstr key, value;
57     };
58 root 1.1
59    
60     /* Definition for WILL_APPLY values. Replaces having harcoded values
61     * sprinkled in the code. Note that some of these also replace fields
62     * that were in the can_apply area. What is the point of having both
63     * can_apply and will_apply?
64     */
65 root 1.14 #define WILL_APPLY_HANDLE 0x1
66     #define WILL_APPLY_TREASURE 0x2
67     #define WILL_APPLY_EARTHWALL 0x4
68     #define WILL_APPLY_DOOR 0x8
69     #define WILL_APPLY_FOOD 0x10
70 root 1.1
71    
72 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
73     * don't just want it copied, so you'll need to add to common/object.C,
74     * e.g. copy_object.
75 root 1.1 */
76 elmex 1.4
77 root 1.18 // these are not being copied
78     struct object_keep
79     {
80     tag_t count; /* Unique object number for this object */
81     uint16 refcount; /* How many objects points to this object */
82    
83     /* These variables are not changed by copy_object() */
84     struct pl *contr; /* Pointer to the player which control this object */
85     struct object *next; /* Pointer to the next object in the free/used list */
86     struct object *prev; /* Pointer to the previous object in the free/used list*/
87     struct object *active_next; /* Next & previous object in the 'active' */
88     struct object *active_prev; /* List. This is used in process_events */
89     /* so that the entire object list does not */
90     /* need to be gone through. */
91     struct object *below; /* Pointer to the object stacked below this one */
92     struct object *above; /* Pointer to the object stacked above this one */
93     /* Note: stacked in the *same* environment*/
94     struct object *inv; /* Pointer to the first object in the inventory */
95     struct object *container; /* Current container being used. I think this
96     * is only used by the player right now.
97     */
98     struct object *env; /* Pointer to the object which is the environment.
99     * This is typically the container that the object is in.
100     */
101     struct object *more; /* Pointer to the rest of a large body of objects */
102     struct object *head; /* Points to the main object of a large body */
103     struct mapstruct *map; /* Pointer to the map in which this object is present */
104 elmex 1.4 };
105 root 1.1
106 root 1.18 // these are being copied
107     struct object_copy : attachable<object>
108     {
109     /* These get an extra add_refcount(), after having been copied by memcpy().
110     * All fields beow this point are automatically copied by memcpy. If
111     * adding something that needs a refcount updated, make sure you modify
112     * copy_object to do so. Everything below here also gets cleared
113     * by clear_object()
114     */
115     shstr name; /* The name of the object, obviously... */
116     shstr name_pl; /* The plural name of the object */
117     shstr title; /* Of foo, etc */
118     shstr race; /* human, goblin, dragon, etc */
119     shstr slaying; /* Which race to do double damage to */
120     /* If this is an exit, this is the filename */
121     shstr skill; /* Name of the skill this object uses/grants */
122     shstr msg; /* If this is a book/sign/magic mouth/etc */
123     shstr lore; /* Obscure information about this object, */
124     /* To get put into books and the like. */
125     shstr materialname; /* specific material name */
126     shstr custom_name; /* Custom name assigned by player */
127     };
128 root 1.1
129 root 1.18 // these are being copied and also cleared
130     struct object_pod
131     {
132     sint16 x,y; /* Position in the map for this object */
133     float speed; /* The overall speed of this object */
134     float speed_left; /* How much speed is left to spend this round */
135     uint32 nrof; /* How many of the objects */
136     New_Face *face; /* Face with colors */
137     sint8 direction; /* Means the object is moving that way. */
138     sint8 facing; /* Object is oriented/facing that way. */
139    
140     /* This next big block are basically used for monsters and equipment */
141     uint8 type; /* PLAYER, BULLET, etc. See define.h */
142     uint8 subtype; /* subtype of object */
143     uint16 client_type; /* Public type information. see doc/Developers/objects */
144     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145     uint32 attacktype; /* Bitmask of attacks this object does */
146     uint32 path_attuned; /* Paths the object is attuned to */
147     uint32 path_repelled; /* Paths the object is repelled from */
148     uint32 path_denied; /* Paths the object is denied access to */
149     uint16 material; /* What materials this object consist of */
150     sint8 magic; /* Any magical bonuses to this item */
151     uint8 state; /* How the object was last drawn (animation) */
152     sint32 value; /* How much money it is worth (or contains) */
153     sint16 level; /* Level of creature or object */
154     /* Note that the last_.. values are sometimes used for non obvious
155     * meanings by some objects, eg, sp penalty, permanent exp.
156     */
157     sint32 last_heal; /* Last healed. Depends on constitution */
158     sint32 last_sp; /* As last_heal, but for spell points */
159     sint16 last_grace; /* as last_sp, except for grace */
160     sint16 last_eat; /* How long since we last ate */
161     sint16 invisible; /* How much longer the object will be invis */
162     uint8 pick_up; /* See crossfire.doc */
163     sint8 item_power; /* power rating of the object */
164     sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
165     sint32 weight; /* Attributes of the object */
166     sint32 weight_limit; /* Weight-limit of object */
167     sint32 carrying; /* How much weight this object contains */
168     sint8 glow_radius; /* indicates the glow radius of the object */
169     living stats; /* Str, Con, Dex, etc */
170     sint64 perm_exp; /* Permanent exp */
171     struct object *current_weapon; /* Pointer to the weapon currently used */
172     uint32 weapontype; /* type of weapon */
173     uint32 tooltype; /* type of tool or build facility */
174     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
176     /* See the doc/Developers/objects for more info about body locations */
177    
178     /* Following mostly refers to fields only used for monsters */
179     struct object *owner; /* Pointer to the object which controls this one */
180     /* Owner should not be referred to directly - */
181     /* get_owner should be used instead. */
182     tag_t ownercount; /* What count the owner had (in case owner */
183     /* has been freed) */
184     struct object *enemy; /* Monster/player to follow even if not closest */
185     struct object *attacked_by; /* This object start to attack us! only player & monster */
186     tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187     struct treasureliststruct *randomitems; /* Items to be generated */
188     uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189     struct object *chosen_skill; /* the skill chosen to use */
190     uint32 hide; /* The object is hidden, not invisible */
191     /* changes made by kholland@sunlab.cit.cornell.edu */
192     /* allows different movement patterns for attackers */
193     sint32 move_status; /* What stage in attack mode */
194     uint16 attack_movement;/* What kind of attack movement */
195     uint8 will_apply; /* See crossfire.doc */
196     struct object *spellitem; /* Spell ability monster is choosing to use */
197     double expmul; /* needed experience = (calc_exp*expmul) - means some */
198     /* races/classes can need less/more exp to gain levels */
199    
200     /* Spell related information, may be useful elsewhere
201     * Note that other fields are used - these files are basically
202     * only used in spells.
203     */
204     sint16 duration; /* How long the spell lasts */
205     uint8 duration_modifier; /* how level modifies duration */
206     sint16 casting_time; /* time left before spell goes off */
207     struct object *spell; /* Spell that was being cast */
208     uint16 start_holding;
209     char *spellarg;
210     uint8 dam_modifier; /* How going up in level effects damage */
211     sint8 range; /* Range of the spell */
212     uint8 range_modifier; /* How going up in level effects range */
213    
214     /* Following are values used by any object */
215     struct archt *arch; /* Pointer to archetype */
216     struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217     /* this objects turns into or what this object creates */
218     uint32 flags[4]; /* various flags */
219     uint16 animation_id; /* An index into the animation array */
220     uint8 anim_speed; /* ticks between animation-frames */
221     uint8 last_anim; /* last sequence used to draw face */
222     sint32 elevation; /* elevation of this terrain - not currently used */
223     uint8 smoothlevel; /* how to smooth this square around*/
224    
225     MoveType move_type; /* Type of movement this object uses */
226     MoveType move_block; /* What movement types this blocks */
227     MoveType move_allow; /* What movement types explicitly allowd */
228     MoveType move_on; /* Move types affected moving on to this space */
229     MoveType move_off; /* Move types affected moving off this space */
230     MoveType move_slow; /* Movement types this slows down */
231     float move_slow_penalty; /* How much this slows down the object */
232     key_value *key_values; /* Fields not explictly known by the loader. */
233 elmex 1.4 };
234    
235 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
236     {
237 root 1.19 static bool can_merge (object *op1, object *op2);
238    
239 root 1.18 void clear ();
240     void clone (object *destination);
241 elmex 1.4 };
242 root 1.1
243 root 1.19 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
244    
245 root 1.1 typedef struct oblnk { /* Used to link together several objects */
246     object *ob;
247     struct oblnk *next;
248     tag_t id;
249     } objectlink;
250    
251     typedef struct oblinkpt { /* Used to link together several object links */
252     struct oblnk *link;
253 root 1.14 long value; /* Used as connected value in buttons/gates */
254 root 1.1 struct oblinkpt *next;
255     } oblinkpt;
256    
257     /*
258     * The archetype structure is a set of rules on how to generate and manipulate
259     * objects which point to archetypes.
260     * This probably belongs in arch.h, but there really doesn't appear to
261     * be much left in the archetype - all it really is is a holder for the
262     * object and pointers. This structure should get removed, and just replaced
263     * by the object structure
264     */
265    
266 root 1.15 typedef struct archt : zero_initialised
267     {
268     shstr name; /* More definite name, like "generate_kobold" */
269 root 1.14 struct archt *next; /* Next archetype in a linked list */
270     struct archt *head; /* The main part of a linked object */
271     struct archt *more; /* Next part of a linked object */
272     object clone; /* An object from which to do copy_object() */
273     uint32 editable; /* editable flags (mainly for editor) */
274     sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
275     * in comparison to the head.
276     */
277 root 1.1 } archetype;
278    
279     extern object *objects;
280     extern object *active_objects;
281    
282     extern int nrofallocobjects;
283    
284 root 1.15 /* This returns TRUE if the object is something that
285 root 1.1 * should be displayed in the look window
286     */
287     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
288    
289     /* Used by update_object to know if the object being passed is
290     * being added or removed.
291     */
292     #define UP_OBJ_INSERT 1
293     #define UP_OBJ_REMOVE 2
294     #define UP_OBJ_CHANGE 3
295     #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
296    
297     /* These are flags passed to insert_ob_in_map and
298     * insert_ob_in_ob. Note that all flags may not be meaningful
299     * for both functions.
300     * Most are fairly explanatory:
301     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
302     * on space.
303     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
304     * INS_NO_WALK_ON: Don't call check_walk_on against the
305     * originator - saves cpu time if you know the inserted object
306     * is not meaningful in terms of having an effect.
307     * INS_ON_TOP: Always put object on top. Generally only needed when loading
308     * files from disk and ordering needs to be preserved.
309     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
310     * Use for treasure chests so the new object is the highest thing
311     * beneath the player, but not actually above it. Note - the
312     * map and x,y coordinates for the object to be inserted must
313     * match the originator.
314     * INS_MAP_LOAD: disable lots of checkings done at insertion to
315     * speed up map loading process, as we assume the ordering in
316     * loaded map is correct.
317     *
318     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
319     * are mutually exclusive. The behaviour for passing more than one
320     * should be considered undefined - while you may notice what happens
321     * right now if you pass more than one, that could very well change
322     * in future revisions of the code.
323     */
324 root 1.14 #define INS_NO_MERGE 0x0001
325     #define INS_ABOVE_FLOOR_ONLY 0x0002
326     #define INS_NO_WALK_ON 0x0004
327     #define INS_ON_TOP 0x0008
328     #define INS_BELOW_ORIGINATOR 0x0010
329     #define INS_MAP_LOAD 0x0020
330 root 1.1
331     #define ARCH_SINGULARITY "singularity"
332     #define ARCH_SINGULARITY_LEN 11
333     #define ARCH_DETECT_MAGIC "detect_magic"
334     #define ARCH_DEPLETION "depletion"
335     #define ARCH_SYMPTOM "symptom"
336    
337     #endif