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/cvs/deliantra/server/include/object.h
Revision: 1.29
Committed: Mon Sep 11 23:33:29 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +35 -0 lines
Log Message:
- temporarily disabled shstr garbage collection
- use sint64 instead of uint64 in shop code
- implement fully recursive item iterator for object
- add some utility functions

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 root 1.20 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 root 1.1 } 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 root 1.20 struct key_value
56     {
57     key_value *next;
58     shstr key, value;
59 root 1.15 };
60 root 1.1
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 root 1.27 #define WILL_APPLY_HANDLE 0x01
68     #define WILL_APPLY_TREASURE 0x02
69     #define WILL_APPLY_EARTHWALL 0x04
70     #define WILL_APPLY_DOOR 0x08
71 root 1.14 #define WILL_APPLY_FOOD 0x10
72 root 1.1
73    
74 root 1.14 /* 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 root 1.1 */
78 elmex 1.4
79 root 1.18 // these are not being copied
80 root 1.20 ACC_CLASS (object)
81 root 1.28 struct object_keep : refcounted
82 root 1.18 {
83 root 1.20 tag_t ACC (RW, count); /* Unique object number for this object */
84 root 1.18
85     /* These variables are not changed by copy_object() */
86 root 1.20 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87     struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88     struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89     struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90     struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91     /* so that the entire object list does not */
92     /* need to be gone through. */
93     struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94     struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95     /* Note: stacked in the *same* environment */
96     struct object *inv; /* Pointer to the first object in the inventory */
97     struct object *ACC (RW, container); /* Current container being used. I think this
98     * is only used by the player right now.
99     */
100     struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101     * This is typically the container that the object is in.
102     */
103     struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104     struct object *ACC (RW, head); /* Points to the main object of a large body */
105     struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106 elmex 1.4 };
107 root 1.1
108 root 1.18 // these are being copied
109 root 1.25 struct object_copy : attachable<object>
110 root 1.18 {
111 root 1.28 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
113     shstr ACC (RW, name_pl); /* The plural name of the object */
114     shstr ACC (RW, title); /* Of foo, etc */
115     shstr ACC (RW, race); /* human, goblin, dragon, etc */
116     shstr ACC (RW, slaying); /* Which race to do double damage to */
117     /* If this is an exit, this is the filename */
118     shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
119     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120     shstr ACC (RW, lore); /* Obscure information about this object, */
121     /* To get put into books and the like. */
122     shstr ACC (RW, materialname); /* specific material name */
123     shstr ACC (RW, custom_name); /* Custom name assigned by player */
124 root 1.18 };
125 root 1.1
126 root 1.18 // these are being copied and also cleared
127     struct object_pod
128     {
129 root 1.20 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130     float ACC (RW, speed); /* The overall speed of this object */
131     float ACC (RW, speed_left); /* How much speed is left to spend this round */
132     uint32 ACC (RW, nrof); /* How many of the objects */
133     New_Face *ACC (RW, face); /* Face with colors */
134     sint8 ACC (RW, direction); /* Means the object is moving that way. */
135     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 root 1.18
137     /* This next big block are basically used for monsters and equipment */
138 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139     uint8 ACC (RW, subtype); /* subtype of object */
140     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
142     uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143     uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
144     uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146     uint16 ACC (RW, material); /* What materials this object consist of */
147     sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149     sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
151     * meanings by some objects, eg, sp penalty, permanent exp.
152     */
153 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156     sint16 ACC (RW, last_eat); /* How long since we last ate */
157     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
159 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160     sint8 ACC (RW, item_power); /* power rating of the object */
161     sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
162 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
164     sint32 ACC (RW, weight_limit); /* Weight-limit of object */
165     sint32 ACC (RW, carrying); /* How much weight this object contains */
166     living ACC (RO, stats); /* Str, Con, Dex, etc */
167     sint64 ACC (RW, perm_exp); /* Permanent exp */
168     struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169     uint32 ACC (RW, weapontype); /* type of weapon */
170     uint32 ACC (RW, 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 1.26 uint8 ACC (RW, will_apply); /* See crossfire.doc */
174 root 1.20 /* See the doc/Developers/objects for more info about body locations */
175 root 1.18
176     /* Following mostly refers to fields only used for monsters */
177 root 1.28 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 root 1.20 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179     struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180     tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181     struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182     struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183     uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 root 1.18 /* changes made by kholland@sunlab.cit.cornell.edu */
185     /* allows different movement patterns for attackers */
186 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
187     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 root 1.20 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 root 1.26 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 root 1.20 /* races/classes can need less/more exp to gain levels */
192 root 1.18
193     /* Spell related information, may be useful elsewhere
194     * Note that other fields are used - these files are basically
195     * only used in spells.
196     */
197 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
198     sint16 ACC (RW, casting_time); /* time left before spell goes off */
199 root 1.26 uint16 ACC (RW, start_holding);
200 root 1.20 struct object *ACC (RW, spell); /* Spell that was being cast */
201     char *ACC (RW, spellarg);
202 root 1.26 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204     sint8 ACC (RW, range); /* Range of the spell */
205     uint8 ACC (RW, range_modifier); /* How going up in level effects range */
206 root 1.18
207     /* Following are values used by any object */
208 root 1.21 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209     struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 root 1.20 /* this objects turns into or what this object creates */
211     uint32 flags[4]; /* various flags */
212     uint16 ACC (RW, animation_id); /* An index into the animation array */
213     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215     sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
217    
218     MoveType ACC (RW, move_type); /* Type of movement this object uses */
219     MoveType ACC (RW, move_block); /* What movement types this blocks */
220     MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223     MoveType ACC (RW, move_slow); /* Movement types this slows down */
224     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225     key_value *key_values; /* Fields not explictly known by the loader. */
226 elmex 1.4 };
227    
228 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
229     {
230 root 1.23 static object *create ();
231     void free (bool free_inventory = false);
232 root 1.22
233 root 1.23 static void free_mortals ();
234     static bool can_merge (object *op1, object *op2);
235 root 1.19
236 root 1.18 void clear ();
237 root 1.23 void clone (object *destination);
238    
239 root 1.28 void set_owner (object *owner);
240     object *get_owner ();
241    
242 root 1.29 // fully recursive iterator
243     struct iterator_base
244     {
245     object *item;
246    
247     iterator_base (object *item)
248     : item(item)
249     {
250     }
251    
252     operator object *() const { return item; }
253    
254     object *operator ->() const { return item; }
255     object &operator * () const { return *item; }
256     };
257    
258     struct deep_iterator : iterator_base
259     {
260     deep_iterator (object *op) : iterator_base (op) { }
261    
262     void next ();
263     object *operator ++( ) { next (); return item; }
264     object *operator ++(int) { object *i = item; next (); return i; }
265     };
266    
267     object *begin ()
268     {
269     return this->inv ? this->inv : end ();
270     }
271    
272     object *end ()
273     {
274     return this->below;
275     }
276    
277 root 1.23 protected:
278     friend struct archetype;
279    
280 root 1.24 void link ();
281     void unlink ();
282    
283 root 1.23 object ();
284     ~object ();
285 elmex 1.4 };
286 root 1.1
287 root 1.28 #define get_object() object::create ()
288     #define free_object(op) (op)->free (0)
289     #define free_object2(op, free_inv) (op)->free (free_inv)
290     #define clear_owner(op) (op)->owner = 0
291     #define copy_owner(op,other) (op)->owner = (other)->owner
292     #define clear_object(op) (op)->clear ()
293    
294     static inline object *
295     get_owner (object *op)
296     {
297     return op->get_owner ();
298     }
299    
300     static inline void
301     set_owner (object *op, object *owner)
302     {
303     op->set_owner (owner);
304     }
305    
306 root 1.19 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
307    
308 root 1.20 typedef struct oblnk
309     { /* Used to link together several objects */
310 root 1.1 object *ob;
311     struct oblnk *next;
312     tag_t id;
313     } objectlink;
314    
315 root 1.20 typedef struct oblinkpt
316     { /* Used to link together several object links */
317 root 1.1 struct oblnk *link;
318 root 1.20 long value; /* Used as connected value in buttons/gates */
319 root 1.1 struct oblinkpt *next;
320     } oblinkpt;
321    
322     /*
323     * The archetype structure is a set of rules on how to generate and manipulate
324     * objects which point to archetypes.
325     * This probably belongs in arch.h, but there really doesn't appear to
326     * be much left in the archetype - all it really is is a holder for the
327     * object and pointers. This structure should get removed, and just replaced
328     * by the object structure
329     */
330    
331 root 1.20 ACC_CLASS(archetype)
332 root 1.21 struct archetype : zero_initialised
333 root 1.15 {
334 root 1.22 archetype ();
335     ~archetype ();
336    
337 root 1.20 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 root 1.21 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339     struct archetype *ACC (RW, head); /* The main part of a linked object */
340     struct archetype *ACC (RW, more); /* Next part of a linked object */
341 root 1.20 object ACC (RO, clone); /* An object from which to do copy_object() */
342     uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344     * in comparison to the head.
345     */
346 root 1.21 };
347 root 1.1
348     extern object *objects;
349     extern object *active_objects;
350    
351     extern int nrofallocobjects;
352    
353 root 1.15 /* This returns TRUE if the object is something that
354 root 1.1 * should be displayed in the look window
355     */
356     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
357    
358     /* Used by update_object to know if the object being passed is
359     * being added or removed.
360     */
361     #define UP_OBJ_INSERT 1
362     #define UP_OBJ_REMOVE 2
363     #define UP_OBJ_CHANGE 3
364 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
365 root 1.1
366     /* These are flags passed to insert_ob_in_map and
367     * insert_ob_in_ob. Note that all flags may not be meaningful
368     * for both functions.
369     * Most are fairly explanatory:
370     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
371     * on space.
372     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
373     * INS_NO_WALK_ON: Don't call check_walk_on against the
374     * originator - saves cpu time if you know the inserted object
375     * is not meaningful in terms of having an effect.
376     * INS_ON_TOP: Always put object on top. Generally only needed when loading
377     * files from disk and ordering needs to be preserved.
378     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
379     * Use for treasure chests so the new object is the highest thing
380     * beneath the player, but not actually above it. Note - the
381     * map and x,y coordinates for the object to be inserted must
382     * match the originator.
383     * INS_MAP_LOAD: disable lots of checkings done at insertion to
384     * speed up map loading process, as we assume the ordering in
385     * loaded map is correct.
386     *
387     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
388     * are mutually exclusive. The behaviour for passing more than one
389     * should be considered undefined - while you may notice what happens
390     * right now if you pass more than one, that could very well change
391     * in future revisions of the code.
392     */
393 root 1.14 #define INS_NO_MERGE 0x0001
394     #define INS_ABOVE_FLOOR_ONLY 0x0002
395     #define INS_NO_WALK_ON 0x0004
396     #define INS_ON_TOP 0x0008
397     #define INS_BELOW_ORIGINATOR 0x0010
398     #define INS_MAP_LOAD 0x0020
399 root 1.1
400     #define ARCH_SINGULARITY "singularity"
401     #define ARCH_SINGULARITY_LEN 11
402     #define ARCH_DETECT_MAGIC "detect_magic"
403     #define ARCH_DEPLETION "depletion"
404     #define ARCH_SYMPTOM "symptom"
405    
406     #endif