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Comparing deliantra/server/include/object.h (file contents):
Revision 1.77 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.108 by root, Tue Apr 17 18:40:31 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 MTH static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 250 MTH void copy_to (object *dst);
251 MTH 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 MTH 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 MTH void destroy_inv (bool drop_to_ground = false); 257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH 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 MTH static bool can_merge (object *op1, object *op2) 269 MTH static bool can_merge (object *op1, object *op2)
269 } 274 }
270 275
271 MTH void set_owner (object *owner); 276 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 277 MTH void set_speed (float speed);
273 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
274 MTH void instantiate () 285 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 286
282 // recalculate all stats 287 // recalculate all stats
283 MTH void update_stats (); 288 MTH void update_stats ();
284 MTH void roll_stats (); 289 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 290 MTH void swap_stats (int a, int b);
290 MTH void change_luck (int value); 295 MTH void change_luck (int value);
291 296
292 // info must hold 256 * 3 bytes currently 297 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 298 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 301 const char *flag_desc (char *desc, int len) const;
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 }
296 324
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
310 338
311 // temporary: wether the object can be saved in a map file 339 // temporary: wether the object can be saved in a map file
312 // contr => is a player 340 // contr => is a player
313 // head => only save head of a multitile object 341 // head => only save head of a multitile object
314 // owner => can not reference owner yet 342 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 344
317 /* This return true if object has still randomitems which 345 /* This return true if object has still randomitems which
318 * could be expanded. 346 * could be expanded.
319 */ 347 */
320 MTH 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]; }
337 365
338 // insert object at same map position as 'where' 366 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 367 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 369
370 MTH void activate ();
371 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 372 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 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);
344 377
345 void enter_exit (object *exit);//PERL 378 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y); 379 MTH void enter_map (maptile *newmap, int x, int y);
347 380
348 // returns the mapspace this object is in 381 // returns the mapspace this object is in
386 object *end () 419 object *end ()
387 { 420 {
388 return this; 421 return this;
389 } 422 }
390 423
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
391protected: 434protected:
392 friend struct archetype; 435 friend struct archetype;
393 436
394 void link (); 437 void link ();
395 void unlink (); 438 void unlink ();
396 439
397 object (); 440 object ();
398 ~object (); 441 ~object ();
399}; 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])
400 457
401typedef struct oblnk 458typedef struct oblnk
402{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
403 object_ptr ob; 460 object_ptr ob;
404 struct oblnk *next; 461 struct oblnk *next;
425{ 482{
426 archetype (); 483 archetype ();
427 ~archetype (); 484 ~archetype ();
428 void gather_callbacks (AV *&callbacks, event_type event) const; 485 void gather_callbacks (AV *&callbacks, event_type event) const;
429 486
487 static archetype *read (object_thawer &f);
488 static archetype *get (const char *name); // find or create
430 static archetype *find (const char *arch); 489 static archetype *find (const char *name);
431 490
432 void hash_add (); // add to hashtable 491 void hash_add (); // add to hashtable
433 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
434 493
435 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
436 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
437 struct archetype *ACC (RW, head); /* The main part of a linked object */ 496 struct archetype *ACC (RW, head); /* The main part of a linked object */
438 struct archetype *ACC (RW, more); /* Next part of a linked object */ 497 struct archetype *ACC (RW, more); /* Next part of a linked object */
439 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
440 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 bool ACC (RW, linked); // linked into list of heads
441 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 501 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
442 * in comparison to the head. 502 * in comparison to the head.
443 */ 503 */
444}; 504};
445
446extern object *objects;
447extern object *active_objects;
448
449extern int nrofallocobjects;
450
451/* This returns TRUE if the object is something that
452 * should be displayed in the look window
453 */
454#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
455 505
456/* Used by update_object to know if the object being passed is 506/* Used by update_object to know if the object being passed is
457 * being added or removed. 507 * being added or removed.
458 */ 508 */
459#define UP_OBJ_INSERT 1 509#define UP_OBJ_INSERT 1

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