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/cvs/deliantra/server/include/object.h
Revision: 1.46
Committed: Sun Dec 3 01:06:37 2006 UTC (17 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.45: +31 -31 lines
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# 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 elmex 1.45 extern const uint64 UUID_SKIP;
69 root 1.1
70     /* Definition for WILL_APPLY values. Replaces having harcoded values
71     * sprinkled in the code. Note that some of these also replace fields
72     * that were in the can_apply area. What is the point of having both
73     * can_apply and will_apply?
74     */
75 root 1.27 #define WILL_APPLY_HANDLE 0x01
76     #define WILL_APPLY_TREASURE 0x02
77     #define WILL_APPLY_EARTHWALL 0x04
78     #define WILL_APPLY_DOOR 0x08
79 root 1.14 #define WILL_APPLY_FOOD 0x10
80 root 1.1
81 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
82     * don't just want it copied, so you'll need to add to common/object.C,
83     * e.g. copy_object.
84 root 1.1 */
85 elmex 1.4
86 root 1.41 typedef refptr<object> object_ptr;
87 root 1.44 typedef refptr<archetype> arch_ptr;
88 root 1.41
89 root 1.18 // these are not being copied
90 root 1.20 ACC_CLASS (object)
91 root 1.28 struct object_keep : refcounted
92 root 1.18 {
93 root 1.46 tag_t ACC (RW, count); /* Generation count for this object */
94     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 root 1.18
96     /* These variables are not changed by copy_object() */
97 root 1.40 player *ACC (RW, contr); /* Pointer to the player which control this object */
98     object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99     object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 root 1.46 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101     object *ACC (RW, active_prev);/* List. This is used in process_events */
102 root 1.20 /* so that the entire object list does not */
103     /* need to be gone through. */
104 root 1.40 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105     object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 root 1.20 /* Note: stacked in the *same* environment */
107 root 1.40 object *inv; /* Pointer to the first object in the inventory */
108     object *ACC (RW, container); /* Current container being used. I think this
109 root 1.46 * is only used by the player right now.
110     */
111 root 1.40 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 root 1.20 * This is typically the container that the object is in.
113     */
114 root 1.40 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116     maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117 elmex 1.4 };
118 root 1.1
119 root 1.18 // these are being copied
120 root 1.25 struct object_copy : attachable<object>
121 root 1.18 {
122 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
123     shstr ACC (RW, name_pl); /* The plural name of the object */
124 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
125 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126     shstr ACC (RW, slaying); /* Which race to do double damage to */
127     /* If this is an exit, this is the filename */
128 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130     shstr ACC (RW, lore); /* Obscure information about this object, */
131     /* To get put into books and the like. */
132     shstr ACC (RW, materialname); /* specific material name */
133     shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139     object_ptr ACC (RW, spell); /* Spell that was being cast */
140     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141 root 1.18 };
142 root 1.1
143 root 1.18 // these are being copied and also cleared
144     struct object_pod
145     {
146 root 1.36 New_Face *ACC (RW, face); /* Face with colors */
147 root 1.20 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
149 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
151 root 1.20 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 root 1.18
154     /* This next big block are basically used for monsters and equipment */
155 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156     uint8 ACC (RW, subtype); /* subtype of object */
157     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
159     uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163     uint16 ACC (RW, material); /* What materials this object consist of */
164 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
168     * meanings by some objects, eg, sp penalty, permanent exp.
169     */
170 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
172     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
173     sint16 ACC (RW, last_eat); /* How long since we last ate */
174     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
176 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177     sint8 ACC (RW, item_power); /* power rating of the object */
178 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
179 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
180 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
181 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
183     sint64 ACC (RW, perm_exp); /* Permanent exp */
184     uint32 ACC (RW, weapontype); /* type of weapon */
185     uint32 ACC (RW, tooltype); /* type of tool or build facility */
186     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
187     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 root 1.20 /* See the doc/Developers/objects for more info about body locations */
190 root 1.18
191     /* Following mostly refers to fields only used for monsters */
192 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 root 1.18 /* changes made by kholland@sunlab.cit.cornell.edu */
194     /* allows different movement patterns for attackers */
195 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
196     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
198     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
199 root 1.20 /* races/classes can need less/more exp to gain levels */
200 root 1.18
201     /* Spell related information, may be useful elsewhere
202     * Note that other fields are used - these files are basically
203     * only used in spells.
204     */
205 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
206 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 root 1.26 uint16 ACC (RW, start_holding);
208     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
211 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 root 1.36 char *ACC (RW, spellarg);
213 root 1.18
214     /* Following are values used by any object */
215 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 root 1.46 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 root 1.35 key_value *key_values; /* Fields not explictly known by the loader. */
219 root 1.20 /* this objects turns into or what this object creates */
220     uint32 flags[4]; /* various flags */
221 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
222     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224     sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 root 1.20
228 root 1.46 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229     MoveType ACC (RW, move_block);/* What movement types this blocks */
230     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233     MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 root 1.20 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 elmex 1.4 };
236    
237 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
238     {
239 root 1.37 typedef unordered_vector<object *> vector;
240    
241     static vector mortals;
242     static vector active; // active objects, not yet used
243     static vector objects; // not used yet, use first->next->...
244     static object *first; // will be replaced by "objects"
245    
246 root 1.23 static object *create ();
247 root 1.42 void destroy (bool destroy_inventory = false);
248 root 1.22
249 root 1.23 static void free_mortals ();
250     static bool can_merge (object *op1, object *op2);
251 root 1.19
252 root 1.18 void clear ();
253 root 1.23 void clone (object *destination);
254    
255 root 1.39 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
256    
257 root 1.34 void instantiate ()
258     {
259     if (!uuid.seq) // HACK
260     uuid = gen_uuid ();
261    
262     attachable<object>::instantiate ();
263     }
264    
265 root 1.28 void set_owner (object *owner);
266    
267 root 1.33 // info must hold 256 * 3 bytes currently
268     const char *debug_desc (char *info) const;
269     const char *debug_desc () const;
270    
271 root 1.29 // fully recursive iterator
272     struct iterator_base
273     {
274     object *item;
275    
276 root 1.30 iterator_base (object *container)
277     : item (container)
278 root 1.29 {
279     }
280    
281     operator object *() const { return item; }
282    
283     object *operator ->() const { return item; }
284     object &operator * () const { return *item; }
285     };
286    
287 root 1.30 // depth-first recursive iterator
288     struct depth_iterator : iterator_base
289 root 1.29 {
290 root 1.30 depth_iterator (object *container);
291 root 1.29 void next ();
292     object *operator ++( ) { next (); return item; }
293     object *operator ++(int) { object *i = item; next (); return i; }
294     };
295    
296     object *begin ()
297     {
298 root 1.30 return this;
299 root 1.29 }
300    
301     object *end ()
302     {
303 root 1.30 return this;
304 root 1.29 }
305    
306 root 1.23 protected:
307     friend struct archetype;
308    
309 root 1.24 void link ();
310     void unlink ();
311    
312 root 1.23 object ();
313     ~object ();
314 elmex 1.4 };
315 root 1.1
316 root 1.28 #define get_object() object::create ()
317 root 1.42 #define free_object(op) (op)->destroy (0)
318     #define free_object2(op, free_inv) (op)->destroy (free_inv)
319 root 1.28 #define clear_owner(op) (op)->owner = 0
320     #define copy_owner(op,other) (op)->owner = (other)->owner
321 root 1.36 #define get_owner(op) (op)->owner
322 root 1.28 #define clear_object(op) (op)->clear ()
323    
324     static inline void
325     set_owner (object *op, object *owner)
326     {
327     op->set_owner (owner);
328     }
329    
330 root 1.19 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
331    
332 root 1.20 typedef struct oblnk
333     { /* Used to link together several objects */
334 root 1.43 object_ptr ob;
335 root 1.1 struct oblnk *next;
336     } objectlink;
337    
338 root 1.20 typedef struct oblinkpt
339     { /* Used to link together several object links */
340 root 1.1 struct oblnk *link;
341 root 1.20 long value; /* Used as connected value in buttons/gates */
342 root 1.1 struct oblinkpt *next;
343     } oblinkpt;
344    
345     /*
346     * The archetype structure is a set of rules on how to generate and manipulate
347     * objects which point to archetypes.
348     * This probably belongs in arch.h, but there really doesn't appear to
349     * be much left in the archetype - all it really is is a holder for the
350     * object and pointers. This structure should get removed, and just replaced
351     * by the object structure
352     */
353    
354 root 1.44 ACC_CLASS (archetype)
355     struct archetype : zero_initialised, refcounted
356 root 1.15 {
357 root 1.22 archetype ();
358     ~archetype ();
359    
360 root 1.38 static archetype *find (const char *arch);
361    
362 root 1.44 void hash_add (); // add to hastable
363     void hash_del (); // remove from hashtable
364    
365 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367     struct archetype *ACC (RW, head); /* The main part of a linked object */
368     struct archetype *ACC (RW, more); /* Next part of a linked object */
369     object ACC (RO, clone); /* An object from which to do copy_object() */
370     uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
371     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
372     * in comparison to the head.
373     */
374 root 1.21 };
375 root 1.1
376     extern object *objects;
377     extern object *active_objects;
378    
379     extern int nrofallocobjects;
380    
381 root 1.15 /* This returns TRUE if the object is something that
382 root 1.1 * should be displayed in the look window
383     */
384     #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
385    
386     /* Used by update_object to know if the object being passed is
387     * being added or removed.
388     */
389     #define UP_OBJ_INSERT 1
390     #define UP_OBJ_REMOVE 2
391     #define UP_OBJ_CHANGE 3
392 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
393 root 1.1
394     /* These are flags passed to insert_ob_in_map and
395     * insert_ob_in_ob. Note that all flags may not be meaningful
396     * for both functions.
397     * Most are fairly explanatory:
398     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
399     * on space.
400     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
401     * INS_NO_WALK_ON: Don't call check_walk_on against the
402     * originator - saves cpu time if you know the inserted object
403     * is not meaningful in terms of having an effect.
404     * INS_ON_TOP: Always put object on top. Generally only needed when loading
405     * files from disk and ordering needs to be preserved.
406     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
407     * Use for treasure chests so the new object is the highest thing
408     * beneath the player, but not actually above it. Note - the
409     * map and x,y coordinates for the object to be inserted must
410     * match the originator.
411     * INS_MAP_LOAD: disable lots of checkings done at insertion to
412     * speed up map loading process, as we assume the ordering in
413     * loaded map is correct.
414     *
415     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
416     * are mutually exclusive. The behaviour for passing more than one
417     * should be considered undefined - while you may notice what happens
418     * right now if you pass more than one, that could very well change
419     * in future revisions of the code.
420     */
421 root 1.14 #define INS_NO_MERGE 0x0001
422     #define INS_ABOVE_FLOOR_ONLY 0x0002
423     #define INS_NO_WALK_ON 0x0004
424     #define INS_ON_TOP 0x0008
425     #define INS_BELOW_ORIGINATOR 0x0010
426     #define INS_MAP_LOAD 0x0020
427 root 1.1
428     #define ARCH_SINGULARITY "singularity"
429     #define ARCH_SINGULARITY_LEN 11
430     #define ARCH_DETECT_MAGIC "detect_magic"
431     #define ARCH_DEPLETION "depletion"
432     #define ARCH_SYMPTOM "symptom"
433    
434     #endif
435 root 1.44