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Comparing deliantra/server/include/object.h (file contents):
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.106 by root, Mon Apr 16 12:37:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 * 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 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 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 */ 117 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 */ 118 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 */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 125
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 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 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 162 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 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
165 167
166 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196 char *ACC (RW, spellarg); 198 char *ACC (RW, spellarg);
197 199
198 /* Following are values used by any object */ 200 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 201 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 203 flags_t flag; /* various flags */
203#if FOR_PERL 204#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 205 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 206#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 213};
213 214
214struct object : zero_initialised, object_copy 215struct object : zero_initialised, object_copy
215{ 216{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 219
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 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
223 224
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 225 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
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 */ 227 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 */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 233 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 234 * is only used by the player right now.
237 */ 235 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
240 */ 238 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 239 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 240 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? 241 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */
244 243
245 static vector active; // active objects, not yet used 244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 246 bool write (object_freezer &f);
248 247
249 static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
250 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy (); 252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 253 void gather_callbacks (AV *&callbacks, event_type event) const;
254 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
255 255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 void destroy_inv (bool drop_to_ground = false); 257 MTH void destroy_inv (bool drop_to_ground = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory 258 MTH object *insert (object *item); // insert into inventory
259 void do_remove ();
260 MTH void remove ()
261 {
262 if (!flag [FLAG_REMOVED])
263 do_remove ();
264 }
260 265
261 static bool can_merge_slow (object *op1, object *op2); 266 static bool can_merge_slow (object *op1, object *op2);
262 267
263 // this is often used in time-critical code, so optimise 268 // this is often used in time-critical code, so optimise
264 static bool can_merge (object *op1, object *op2) 269 MTH static bool can_merge (object *op1, object *op2)
265 { 270 {
266 return op1->value == op2->value 271 return op1->value == op2->value
267 && op1->name == op2->name 272 && op1->name == op2->name
268 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
269 } 274 }
270 275
271 void set_owner (object *owner); 276 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed);
272 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
273 void instantiate () 285 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 286
281 // recalculate all stats 287 // recalculate all stats
282 void update_stats (); 288 MTH void update_stats ();
283 void roll_stats (); 289 MTH void roll_stats ();
284 void swap_stats (int a, int b); 290 MTH void swap_stats (int a, int b);
285 void add_statbonus (); 291 MTH void add_statbonus ();
286 void remove_statbonus (); 292 MTH void remove_statbonus ();
287 void drain_stat (); 293 MTH void drain_stat ();
288 void drain_specific_stat (int deplete_stats); 294 MTH void drain_specific_stat (int deplete_stats);
289 void change_luck (int value); 295 MTH void change_luck (int value);
290 296
291 // info must hold 256 * 3 bytes currently 297 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 298 const char *debug_desc (char *info) const;
293 const char *debug_desc () const; 299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const;
294 302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
324
295 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
299 bool is_alive () const { return (type == PLAYER 329 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER] 330 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 332 && !flag [FLAG_IS_A_TEMPLATE]; }
303 bool is_arrow () const { return type == ARROW 333 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 334 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
336
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338
339 // temporary: wether the object can be saved in a map file
340 // contr => is a player
341 // head => only save head of a multitile object
342 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
306 344
307 /* This return true if object has still randomitems which 345 /* This return true if object has still randomitems which
308 * could be expanded. 346 * could be expanded.
309 */ 347 */
310 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
311 349
312 // returns the player that has this object in his inventory, or 0 350 // returns the player that has this object in his inventory, or 0
313 object *in_player () const 351 MTH object *in_player () const
314 { 352 {
315 for (object *op = env; op; op = op->env) 353 for (object *op = env; op; op = op->env)
316 if (op->type == PLAYER) 354 if (op->type == PLAYER)
317 return op; 355 return op;
318 356
319 return 0; 357 return 0;
320 } 358 }
359
360 // "temporary" helper function
361 MTH object *head_ ()
362 {
363 return head ? head : this;
364 }
365
366 // insert object at same map position as 'where'
367 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
369
370 MTH void activate ();
371 MTH void deactivate ();
372 MTH void activate_recursive ();
373 MTH void deactivate_recursive ();
374
375 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1);
377
378 void enter_exit (object *exit);//PERL
379 MTH void enter_map (maptile *newmap, int x, int y);
321 380
322 // returns the mapspace this object is in 381 // returns the mapspace this object is in
323 mapspace &ms () const; 382 mapspace &ms () const;
324 383
325 // fully recursive iterator 384 // fully recursive iterator
335 operator object *() const { return item; } 394 operator object *() const { return item; }
336 395
337 object *operator ->() const { return item; } 396 object *operator ->() const { return item; }
338 object &operator * () const { return *item; } 397 object &operator * () const { return *item; }
339 }; 398 };
399
400 MTH unsigned int random_seed () const
401 {
402 return (unsigned int)uuid.seq;
403 }
340 404
341 // depth-first recursive iterator 405 // depth-first recursive iterator
342 struct depth_iterator : iterator_base 406 struct depth_iterator : iterator_base
343 { 407 {
344 depth_iterator (object *container); 408 depth_iterator (object *container);
355 object *end () 419 object *end ()
356 { 420 {
357 return this; 421 return this;
358 } 422 }
359 423
424 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window
426 */
427 MTH bool client_visible () const
428 {
429 return !invisible && type != PLAYER;
430 }
431
432 MTH struct region *region () const;
433
360protected: 434protected:
361 friend struct archetype; 435 friend struct archetype;
362 436
363 void link (); 437 void link ();
364 void unlink (); 438 void unlink ();
365 439
366 object (); 440 object ();
367 ~object (); 441 ~object ();
368}; 442};
443
444typedef object_vector<object, &object::index > objectvec;
445typedef object_vector<object, &object::active> activevec;
446
447extern objectvec objects;
448extern activevec actives;
449
450#define for_all_objects(var) \
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
452 declvar (object *, var, objects [_i])
453
454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
369 457
370typedef struct oblnk 458typedef struct oblnk
371{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
372 object_ptr ob; 460 object_ptr ob;
373 struct oblnk *next; 461 struct oblnk *next;
394{ 482{
395 archetype (); 483 archetype ();
396 ~archetype (); 484 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const; 485 void gather_callbacks (AV *&callbacks, event_type event) const;
398 486
487 static bool load (object_thawer &f);
488 static archetype *get (const char *name); // find or create
399 static archetype *find (const char *arch); 489 static archetype *find (const char *name);
400 490
401 void hash_add (); // add to hashtable 491 void hash_add (); // add to hashtable
402 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
403 493
404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
410 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 500 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
411 * in comparison to the head. 501 * in comparison to the head.
412 */ 502 */
413}; 503};
414
415extern object *objects;
416extern object *active_objects;
417
418extern int nrofallocobjects;
419
420/* This returns TRUE if the object is something that
421 * should be displayed in the look window
422 */
423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
424 504
425/* Used by update_object to know if the object being passed is 505/* Used by update_object to know if the object being passed is
426 * being added or removed. 506 * being added or removed.
427 */ 507 */
428#define UP_OBJ_INSERT 1 508#define UP_OBJ_INSERT 1

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