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/cvs/deliantra/server/include/object.h
Revision: 1.60
Committed: Wed Dec 20 09:14:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +11 -0 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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 root 1.55 The authors can be reached via e-mail at crossfire@schmorp.de
22 root 1.1 */
23    
24     #ifndef OBJECT_H
25     #define OBJECT_H
26    
27 root 1.56 #include <bitset>
28    
29 root 1.6 #include "cfperl.h"
30 root 1.7 #include "shstr.h"
31 root 1.6
32 root 1.1 typedef uint32 tag_t;
33 root 1.14 #define NUM_BODY_LOCATIONS 12
34     #define BODY_ARMS 1
35 root 1.1
36     /* See common/item.c */
37    
38 root 1.20 typedef struct Body_Locations
39     {
40     const char *save_name; /* Name used to load/save it to disk */
41     const char *use_name; /* Name used when describing an item we can use */
42     const char *nonuse_name; /* Name to describe objects we can't use */
43 root 1.1 } Body_Locations;
44    
45     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
46    
47     /*
48     * Each object (this also means archetypes!) could have a few of these
49     * "dangling" from it; this could also end up containing 'parse errors'.
50     *
51     * key and value are shared-strings.
52     *
53     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
54     * accessing the list directly.
55     * Exception is if you want to walk this list for some reason.
56     */
57 root 1.20 struct key_value
58     {
59     key_value *next;
60     shstr key, value;
61 root 1.15 };
62 root 1.1
63 root 1.34 struct UUID
64     {
65     uint64 seq;
66 root 1.53
67     UUID () { }
68     UUID (uint64 seq) : seq(seq) { }
69     operator uint64() { return seq; }
70     void operator =(uint64 seq) { this->seq = seq; }
71 root 1.34 };
72    
73     extern void init_uuid ();
74     extern UUID gen_uuid ();
75 elmex 1.45 extern const uint64 UUID_SKIP;
76 root 1.1
77     /* Definition for WILL_APPLY values. Replaces having harcoded values
78     * sprinkled in the code. Note that some of these also replace fields
79     * that were in the can_apply area. What is the point of having both
80     * can_apply and will_apply?
81     */
82 root 1.27 #define WILL_APPLY_HANDLE 0x01
83     #define WILL_APPLY_TREASURE 0x02
84     #define WILL_APPLY_EARTHWALL 0x04
85     #define WILL_APPLY_DOOR 0x08
86 root 1.14 #define WILL_APPLY_FOOD 0x10
87 root 1.1
88 root 1.14 /* However, if you're keeping a pointer of some sort, you probably
89     * don't just want it copied, so you'll need to add to common/object.C,
90 root 1.49 * e.g. ->copy_to ()
91 root 1.1 */
92 elmex 1.4
93 root 1.41 typedef refptr<object> object_ptr;
94 root 1.44 typedef refptr<archetype> arch_ptr;
95 root 1.41
96 root 1.18 // these are not being copied
97 root 1.20 ACC_CLASS (object)
98 root 1.28 struct object_keep : refcounted
99 root 1.18 {
100 root 1.49 /* These variables are not changed by ->copy_to */
101    
102 root 1.46 tag_t ACC (RW, count); /* Generation count for this object */
103     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104 root 1.18
105 root 1.40 player *ACC (RW, contr); /* Pointer to the player which control this object */
106     object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107     object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 root 1.46 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109     object *ACC (RW, active_prev);/* List. This is used in process_events */
110 root 1.49 /* so that the entire object list does not */
111     /* need to be gone through. */
112 root 1.40 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113     object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 root 1.49 /* Note: stacked in the *same* environment */
115 root 1.40 object *inv; /* Pointer to the first object in the inventory */
116     object *ACC (RW, container); /* Current container being used. I think this
117 root 1.46 * is only used by the player right now.
118     */
119 root 1.40 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 root 1.20 * This is typically the container that the object is in.
121     */
122 root 1.40 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 root 1.49 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 root 1.40 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 root 1.60 client_container *seen_by; // seen by which player/container currently?
126 elmex 1.4 };
127 root 1.1
128 root 1.18 // these are being copied
129 root 1.25 struct object_copy : attachable<object>
130 root 1.18 {
131 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
132     shstr ACC (RW, name_pl); /* The plural name of the object */
133 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
134 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135     shstr ACC (RW, slaying); /* Which race to do double damage to */
136     /* If this is an exit, this is the filename */
137 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139     shstr ACC (RW, lore); /* Obscure information about this object, */
140     /* To get put into books and the like. */
141     shstr ACC (RW, materialname); /* specific material name */
142     shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148     object_ptr ACC (RW, spell); /* Spell that was being cast */
149     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 root 1.18 };
151 root 1.1
152 root 1.18 // these are being copied and also cleared
153     struct object_pod
154     {
155 root 1.36 New_Face *ACC (RW, face); /* Face with colors */
156 root 1.20 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
158 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
160 root 1.20 sint8 ACC (RW, direction); /* Means the object is moving that way. */
161     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
162 root 1.18
163     /* This next big block are basically used for monsters and equipment */
164 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165     uint8 ACC (RW, subtype); /* subtype of object */
166     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
167     sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
168     uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
172     uint16 ACC (RW, material); /* What materials this object consist of */
173 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
174     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
175 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
176 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
177     * meanings by some objects, eg, sp penalty, permanent exp.
178     */
179 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
180     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
181     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
182     sint16 ACC (RW, last_eat); /* How long since we last ate */
183     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
184 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
185 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
186     sint8 ACC (RW, item_power); /* power rating of the object */
187 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
188 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
189 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
190 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
192     sint64 ACC (RW, perm_exp); /* Permanent exp */
193     uint32 ACC (RW, weapontype); /* type of weapon */
194     uint32 ACC (RW, tooltype); /* type of tool or build facility */
195     sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196     sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 root 1.20 /* See the doc/Developers/objects for more info about body locations */
199 root 1.18
200     /* Following mostly refers to fields only used for monsters */
201 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 root 1.18 /* changes made by kholland@sunlab.cit.cornell.edu */
203     /* allows different movement patterns for attackers */
204 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
205     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
206 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
207     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 root 1.20 /* races/classes can need less/more exp to gain levels */
209 root 1.18
210     /* Spell related information, may be useful elsewhere
211     * Note that other fields are used - these files are basically
212     * only used in spells.
213     */
214 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
215 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
216 root 1.26 uint16 ACC (RW, start_holding);
217     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
220 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 root 1.36 char *ACC (RW, spellarg);
222 root 1.18
223     /* Following are values used by any object */
224 root 1.56 /* this objects turns into or what this object creates */
225 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 root 1.46 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 root 1.35 key_value *key_values; /* Fields not explictly known by the loader. */
229 root 1.56 std::bitset<NUM_FLAGS> flags; /* various flags */
230 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
231     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233     sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236 root 1.20
237 root 1.46 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238     MoveType ACC (RW, move_block);/* What movement types this blocks */
239     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
241     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242     MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 root 1.20 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244 elmex 1.4 };
245    
246 root 1.18 struct object : zero_initialised, object_keep, object_copy, object_pod
247     {
248 root 1.37 typedef unordered_vector<object *> vector;
249    
250     static vector mortals;
251     static vector active; // active objects, not yet used
252     static vector objects; // not used yet, use first->next->...
253     static object *first; // will be replaced by "objects"
254    
255 root 1.23 static object *create ();
256 root 1.49 void copy_to (object *dst);
257 root 1.50 object *clone (); // create + copy_to
258 root 1.42 void destroy (bool destroy_inventory = false);
259 root 1.47 void remove ();
260     object *insert (object *item); // insert into inventory
261 root 1.22
262 root 1.23 static void free_mortals ();
263 root 1.51 static bool can_merge_slow (object *op1, object *op2);
264    
265     // this is often used in time-critical code, so optimise
266     static bool can_merge (object *op1, object *op2)
267     {
268 root 1.52 return op1->value == op2->value
269     && op1->name == op2->name
270 root 1.51 && can_merge_slow (op1, op2);
271     }
272 root 1.19
273 root 1.18 void clear ();
274 root 1.23
275 root 1.39 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276    
277 root 1.51 void set_owner (object *owner);
278    
279 root 1.34 void instantiate ()
280     {
281     if (!uuid.seq) // HACK
282     uuid = gen_uuid ();
283    
284     attachable<object>::instantiate ();
285     }
286    
287 root 1.33 // info must hold 256 * 3 bytes currently
288     const char *debug_desc (char *info) const;
289     const char *debug_desc () const;
290    
291 root 1.57 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292     bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293     || type == CLOAK || type == BOOTS || type == GLOVES
294     || type == BRACERS || type == GIRDLE; }
295     bool is_alive () const { return (type == PLAYER
296     || flags [FLAG_MONSTER]
297     || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298     && !flags [FLAG_IS_A_TEMPLATE]; }
299     bool is_arrow () const { return type == ARROW
300     || (type == SPELL_EFFECT
301     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302    
303     /* This return true if object has still randomitems which
304     * could be expanded.
305     */
306 elmex 1.58 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307 root 1.57
308 root 1.60 // returns the player that has this object in his inventory, or 0
309     object *in_player () const
310     {
311     for (object *op = env; op; op = op->env)
312     if (op->type == PLAYER)
313     return op;
314    
315     return 0;
316     }
317    
318 root 1.29 // fully recursive iterator
319     struct iterator_base
320     {
321     object *item;
322    
323 root 1.30 iterator_base (object *container)
324     : item (container)
325 root 1.29 {
326     }
327    
328     operator object *() const { return item; }
329    
330     object *operator ->() const { return item; }
331     object &operator * () const { return *item; }
332     };
333    
334 root 1.30 // depth-first recursive iterator
335     struct depth_iterator : iterator_base
336 root 1.29 {
337 root 1.30 depth_iterator (object *container);
338 root 1.29 void next ();
339     object *operator ++( ) { next (); return item; }
340     object *operator ++(int) { object *i = item; next (); return i; }
341     };
342    
343     object *begin ()
344     {
345 root 1.30 return this;
346 root 1.29 }
347    
348     object *end ()
349     {
350 root 1.30 return this;
351 root 1.29 }
352    
353 root 1.23 protected:
354     friend struct archetype;
355    
356 root 1.24 void link ();
357     void unlink ();
358    
359 root 1.23 object ();
360     ~object ();
361 elmex 1.4 };
362 root 1.1
363 root 1.20 typedef struct oblnk
364     { /* Used to link together several objects */
365 root 1.43 object_ptr ob;
366 root 1.1 struct oblnk *next;
367     } objectlink;
368    
369 root 1.20 typedef struct oblinkpt
370     { /* Used to link together several object links */
371 root 1.1 struct oblnk *link;
372 root 1.20 long value; /* Used as connected value in buttons/gates */
373 root 1.1 struct oblinkpt *next;
374     } oblinkpt;
375    
376     /*
377     * The archetype structure is a set of rules on how to generate and manipulate
378     * objects which point to archetypes.
379     * This probably belongs in arch.h, but there really doesn't appear to
380     * be much left in the archetype - all it really is is a holder for the
381     * object and pointers. This structure should get removed, and just replaced
382     * by the object structure
383     */
384    
385 root 1.44 ACC_CLASS (archetype)
386     struct archetype : zero_initialised, refcounted
387 root 1.15 {
388 root 1.22 archetype ();
389     ~archetype ();
390    
391 root 1.38 static archetype *find (const char *arch);
392    
393 root 1.44 void hash_add (); // add to hastable
394     void hash_del (); // remove from hashtable
395    
396 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
397     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
398     struct archetype *ACC (RW, head); /* The main part of a linked object */
399     struct archetype *ACC (RW, more); /* Next part of a linked object */
400 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
401 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
402     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
403     * in comparison to the head.
404     */
405 root 1.21 };
406 root 1.1
407     extern object *objects;
408     extern object *active_objects;
409    
410     extern int nrofallocobjects;
411    
412 root 1.15 /* This returns TRUE if the object is something that
413 root 1.1 * should be displayed in the look window
414     */
415 root 1.59 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
416 root 1.1
417     /* Used by update_object to know if the object being passed is
418     * being added or removed.
419     */
420     #define UP_OBJ_INSERT 1
421     #define UP_OBJ_REMOVE 2
422     #define UP_OBJ_CHANGE 3
423 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
424 root 1.1
425     /* These are flags passed to insert_ob_in_map and
426     * insert_ob_in_ob. Note that all flags may not be meaningful
427     * for both functions.
428     * Most are fairly explanatory:
429     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
430     * on space.
431     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
432     * INS_NO_WALK_ON: Don't call check_walk_on against the
433     * originator - saves cpu time if you know the inserted object
434     * is not meaningful in terms of having an effect.
435     * INS_ON_TOP: Always put object on top. Generally only needed when loading
436     * files from disk and ordering needs to be preserved.
437     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
438     * Use for treasure chests so the new object is the highest thing
439     * beneath the player, but not actually above it. Note - the
440     * map and x,y coordinates for the object to be inserted must
441     * match the originator.
442     * INS_MAP_LOAD: disable lots of checkings done at insertion to
443     * speed up map loading process, as we assume the ordering in
444     * loaded map is correct.
445     *
446     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
447     * are mutually exclusive. The behaviour for passing more than one
448     * should be considered undefined - while you may notice what happens
449     * right now if you pass more than one, that could very well change
450     * in future revisions of the code.
451     */
452 root 1.14 #define INS_NO_MERGE 0x0001
453     #define INS_ABOVE_FLOOR_ONLY 0x0002
454     #define INS_NO_WALK_ON 0x0004
455     #define INS_ON_TOP 0x0008
456     #define INS_BELOW_ORIGINATOR 0x0010
457     #define INS_MAP_LOAD 0x0020
458 root 1.1
459     #define ARCH_SINGULARITY "singularity"
460     #define ARCH_SINGULARITY_LEN 11
461     #define ARCH_DETECT_MAGIC "detect_magic"
462     #define ARCH_DEPLETION "depletion"
463     #define ARCH_SYMPTOM "symptom"
464    
465     #endif
466 root 1.44