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/cvs/deliantra/server/include/object.h
Revision: 1.37
Committed: Thu Sep 14 18:13:02 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +7 -0 lines
Log Message:
presuppose iso c++0x

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 root 1.34 struct UUID
62     {
63     uint64 seq;
64     };
65    
66     extern void init_uuid ();
67     extern UUID gen_uuid ();
68 root 1.1
69     /* Definition for WILL_APPLY values. Replaces having harcoded values
70     * sprinkled in the code. Note that some of these also replace fields
71     * that were in the can_apply area. What is the point of having both
72     * can_apply and will_apply?
73     */
74 root 1.27 #define WILL_APPLY_HANDLE 0x01
75     #define WILL_APPLY_TREASURE 0x02
76     #define WILL_APPLY_EARTHWALL 0x04
77     #define WILL_APPLY_DOOR 0x08
78 root 1.14 #define WILL_APPLY_FOOD 0x10
79 root 1.1
80 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
81     * don't just want it copied, so you'll need to add to common/object.C,
82     * e.g. copy_object.
83 root 1.1 */
84 elmex 1.4
85 root 1.18 // these are not being copied
86 root 1.20 ACC_CLASS (object)
87 root 1.28 struct object_keep : refcounted
88 root 1.18 {
89 root 1.36 tag_t ACC (RW, count); /* Generation count for this object */
90 root 1.34 UUID uuid; // Unique Identifier, survives saves etc.
91 root 1.18
92     /* These variables are not changed by copy_object() */
93 root 1.20 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94     struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95     struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96     struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97     struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98     /* so that the entire object list does not */
99     /* need to be gone through. */
100     struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101     struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102     /* Note: stacked in the *same* environment */
103     struct object *inv; /* Pointer to the first object in the inventory */
104     struct object *ACC (RW, container); /* Current container being used. I think this
105     * is only used by the player right now.
106     */
107     struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108     * This is typically the container that the object is in.
109     */
110     struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 root 1.31 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 root 1.20 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113 elmex 1.4 };
114 root 1.1
115 root 1.18 // these are being copied
116 root 1.25 struct object_copy : attachable<object>
117 root 1.18 {
118 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
119     shstr ACC (RW, name_pl); /* The plural name of the object */
120     shstr ACC (RW, title); /* Of foo, etc */
121     shstr ACC (RW, race); /* human, goblin, dragon, etc */
122     shstr ACC (RW, slaying); /* Which race to do double damage to */
123     /* If this is an exit, this is the filename */
124     shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126     shstr ACC (RW, lore); /* Obscure information about this object, */
127     /* To get put into books and the like. */
128     shstr ACC (RW, materialname); /* specific material name */
129     shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 root 1.35 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
131     refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */
132     refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133     refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */
134     refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135     refptr<object> ACC (RW, spell); /* Spell that was being cast */
136     refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137 root 1.18 };
138 root 1.1
139 root 1.18 // these are being copied and also cleared
140     struct object_pod
141     {
142 root 1.36 New_Face *ACC (RW, face); /* Face with colors */
143 root 1.20 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144     float ACC (RW, speed); /* The overall speed of this object */
145     float ACC (RW, speed_left); /* How much speed is left to spend this round */
146     uint32 ACC (RW, nrof); /* How many of the objects */
147     sint8 ACC (RW, direction); /* Means the object is moving that way. */
148     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 root 1.18
150     /* This next big block are basically used for monsters and equipment */
151 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152     uint8 ACC (RW, subtype); /* subtype of object */
153     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
154     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
155     uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156     uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
157     uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
159     uint16 ACC (RW, material); /* What materials this object consist of */
160     sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162     sint32 ACC (RW, value); /* How much money it is worth (or contains) */
163 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
164     * meanings by some objects, eg, sp penalty, permanent exp.
165     */
166 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
167     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
168     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
169     sint16 ACC (RW, last_eat); /* How long since we last ate */
170     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
172 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173     sint8 ACC (RW, item_power); /* power rating of the object */
174     sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
175 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
177     sint32 ACC (RW, weight_limit); /* Weight-limit of object */
178     sint32 ACC (RW, carrying); /* How much weight this object contains */
179     sint64 ACC (RW, perm_exp); /* Permanent exp */
180     uint32 ACC (RW, weapontype); /* type of weapon */
181     uint32 ACC (RW, tooltype); /* type of tool or build facility */
182     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
183     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 root 1.20 /* See the doc/Developers/objects for more info about body locations */
186 root 1.18
187     /* Following mostly refers to fields only used for monsters */
188 root 1.20 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 root 1.18 /* changes made by kholland@sunlab.cit.cornell.edu */
190     /* allows different movement patterns for attackers */
191 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
192     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
194     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 root 1.20 /* races/classes can need less/more exp to gain levels */
196 root 1.18
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 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
202     sint16 ACC (RW, casting_time); /* time left before spell goes off */
203 root 1.26 uint16 ACC (RW, start_holding);
204     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
206     sint8 ACC (RW, range); /* Range of the spell */
207     uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 root 1.36 char *ACC (RW, spellarg);
209 root 1.18
210     /* Following are values used by any object */
211 root 1.35 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
212 root 1.21 struct archetype *ACC (RW, arch); /* Pointer to archetype */
213     struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 root 1.35 key_value *key_values; /* Fields not explictly known by the loader. */
215 root 1.20 /* this objects turns into or what this object creates */
216     uint32 flags[4]; /* various flags */
217     uint16 ACC (RW, animation_id); /* An index into the animation array */
218     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220     sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 root 1.20
224     MoveType ACC (RW, move_type); /* Type of movement this object uses */
225     MoveType ACC (RW, move_block); /* What movement types this blocks */
226     MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
227     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
228     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229     MoveType ACC (RW, move_slow); /* Movement types this slows down */
230     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231 elmex 1.4 };
232    
233 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
234     {
235 root 1.37 typedef unordered_vector<object *> vector;
236    
237     static vector mortals;
238     static vector active; // active objects, not yet used
239     static vector objects; // not used yet, use first->next->...
240     static object *first; // will be replaced by "objects"
241    
242 root 1.23 static object *create ();
243     void free (bool free_inventory = false);
244 root 1.22
245 root 1.23 static void free_mortals ();
246     static bool can_merge (object *op1, object *op2);
247 root 1.19
248 root 1.18 void clear ();
249 root 1.23 void clone (object *destination);
250    
251 root 1.34 void instantiate ()
252     {
253     if (!uuid.seq) // HACK
254     uuid = gen_uuid ();
255    
256     attachable<object>::instantiate ();
257     }
258    
259 root 1.28 void set_owner (object *owner);
260    
261 root 1.33 // info must hold 256 * 3 bytes currently
262     const char *debug_desc (char *info) const;
263     const char *debug_desc () const;
264    
265 root 1.29 // fully recursive iterator
266     struct iterator_base
267     {
268     object *item;
269    
270 root 1.30 iterator_base (object *container)
271     : item (container)
272 root 1.29 {
273     }
274    
275     operator object *() const { return item; }
276    
277     object *operator ->() const { return item; }
278     object &operator * () const { return *item; }
279     };
280    
281 root 1.30 // depth-first recursive iterator
282     struct depth_iterator : iterator_base
283 root 1.29 {
284 root 1.30 depth_iterator (object *container);
285 root 1.29 void next ();
286     object *operator ++( ) { next (); return item; }
287     object *operator ++(int) { object *i = item; next (); return i; }
288     };
289    
290     object *begin ()
291     {
292 root 1.30 return this;
293 root 1.29 }
294    
295     object *end ()
296     {
297 root 1.30 return this;
298 root 1.29 }
299    
300 root 1.23 protected:
301     friend struct archetype;
302    
303 root 1.24 void link ();
304     void unlink ();
305    
306 root 1.23 object ();
307     ~object ();
308 elmex 1.4 };
309 root 1.1
310 root 1.28 #define get_object() object::create ()
311     #define free_object(op) (op)->free (0)
312     #define free_object2(op, free_inv) (op)->free (free_inv)
313     #define clear_owner(op) (op)->owner = 0
314     #define copy_owner(op,other) (op)->owner = (other)->owner
315 root 1.36 #define get_owner(op) (op)->owner
316 root 1.28 #define clear_object(op) (op)->clear ()
317    
318     static inline void
319     set_owner (object *op, object *owner)
320     {
321     op->set_owner (owner);
322     }
323    
324 root 1.19 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
325    
326 root 1.20 typedef struct oblnk
327     { /* Used to link together several objects */
328 root 1.1 object *ob;
329     struct oblnk *next;
330     tag_t id;
331     } objectlink;
332    
333 root 1.20 typedef struct oblinkpt
334     { /* Used to link together several object links */
335 root 1.1 struct oblnk *link;
336 root 1.20 long value; /* Used as connected value in buttons/gates */
337 root 1.1 struct oblinkpt *next;
338     } oblinkpt;
339    
340     /*
341     * The archetype structure is a set of rules on how to generate and manipulate
342     * objects which point to archetypes.
343     * This probably belongs in arch.h, but there really doesn't appear to
344     * be much left in the archetype - all it really is is a holder for the
345     * object and pointers. This structure should get removed, and just replaced
346     * by the object structure
347     */
348    
349 root 1.20 ACC_CLASS(archetype)
350 root 1.21 struct archetype : zero_initialised
351 root 1.15 {
352 root 1.22 archetype ();
353     ~archetype ();
354    
355 root 1.20 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
356 root 1.21 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
357     struct archetype *ACC (RW, head); /* The main part of a linked object */
358     struct archetype *ACC (RW, more); /* Next part of a linked object */
359 root 1.20 object ACC (RO, clone); /* An object from which to do copy_object() */
360     uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
361     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
362     * in comparison to the head.
363     */
364 root 1.21 };
365 root 1.1
366     extern object *objects;
367     extern object *active_objects;
368    
369     extern int nrofallocobjects;
370    
371 root 1.15 /* This returns TRUE if the object is something that
372 root 1.1 * should be displayed in the look window
373     */
374     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
375    
376     /* Used by update_object to know if the object being passed is
377     * being added or removed.
378     */
379     #define UP_OBJ_INSERT 1
380     #define UP_OBJ_REMOVE 2
381     #define UP_OBJ_CHANGE 3
382 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
383 root 1.1
384     /* These are flags passed to insert_ob_in_map and
385     * insert_ob_in_ob. Note that all flags may not be meaningful
386     * for both functions.
387     * Most are fairly explanatory:
388     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
389     * on space.
390     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
391     * INS_NO_WALK_ON: Don't call check_walk_on against the
392     * originator - saves cpu time if you know the inserted object
393     * is not meaningful in terms of having an effect.
394     * INS_ON_TOP: Always put object on top. Generally only needed when loading
395     * files from disk and ordering needs to be preserved.
396     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
397     * Use for treasure chests so the new object is the highest thing
398     * beneath the player, but not actually above it. Note - the
399     * map and x,y coordinates for the object to be inserted must
400     * match the originator.
401     * INS_MAP_LOAD: disable lots of checkings done at insertion to
402     * speed up map loading process, as we assume the ordering in
403     * loaded map is correct.
404     *
405     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
406     * are mutually exclusive. The behaviour for passing more than one
407     * should be considered undefined - while you may notice what happens
408     * right now if you pass more than one, that could very well change
409     * in future revisions of the code.
410     */
411 root 1.14 #define INS_NO_MERGE 0x0001
412     #define INS_ABOVE_FLOOR_ONLY 0x0002
413     #define INS_NO_WALK_ON 0x0004
414     #define INS_ON_TOP 0x0008
415     #define INS_BELOW_ORIGINATOR 0x0010
416     #define INS_MAP_LOAD 0x0020
417 root 1.1
418     #define ARCH_SINGULARITY "singularity"
419     #define ARCH_SINGULARITY_LEN 11
420     #define ARCH_DETECT_MAGIC "detect_magic"
421     #define ARCH_DEPLETION "depletion"
422     #define ARCH_SYMPTOM "symptom"
423    
424     #endif