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/cvs/deliantra/server/include/object.h
Revision: 1.72
Committed: Wed Dec 27 13:13:47 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +6 -0 lines
Log Message:
misc stuff

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 1.68 INTERFACE_CLASS (object)
94 root 1.65 // these are being copied
95 root 1.68 struct object_copy : attachable
96 root 1.18 {
97 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
98 root 1.1
99 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100     sint8 ACC (RW, direction); /* Means the object is moving that way. */
101     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
102 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
103     shstr ACC (RW, name_pl); /* The plural name of the object */
104 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
105 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106     shstr ACC (RW, slaying); /* Which race to do double damage to */
107 root 1.68 /* If this is an exit, this is the filename */
108 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
109 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110     shstr ACC (RW, lore); /* Obscure information about this object, */
111 root 1.68 /* To get put into books and the like. */
112 root 1.20 shstr ACC (RW, materialname); /* specific material name */
113     shstr ACC (RW, custom_name); /* Custom name assigned by player */
114 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119     object_ptr ACC (RW, spell); /* Spell that was being cast */
120     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 elmex 1.63
124 root 1.36 New_Face *ACC (RW, face); /* Face with colors */
125 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
126 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
128 root 1.18
129     /* This next big block are basically used for monsters and equipment */
130 root 1.20 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131     uint8 ACC (RW, subtype); /* subtype of object */
132     uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138     uint16 ACC (RW, material); /* What materials this object consist of */
139 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
143     * meanings by some objects, eg, sp penalty, permanent exp.
144     */
145 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
147     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148     sint16 ACC (RW, last_eat); /* How long since we last ate */
149     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
151 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152     sint8 ACC (RW, item_power); /* power rating of the object */
153 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
155 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
156 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 root 1.20 sint32 ACC (RW, carrying); /* How much weight this object contains */
158     sint64 ACC (RW, perm_exp); /* Permanent exp */
159     uint32 ACC (RW, weapontype); /* type of weapon */
160     uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 root 1.67 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162     sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 root 1.68 /* See the pod/objects.pod for more info about body locations */
165 root 1.18
166     /* Following mostly refers to fields only used for monsters */
167 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 root 1.68
169 root 1.18 /* allows different movement patterns for attackers */
170 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
171     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 root 1.68 /* races/classes can need less/more exp to gain levels */
175 root 1.18
176     /* Spell related information, may be useful elsewhere
177     * Note that other fields are used - these files are basically
178     * only used in spells.
179     */
180 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
181 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 root 1.26 uint16 ACC (RW, start_holding);
183     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
186 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 root 1.68
188     MoveType ACC (RW, move_type); /* Type of movement this object uses */
189     MoveType ACC (RW, move_block);/* What movement types this blocks */
190     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193     MoveType ACC (RW, move_slow); /* Movement types this slows down */
194     float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195    
196 root 1.36 char *ACC (RW, spellarg);
197 root 1.18
198     /* Following are values used by any object */
199 root 1.56 /* this objects turns into or what this object creates */
200 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 root 1.35 key_value *key_values; /* Fields not explictly known by the loader. */
202 root 1.66 flags_t flag; /* various flags */
203 root 1.67 #if FOR_PERL
204     bool ACC (RW, flag[NUM_FLAGS]);
205     #endif
206 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
207     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212 elmex 1.4 };
213    
214 root 1.68 struct object : zero_initialised, object_copy
215 root 1.18 {
216 root 1.37 typedef unordered_vector<object *> vector;
217    
218 root 1.65 // These variables are not changed by ->copy_to
219 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 root 1.65
221     tag_t ACC (RW, count); /* Generation count for this object */
222     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223    
224     player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225     object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226     object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227     object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228     object *ACC (RW, active_prev);/* List. This is used in process_events */
229     /* so that the entire object list does not */
230     /* need to be gone through. */
231     object *ACC (RW, below); /* Pointer to the object stacked below this one */
232     object *ACC (RW, above); /* Pointer to the object stacked above this one */
233     /* Note: stacked in the *same* environment */
234     object *inv; /* Pointer to the first object in the inventory */
235     object *ACC (RW, container); /* Current container being used. I think this
236     * is only used by the player right now.
237     */
238     object *ACC (RW, env); /* Pointer to the object which is the environment.
239     * This is typically the container that the object is in.
240     */
241     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243     client_container *seen_by; // seen by which player/container currently?
244    
245 root 1.37 static vector active; // active objects, not yet used
246     static vector objects; // not used yet, use first->next->...
247     static object *first; // will be replaced by "objects"
248    
249 root 1.69 MTH static object *create ();
250     MTH void copy_to (object *dst);
251     MTH object *clone (); // create + copy_to
252 root 1.68 void do_destroy ();
253     void gather_callbacks (AV *&callbacks, event_type event) const;
254 root 1.69 MTH void destroy (bool destroy_inventory = false);
255 root 1.68
256     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
258     MTH void remove ();
259     MTH object *insert (object *item); // insert into inventory
260 root 1.22
261 root 1.51 static bool can_merge_slow (object *op1, object *op2);
262    
263     // this is often used in time-critical code, so optimise
264 root 1.69 MTH static bool can_merge (object *op1, object *op2)
265 root 1.51 {
266 root 1.52 return op1->value == op2->value
267     && op1->name == op2->name
268 root 1.51 && can_merge_slow (op1, op2);
269     }
270 root 1.19
271 root 1.69 MTH void set_owner (object *owner);
272 root 1.70 MTH void set_speed (float speed);
273 root 1.51
274 root 1.69 MTH void instantiate ()
275 root 1.34 {
276     if (!uuid.seq) // HACK
277     uuid = gen_uuid ();
278    
279 root 1.68 attachable::instantiate ();
280 root 1.34 }
281    
282 root 1.62 // recalculate all stats
283 root 1.69 MTH void update_stats ();
284     MTH void roll_stats ();
285     MTH void swap_stats (int a, int b);
286     MTH void add_statbonus ();
287     MTH void remove_statbonus ();
288     MTH void drain_stat ();
289     MTH void drain_specific_stat (int deplete_stats);
290     MTH void change_luck (int value);
291 root 1.62
292 root 1.33 // info must hold 256 * 3 bytes currently
293 root 1.69 MTH const char *debug_desc (char *info) const;
294     MTH const char *debug_desc () const;
295 root 1.33
296 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298     || type == CLOAK || type == BOOTS || type == GLOVES
299     || type == BRACERS || type == GIRDLE; }
300     MTH bool is_alive () const { return (type == PLAYER
301     || flag [FLAG_MONSTER]
302     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
303     && !flag [FLAG_IS_A_TEMPLATE]; }
304     MTH bool is_arrow () const { return type == ARROW
305     || (type == SPELL_EFFECT
306     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307 root 1.57
308 root 1.72 // temporary: wether the objetc can be saved in a map file
309     // contr => is a player
310     // head => only save head of a multitile object
311     // owner => can not reference owner yet
312     MTH bool can_map_save () const { return !contr && !head && !owner; }
313    
314 root 1.57 /* This return true if object has still randomitems which
315     * could be expanded.
316     */
317 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
318 root 1.57
319 root 1.60 // returns the player that has this object in his inventory, or 0
320 root 1.69 MTH object *in_player () const
321 root 1.60 {
322     for (object *op = env; op; op = op->env)
323     if (op->type == PLAYER)
324     return op;
325    
326     return 0;
327     }
328    
329 root 1.71 // "temporary" helper function
330     MTH object *head_ ()
331     {
332     return head ? head : this;
333     }
334    
335     // insert object at same map position as 'where'
336     // handles both inventory and map "positions"
337     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
338    
339 root 1.61 // returns the mapspace this object is in
340     mapspace &ms () const;
341    
342 root 1.29 // fully recursive iterator
343     struct iterator_base
344     {
345     object *item;
346    
347 root 1.30 iterator_base (object *container)
348     : item (container)
349 root 1.29 {
350     }
351    
352     operator object *() const { return item; }
353    
354     object *operator ->() const { return item; }
355     object &operator * () const { return *item; }
356     };
357    
358 root 1.30 // depth-first recursive iterator
359     struct depth_iterator : iterator_base
360 root 1.29 {
361 root 1.30 depth_iterator (object *container);
362 root 1.29 void next ();
363     object *operator ++( ) { next (); return item; }
364     object *operator ++(int) { object *i = item; next (); return i; }
365     };
366    
367     object *begin ()
368     {
369 root 1.30 return this;
370 root 1.29 }
371    
372     object *end ()
373     {
374 root 1.30 return this;
375 root 1.29 }
376    
377 root 1.23 protected:
378     friend struct archetype;
379    
380 root 1.24 void link ();
381     void unlink ();
382    
383 root 1.23 object ();
384     ~object ();
385 elmex 1.4 };
386 root 1.1
387 root 1.20 typedef struct oblnk
388     { /* Used to link together several objects */
389 root 1.43 object_ptr ob;
390 root 1.1 struct oblnk *next;
391     } objectlink;
392    
393 root 1.20 typedef struct oblinkpt
394     { /* Used to link together several object links */
395 root 1.1 struct oblnk *link;
396 root 1.20 long value; /* Used as connected value in buttons/gates */
397 root 1.1 struct oblinkpt *next;
398     } oblinkpt;
399    
400     /*
401     * The archetype structure is a set of rules on how to generate and manipulate
402     * objects which point to archetypes.
403     * This probably belongs in arch.h, but there really doesn't appear to
404     * be much left in the archetype - all it really is is a holder for the
405     * object and pointers. This structure should get removed, and just replaced
406     * by the object structure
407     */
408    
409 root 1.68 INTERFACE_CLASS (archetype)
410     struct archetype : zero_initialised, attachable
411 root 1.15 {
412 root 1.22 archetype ();
413     ~archetype ();
414 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
415 root 1.22
416 root 1.38 static archetype *find (const char *arch);
417    
418 root 1.68 void hash_add (); // add to hashtable
419 root 1.44 void hash_del (); // remove from hashtable
420    
421 root 1.38 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
422     struct archetype *ACC (RW, next); /* Next archetype in a linked list */
423     struct archetype *ACC (RW, head); /* The main part of a linked object */
424     struct archetype *ACC (RW, more); /* Next part of a linked object */
425 root 1.49 object ACC (RO, clone); /* An object from which to do ->copy_to () */
426 root 1.38 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
427     sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
428     * in comparison to the head.
429     */
430 root 1.21 };
431 root 1.1
432     extern object *objects;
433     extern object *active_objects;
434    
435     extern int nrofallocobjects;
436    
437 root 1.15 /* This returns TRUE if the object is something that
438 root 1.1 * should be displayed in the look window
439     */
440 root 1.59 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
441 root 1.1
442     /* Used by update_object to know if the object being passed is
443     * being added or removed.
444     */
445     #define UP_OBJ_INSERT 1
446     #define UP_OBJ_REMOVE 2
447     #define UP_OBJ_CHANGE 3
448 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
449 root 1.1
450     /* These are flags passed to insert_ob_in_map and
451     * insert_ob_in_ob. Note that all flags may not be meaningful
452     * for both functions.
453     * Most are fairly explanatory:
454     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
455     * on space.
456     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
457     * INS_NO_WALK_ON: Don't call check_walk_on against the
458     * originator - saves cpu time if you know the inserted object
459     * is not meaningful in terms of having an effect.
460     * INS_ON_TOP: Always put object on top. Generally only needed when loading
461     * files from disk and ordering needs to be preserved.
462     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
463     * Use for treasure chests so the new object is the highest thing
464     * beneath the player, but not actually above it. Note - the
465     * map and x,y coordinates for the object to be inserted must
466     * match the originator.
467     * INS_MAP_LOAD: disable lots of checkings done at insertion to
468     * speed up map loading process, as we assume the ordering in
469     * loaded map is correct.
470     *
471     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
472     * are mutually exclusive. The behaviour for passing more than one
473     * should be considered undefined - while you may notice what happens
474     * right now if you pass more than one, that could very well change
475     * in future revisions of the code.
476     */
477 root 1.14 #define INS_NO_MERGE 0x0001
478     #define INS_ABOVE_FLOOR_ONLY 0x0002
479     #define INS_NO_WALK_ON 0x0004
480     #define INS_ON_TOP 0x0008
481     #define INS_BELOW_ORIGINATOR 0x0010
482     #define INS_MAP_LOAD 0x0020
483 root 1.1
484     #define ARCH_SINGULARITY "singularity"
485     #define ARCH_SINGULARITY_LEN 11
486     #define ARCH_DETECT_MAGIC "detect_magic"
487     #define ARCH_DEPLETION "depletion"
488     #define ARCH_SYMPTOM "symptom"
489    
490     #endif
491 root 1.44