--- deliantra/server/include/object.h 2006/09/03 00:18:41 1.15 +++ deliantra/server/include/object.h 2006/12/19 05:41:21 1.59 @@ -1,9 +1,4 @@ /* - * static char *rcsid_object_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team @@ -23,12 +18,14 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ #ifndef OBJECT_H #define OBJECT_H +#include + #include "cfperl.h" #include "shstr.h" @@ -38,10 +35,11 @@ /* See common/item.c */ -typedef struct Body_Locations { - const char *save_name; /* Name used to load/save it to disk */ - const char *use_name; /* Name used when describing an item we can use */ - const char *nonuse_name; /* Name to describe objects we can't use */ +typedef struct Body_Locations +{ + const char *save_name; /* Name used to load/save it to disk */ + const char *use_name; /* Name used when describing an item we can use */ + const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; @@ -56,200 +54,311 @@ * accessing the list directly. * Exception is if you want to walk this list for some reason. */ -struct key_value { - key_value *next; - shstr key, value; +struct key_value +{ + key_value *next; + shstr key, value; }; +struct UUID +{ + uint64 seq; + + UUID () { } + UUID (uint64 seq) : seq(seq) { } + operator uint64() { return seq; } + void operator =(uint64 seq) { this->seq = seq; } +}; + +extern void init_uuid (); +extern UUID gen_uuid (); +extern const uint64 UUID_SKIP; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ -#define WILL_APPLY_HANDLE 0x1 -#define WILL_APPLY_TREASURE 0x2 -#define WILL_APPLY_EARTHWALL 0x4 -#define WILL_APPLY_DOOR 0x8 +#define WILL_APPLY_HANDLE 0x01 +#define WILL_APPLY_TREASURE 0x02 +#define WILL_APPLY_EARTHWALL 0x04 +#define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 - /* However, if you're keeping a pointer of some sort, you probably * don't just want it copied, so you'll need to add to common/object.C, - * e.g. copy_object. + * e.g. ->copy_to () */ -struct object_simple : attachable { - tag_t count; /* Unique object number for this object */ - uint16 refcount; /* How many objects points to this object */ - - /* These variables are not changed by copy_object() */ - struct pl *contr; /* Pointer to the player which control this object */ - struct object *next; /* Pointer to the next object in the free/used list */ - struct object *prev; /* Pointer to the previous object in the free/used list*/ - struct object *active_next; /* Next & previous object in the 'active' */ - struct object *active_prev; /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct object *below; /* Pointer to the object stacked below this one */ - struct object *above; /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment*/ - struct object *inv; /* Pointer to the first object in the inventory */ - struct object *container; /* Current container being used. I think this - * is only used by the player right now. - */ - struct object *env; /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - struct object *more; /* Pointer to the rest of a large body of objects */ - struct object *head; /* Points to the main object of a large body */ - struct mapstruct *map; /* Pointer to the map in which this object is present */ +typedef refptr object_ptr; +typedef refptr arch_ptr; + +// these are not being copied +ACC_CLASS (object) +struct object_keep : refcounted +{ + /* These variables are not changed by ->copy_to */ + + tag_t ACC (RW, count); /* Generation count for this object */ + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + + player *ACC (RW, contr); /* Pointer to the player which control this object */ + object *ACC (RW, next); /* Pointer to the next object in the free/used list */ + object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ + object *ACC (RW, active_next);/* Next & previous object in the 'active' */ + object *ACC (RW, active_prev);/* List. This is used in process_events */ + /* so that the entire object list does not */ + /* need to be gone through. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + object *ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ }; -struct object_special { - /* These get an extra add_refcount(), after having been copied by memcpy(). - * All fields beow this point are automatically copied by memcpy. If - * adding something that needs a refcount updated, make sure you modify - * copy_object to do so. Everything below here also gets cleared - * by clear_object() - */ - shstr name; /* The name of the object, obviously... */ - shstr name_pl; /* The plural name of the object */ - shstr title; /* Of foo, etc */ - shstr race; /* human, goblin, dragon, etc */ - shstr slaying; /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ - shstr skill; /* Name of the skill this object uses/grants */ - shstr msg; /* If this is a book/sign/magic mouth/etc */ - shstr lore; /* Obscure information about this object, */ - /* To get put into books and the like. */ - - sint16 x,y; /* Position in the map for this object */ - sint16 ox,oy; /* For debugging: Where it was last inserted */ - float speed; /* The overall speed of this object */ - float speed_left; /* How much speed is left to spend this round */ - uint32 nrof; /* How many of the objects */ - New_Face *face; /* Face with colors */ - sint8 direction; /* Means the object is moving that way. */ - sint8 facing; /* Object is oriented/facing that way. */ - - /* This next big block are basically used for monsters and equipment */ - uint8 type; /* PLAYER, BULLET, etc. See define.h */ - uint8 subtype; /* subtype of object */ - uint16 client_type; /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ - uint32 attacktype; /* Bitmask of attacks this object does */ - uint32 path_attuned; /* Paths the object is attuned to */ - uint32 path_repelled; /* Paths the object is repelled from */ - uint32 path_denied; /* Paths the object is denied access to */ - uint16 material; /* What materials this object consist of */ - shstr materialname; /* specific material name */ - sint8 magic; /* Any magical bonuses to this item */ - uint8 state; /* How the object was last drawn (animation) */ - sint32 value; /* How much money it is worth (or contains) */ - sint16 level; /* Level of creature or object */ - /* Note that the last_.. values are sometimes used for non obvious - * meanings by some objects, eg, sp penalty, permanent exp. - */ - sint32 last_heal; /* Last healed. Depends on constitution */ - sint32 last_sp; /* As last_heal, but for spell points */ - sint16 last_grace; /* as last_sp, except for grace */ - sint16 last_eat; /* How long since we last ate */ - sint16 invisible; /* How much longer the object will be invis */ - uint8 pick_up; /* See crossfire.doc */ - sint8 item_power; /* power rating of the object */ - sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ - sint32 weight; /* Attributes of the object */ - sint32 weight_limit; /* Weight-limit of object */ - sint32 carrying; /* How much weight this object contains */ - sint8 glow_radius; /* indicates the glow radius of the object */ - living stats; /* Str, Con, Dex, etc */ - sint64 perm_exp; /* Permanent exp */ - struct object *current_weapon; /* Pointer to the weapon currently used */ - uint32 weapontype; /* type of weapon */ - uint32 tooltype; /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ - /* See the doc/Developers/objects for more info about body locations */ - - /* Following mostly refers to fields only used for monsters */ - struct object *owner; /* Pointer to the object which controls this one */ - /* Owner should not be referred to directly - */ - /* get_owner should be used instead. */ - tag_t ownercount; /* What count the owner had (in case owner */ - /* has been freed) */ - struct object *enemy; /* Monster/player to follow even if not closest */ - struct object *attacked_by; /* This object start to attack us! only player & monster */ - tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ - struct treasureliststruct *randomitems; /* Items to be generated */ - uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ - struct object *chosen_skill; /* the skill chosen to use */ - uint32 hide; /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ - /* allows different movement patterns for attackers */ - sint32 move_status; /* What stage in attack mode */ - uint16 attack_movement;/* What kind of attack movement */ - uint8 will_apply; /* See crossfire.doc */ - struct object *spellitem; /* Spell ability monster is choosing to use */ - double expmul; /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ - - /* Spell related information, may be useful elsewhere - * Note that other fields are used - these files are basically - * only used in spells. - */ - sint16 duration; /* How long the spell lasts */ - uint8 duration_modifier; /* how level modifies duration */ - sint16 casting_time; /* time left before spell goes off */ - struct object *spell; /* Spell that was being cast */ - uint16 start_holding; - char *spellarg; - uint8 dam_modifier; /* How going up in level effects damage */ - sint8 range; /* Range of the spell */ - uint8 range_modifier; /* How going up in level effects range */ - - /* Following are values used by any object */ - struct archt *arch; /* Pointer to archetype */ - struct archt *other_arch; /* Pointer used for various things - mostly used for what */ - /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ - uint16 animation_id; /* An index into the animation array */ - uint8 anim_speed; /* ticks between animation-frames */ - uint8 last_anim; /* last sequence used to draw face */ - sint32 elevation; /* elevation of this terrain - not currently used */ - uint8 smoothlevel; /* how to smooth this square around*/ - - MoveType move_type; /* Type of movement this object uses */ - MoveType move_block; /* What movement types this blocks */ - MoveType move_allow; /* What movement types explicitly allowd */ - MoveType move_on; /* Move types affected moving on to this space */ - MoveType move_off; /* Move types affected moving off this space */ - MoveType move_slow; /* Movement types this slows down */ - float move_slow_penalty; /* How much this slows down the object */ +// these are being copied +struct object_copy : attachable +{ + shstr ACC (RW, name); /* The name of the object, obviously... */ + shstr ACC (RW, name_pl); /* The plural name of the object */ + shstr ACC (RW, title); /* Of foo, etc */ + shstr ACC (RW, race); /* human, goblin, dragon, etc */ + shstr ACC (RW, slaying); /* Which race to do double damage to */ + /* If this is an exit, this is the filename */ + shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ + shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ + shstr ACC (RW, lore); /* Obscure information about this object, */ + /* To get put into books and the like. */ + shstr ACC (RW, materialname); /* specific material name */ + shstr ACC (RW, custom_name); /* Custom name assigned by player */ + object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ + object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ + object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ + object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + object_ptr ACC (RW, spell); /* Spell that was being cast */ + object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ +}; - shstr custom_name; /* Custom name assigned by player */ - key_value *key_values; /* Fields not explictly known by the loader. */ +// these are being copied and also cleared +struct object_pod +{ + New_Face *ACC (RW, face); /* Face with colors */ + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + float ACC (RW, speed); /* The overall speed of this object */ + float ACC (RW, speed_left); /* How much speed is left to spend this round */ + uint32 ACC (RW, nrof); /* How many of the objects */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + + /* This next big block are basically used for monsters and equipment */ + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ + uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ + sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ + uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ + uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ + uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ + uint16 ACC (RW, material); /* What materials this object consist of */ + sint8 ACC (RW, magic); /* Any magical bonuses to this item */ + uint8 ACC (RW, state); /* How the object was last drawn (animation) */ + sint32 ACC (RW, value); /* How much money it is worth (or contains) */ + /* Note that the last_.. values are sometimes used for non obvious + * meanings by some objects, eg, sp penalty, permanent exp. + */ + sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ + sint16 ACC (RW, last_eat); /* How long since we last ate */ + sint16 ACC (RW, invisible); /* How much longer the object will be invis */ + sint16 ACC (RW, level); /* Level of creature or object */ + uint8 ACC (RW, pick_up); /* See crossfire.doc */ + sint8 ACC (RW, item_power); /* power rating of the object */ + sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ + sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ + sint32 ACC (RW, weight); /* Attributes of the object */ + sint32 ACC (RW, weight_limit);/* Weight-limit of object */ + sint32 ACC (RW, carrying); /* How much weight this object contains */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ + uint32 ACC (RW, weapontype); /* type of weapon */ + uint32 ACC (RW, tooltype); /* type of tool or build facility */ + sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ + sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ + /* See the doc/Developers/objects for more info about body locations */ + + /* Following mostly refers to fields only used for monsters */ + uint32 ACC (RW, hide); /* The object is hidden, not invisible */ + /* changes made by kholland@sunlab.cit.cornell.edu */ + /* allows different movement patterns for attackers */ + sint32 ACC (RW, move_status); /* What stage in attack mode */ + uint16 ACC (RW, attack_movement); /* What kind of attack movement */ + uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ + float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ + /* races/classes can need less/more exp to gain levels */ + + /* Spell related information, may be useful elsewhere + * Note that other fields are used - these files are basically + * only used in spells. + */ + sint16 ACC (RW, duration); /* How long the spell lasts */ + sint16 ACC (RW, casting_time);/* time left before spell goes off */ + uint16 ACC (RW, start_holding); + uint8 ACC (RW, duration_modifier); /* how level modifies duration */ + uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + sint8 ACC (RW, range); /* Range of the spell */ + uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + char *ACC (RW, spellarg); + + /* Following are values used by any object */ + /* this objects turns into or what this object creates */ + treasurelist *ACC (RW, randomitems); /* Items to be generated */ + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ + key_value *key_values; /* Fields not explictly known by the loader. */ + std::bitset flags; /* various flags */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint8 ACC (RW, last_anim); /* last sequence used to draw face */ + sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ + uint8 ACC (RW, will_apply); /* See crossfire.doc */ + + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : object_special, object_simple, zero_initialised { - void clone (object *destination) +struct object : zero_initialised, object_keep, object_copy, object_pod +{ + typedef unordered_vector vector; + + static vector mortals; + static vector active; // active objects, not yet used + static vector objects; // not used yet, use first->next->... + static object *first; // will be replaced by "objects" + + static object *create (); + void copy_to (object *dst); + object *clone (); // create + copy_to + void destroy (bool destroy_inventory = false); + void remove (); + object *insert (object *item); // insert into inventory + + static void free_mortals (); + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } + + void clear (); + + bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + + void set_owner (object *owner); + + void instantiate () { - destination->attach = attach; + if (!uuid.seq) // HACK + uuid = gen_uuid (); - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); + attachable::instantiate (); } + + // info must hold 256 * 3 bytes currently + const char *debug_desc (char *info) const; + const char *debug_desc () const; + + bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + bool is_alive () const { return (type == PLAYER + || flags [FLAG_MONSTER] + || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) + && !flags [FLAG_IS_A_TEMPLATE]; } + bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + /* This return true if object has still randomitems which + * could be expanded. + */ + bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } + + // fully recursive iterator + struct iterator_base + { + object *item; + + iterator_base (object *container) + : item (container) + { + } + + operator object *() const { return item; } + + object *operator ->() const { return item; } + object &operator * () const { return *item; } + }; + + // depth-first recursive iterator + struct depth_iterator : iterator_base + { + depth_iterator (object *container); + void next (); + object *operator ++( ) { next (); return item; } + object *operator ++(int) { object *i = item; next (); return i; } + }; + + object *begin () + { + return this; + } + + object *end () + { + return this; + } + +protected: + friend struct archetype; + + void link (); + void unlink (); + + object (); + ~object (); }; -typedef struct oblnk { /* Used to link together several objects */ - object *ob; +typedef struct oblnk +{ /* Used to link together several objects */ + object_ptr ob; struct oblnk *next; - tag_t id; } objectlink; -typedef struct oblinkpt { /* Used to link together several object links */ +typedef struct oblinkpt +{ /* Used to link together several object links */ struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ + long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; @@ -262,31 +371,37 @@ * by the object structure */ -typedef struct archt : zero_initialised +ACC_CLASS (archetype) +struct archetype : zero_initialised, refcounted { - shstr name; /* More definite name, like "generate_kobold" */ - struct archt *next; /* Next archetype in a linked list */ - struct archt *head; /* The main part of a linked object */ - struct archt *more; /* Next part of a linked object */ - object clone; /* An object from which to do copy_object() */ - uint32 editable; /* editable flags (mainly for editor) */ - sint8 tail_x, tail_y; /* Where the lower right most portion of the object is - * in comparison to the head. - */ -} archetype; + archetype (); + ~archetype (); + + static archetype *find (const char *arch); + + void hash_add (); // add to hastable + void hash_del (); // remove from hashtable + + shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ + struct archetype *ACC (RW, next); /* Next archetype in a linked list */ + struct archetype *ACC (RW, head); /* The main part of a linked object */ + struct archetype *ACC (RW, more); /* Next part of a linked object */ + object ACC (RO, clone); /* An object from which to do ->copy_to () */ + uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ + sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is + * in comparison to the head. + */ +}; extern object *objects; extern object *active_objects; -extern object *free_objects; -extern object objarray[STARTMAX]; extern int nrofallocobjects; -extern int nroffreeobjects; /* This returns TRUE if the object is something that * should be displayed in the look window */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed. @@ -294,7 +409,7 @@ #define UP_OBJ_INSERT 1 #define UP_OBJ_REMOVE 2 #define UP_OBJ_CHANGE 3 -#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ +#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ /* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful @@ -337,3 +452,4 @@ #define ARCH_SYMPTOM "symptom" #endif +