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/cvs/deliantra/server/include/object.h
Revision: 1.83
Committed: Mon Jan 8 22:32:10 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.82: +2 -0 lines
Log Message:
- disabled stuff that might cause instabilities at the cost of certain
  (controlled) additional memory usage.
- minor changes to improve the stability,

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 #ifndef OBJECT_H
26 #define OBJECT_H
27
28 #include <bitset>
29
30 #include "cfperl.h"
31 #include "shstr.h"
32
33 typedef int tag_t;
34 #define NUM_BODY_LOCATIONS 12
35 #define BODY_ARMS 1
36
37 /* See common/item.c */
38
39 typedef struct Body_Locations
40 {
41 const char *save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */
44 } Body_Locations;
45
46 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48 /*
49 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'.
51 *
52 * key and value are shared-strings.
53 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
55 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason.
57 */
58 struct key_value
59 {
60 key_value *next;
61 shstr key, value;
62 };
63
64 struct UUID
65 {
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72 };
73
74 extern void init_uuid ();
75 extern UUID gen_uuid ();
76 extern const uint64 UUID_SKIP;
77
78 /* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply?
82 */
83 #define WILL_APPLY_HANDLE 0x01
84 #define WILL_APPLY_TREASURE 0x02
85 #define WILL_APPLY_EARTHWALL 0x04
86 #define WILL_APPLY_DOOR 0x08
87 #define WILL_APPLY_FOOD 0x10
88
89 /* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to ()
92 */
93
94 INTERFACE_CLASS (object)
95 // these are being copied
96 struct object_copy : attachable
97 {
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
145 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
166
167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204 #if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206 #endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213 };
214
215 struct object : zero_initialised, object_copy
216 {
217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
242
243 //static vector active_list; // active objects, not yet used
244 //static vector object_list; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 MTH static object *create ();
248 MTH void copy_to (object *dst);
249 MTH object *clone (); // create + copy_to
250 void do_destroy ();
251 void gather_callbacks (AV *&callbacks, event_type event) const;
252 MTH void destroy (bool destroy_inventory = false);
253
254 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
255 MTH void destroy_inv (bool drop_to_ground = false);
256 MTH void remove ();
257 MTH object *insert (object *item); // insert into inventory
258
259 static bool can_merge_slow (object *op1, object *op2);
260
261 // this is often used in time-critical code, so optimise
262 MTH static bool can_merge (object *op1, object *op2)
263 {
264 return op1->value == op2->value
265 && op1->name == op2->name
266 && can_merge_slow (op1, op2);
267 }
268
269 MTH void set_owner (object *owner);
270 MTH void set_speed (float speed);
271
272 MTH void instantiate ()
273 {
274 if (!uuid.seq) // HACK
275 uuid = gen_uuid ();
276
277 attachable::instantiate ();
278 }
279
280 // recalculate all stats
281 MTH void update_stats ();
282 MTH void roll_stats ();
283 MTH void swap_stats (int a, int b);
284 MTH void add_statbonus ();
285 MTH void remove_statbonus ();
286 MTH void drain_stat ();
287 MTH void drain_specific_stat (int deplete_stats);
288 MTH void change_luck (int value);
289
290 // info must hold 256 * 3 bytes currently
291 const char *debug_desc (char *info) const;
292 MTH const char *debug_desc () const;
293 const char *flag_desc (char *desc, int len) const;
294
295 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; }
299 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; }
303 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
306
307 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
308
309 // temporary: wether the object can be saved in a map file
310 // contr => is a player
311 // head => only save head of a multitile object
312 // owner => can not reference owner yet
313 MTH bool can_map_save () const { return !contr && !head && !owner; }
314
315 /* This return true if object has still randomitems which
316 * could be expanded.
317 */
318 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
319
320 // returns the player that has this object in his inventory, or 0
321 MTH object *in_player () const
322 {
323 for (object *op = env; op; op = op->env)
324 if (op->type == PLAYER)
325 return op;
326
327 return 0;
328 }
329
330 // "temporary" helper function
331 MTH object *head_ ()
332 {
333 return head ? head : this;
334 }
335
336 // insert object at same map position as 'where'
337 // handles both inventory and map "positions"
338 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
339
340 MTH void activate ();
341 MTH void deactivate ();
342 MTH void activate_recursive ();
343 MTH void deactivate_recursive ();
344
345 // set the givne flag on all objects in the inventory recursively
346 MTH void set_flag_inv (int flag, int value = 1);
347
348 void enter_exit (object *exit);//PERL
349 MTH void enter_map (maptile *newmap, int x, int y);
350
351 // returns the mapspace this object is in
352 mapspace &ms () const;
353
354 // fully recursive iterator
355 struct iterator_base
356 {
357 object *item;
358
359 iterator_base (object *container)
360 : item (container)
361 {
362 }
363
364 operator object *() const { return item; }
365
366 object *operator ->() const { return item; }
367 object &operator * () const { return *item; }
368 };
369
370 MTH unsigned int random_seed () const
371 {
372 return (unsigned int)uuid.seq;
373 }
374
375 // depth-first recursive iterator
376 struct depth_iterator : iterator_base
377 {
378 depth_iterator (object *container);
379 void next ();
380 object *operator ++( ) { next (); return item; }
381 object *operator ++(int) { object *i = item; next (); return i; }
382 };
383
384 object *begin ()
385 {
386 return this;
387 }
388
389 object *end ()
390 {
391 return this;
392 }
393
394 protected:
395 friend struct archetype;
396
397 void link ();
398 void unlink ();
399
400 object ();
401 ~object ();
402 };
403
404 typedef object_vector<object, &object::index > objectvec;
405 typedef object_vector<object, &object::active> activevec;
406
407 extern objectvec objects;
408 extern activevec actives;
409
410 #define for_all_objects(var) \
411 for (int _i = 0; _i < objects.size (); ++_i) \
412 declvar (object *, var, objects [_i])
413
414 #define for_all_actives(var) \
415 for (int _i = 0; _i < actives.size (); ++_i) \
416 declvar (object *, var, actives [_i])
417
418 typedef struct oblnk
419 { /* Used to link together several objects */
420 object_ptr ob;
421 struct oblnk *next;
422 } objectlink;
423
424 typedef struct oblinkpt
425 { /* Used to link together several object links */
426 struct oblnk *link;
427 long value; /* Used as connected value in buttons/gates */
428 struct oblinkpt *next;
429 } oblinkpt;
430
431 /*
432 * The archetype structure is a set of rules on how to generate and manipulate
433 * objects which point to archetypes.
434 * This probably belongs in arch.h, but there really doesn't appear to
435 * be much left in the archetype - all it really is is a holder for the
436 * object and pointers. This structure should get removed, and just replaced
437 * by the object structure
438 */
439
440 INTERFACE_CLASS (archetype)
441 struct archetype : zero_initialised, attachable
442 {
443 archetype ();
444 ~archetype ();
445 void gather_callbacks (AV *&callbacks, event_type event) const;
446
447 static archetype *find (const char *arch);
448
449 void hash_add (); // add to hashtable
450 void hash_del (); // remove from hashtable
451
452 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
453 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
454 struct archetype *ACC (RW, head); /* The main part of a linked object */
455 struct archetype *ACC (RW, more); /* Next part of a linked object */
456 object ACC (RO, clone); /* An object from which to do ->copy_to () */
457 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
458 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
459 * in comparison to the head.
460 */
461 };
462
463 /* This returns TRUE if the object is something that
464 * should be displayed in the floorbox window
465 */
466 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
467
468 /* Used by update_object to know if the object being passed is
469 * being added or removed.
470 */
471 #define UP_OBJ_INSERT 1
472 #define UP_OBJ_REMOVE 2
473 #define UP_OBJ_CHANGE 3
474 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
475
476 /* These are flags passed to insert_ob_in_map and
477 * insert_ob_in_ob. Note that all flags may not be meaningful
478 * for both functions.
479 * Most are fairly explanatory:
480 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
481 * on space.
482 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
483 * INS_NO_WALK_ON: Don't call check_walk_on against the
484 * originator - saves cpu time if you know the inserted object
485 * is not meaningful in terms of having an effect.
486 * INS_ON_TOP: Always put object on top. Generally only needed when loading
487 * files from disk and ordering needs to be preserved.
488 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
489 * Use for treasure chests so the new object is the highest thing
490 * beneath the player, but not actually above it. Note - the
491 * map and x,y coordinates for the object to be inserted must
492 * match the originator.
493 * INS_MAP_LOAD: disable lots of checkings done at insertion to
494 * speed up map loading process, as we assume the ordering in
495 * loaded map is correct.
496 *
497 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
498 * are mutually exclusive. The behaviour for passing more than one
499 * should be considered undefined - while you may notice what happens
500 * right now if you pass more than one, that could very well change
501 * in future revisions of the code.
502 */
503 #define INS_NO_MERGE 0x0001
504 #define INS_ABOVE_FLOOR_ONLY 0x0002
505 #define INS_NO_WALK_ON 0x0004
506 #define INS_ON_TOP 0x0008
507 #define INS_BELOW_ORIGINATOR 0x0010
508 #define INS_MAP_LOAD 0x0020
509
510 #define ARCH_SINGULARITY "singularity"
511 #define ARCH_SINGULARITY_LEN 11
512 #define ARCH_DETECT_MAGIC "detect_magic"
513 #define ARCH_DEPLETION "depletion"
514 #define ARCH_SYMPTOM "symptom"
515
516 #endif
517