--- deliantra/server/include/object.h 2006/02/03 07:12:50 1.1 +++ deliantra/server/include/object.h 2006/09/11 23:33:29 1.29 @@ -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 @@ -29,29 +24,24 @@ #ifndef OBJECT_H #define OBJECT_H +#include "cfperl.h" +#include "shstr.h" + typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +#define NUM_BODY_LOCATIONS 12 +#define BODY_ARMS 1 /* See common/item.c */ -typedef struct Body_Locations { - char *save_name; /* Name used to load/save it to disk */ - char *use_name; /* Name used when describing an item we can use */ - 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]; -typedef struct _event -{ - int type; - const char *hook; - const char *plugin; - const char *options; - struct _event *next; -} event; - /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. @@ -62,11 +52,11 @@ * accessing the list directly. * Exception is if you want to walk this list for some reason. */ -typedef struct _key_value { - const char * key; - const char * value; - struct _key_value * next; -} key_value; +struct key_value +{ + key_value *next; + shstr key, value; +}; /* Definition for WILL_APPLY values. Replaces having harcoded values @@ -74,192 +64,258 @@ * 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_FOOD 0x10 +#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 -/* Note that the ordering of this structure is sort of relevent - - * copy_object copies everything over beyond 'name' using memcpy. - * Thus, values that need to be copied need to be located beyond that - * point. - * - * 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 - * - * I've tried to clean up this structure a bit (in terms of formatting) - * by making it more consistent. I've also tried to locate some of the fields - * more logically together (put the item related ones together, the monster - * related ones, etc. - * This structure is best viewed with about a 100 width screen. - * MSW 2002-07-05 +/* 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. */ -typedef struct obj { - /* These variables are not changed by copy_object() */ - struct pl *contr; /* Pointer to the player which control this object */ - struct obj *next; /* Pointer to the next object in the free/used list */ - struct obj *prev; /* Pointer to the previous object in the free/used list*/ - struct obj *active_next; /* Next & previous object in the 'active' */ - struct obj *active_prev; /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct obj *below; /* Pointer to the object stacked below this one */ - struct obj *above; /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment*/ - struct obj *inv; /* Pointer to the first object in the inventory */ - struct obj *container; /* Current container being used. I think this - * is only used by the player right now. - */ - struct obj *env; /* Pointer to the object which is the environment. + +// these are not being copied +ACC_CLASS (object) +struct object_keep : refcounted +{ + tag_t ACC (RW, count); /* Unique object number for this object */ + + /* These variables are not changed by copy_object() */ + struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ + struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ + struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ + struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ + struct 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. */ + struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ + struct object *ACC (RW, 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 *ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + struct object *ACC (RW, env); /* Pointer to the object which is the environment. * This is typically the container that the object is in. */ - struct obj *more; /* Pointer to the rest of a large body of objects */ - struct obj *head; /* Points to the main object of a large body */ - struct mapdef *map; /* Pointer to the map in which this object is present */ - - tag_t count; /* Unique object number for this object */ - uint16 refcount; /* How many objects points to this object */ - - /* 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() - */ - const char *name; /* The name of the object, obviously... */ - const char *name_pl; /* The plural name of the object */ - const char *title; /* Of foo, etc */ - const char *race; /* human, goblin, dragon, etc */ - const char *slaying; /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ - const char *skill; /* Name of the skill this object uses/grants */ - const char *msg; /* If this is a book/sign/magic mouth/etc */ - const char *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 */ - const char *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 */ - const char *current_weapon_script; /* The script of the currently used weapon. Executed */ - /* each time the object attacks something */ - struct obj *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 obj *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 obj *enemy; /* Monster/player to follow even if not closest */ - struct obj *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 obj *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 obj *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 obj *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_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 */ + struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + struct object *ACC (RW, head); /* Points to the main object of a large body */ + struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ +}; - event *events; +// these are being copied +struct object_copy : attachable +{ + refptr ACC (RW, owner); /* Pointer to the object which controls this one */ + 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 */ +}; + +// these are being copied and also cleared +struct object_pod +{ + 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 */ + New_Face *ACC (RW, face); /* Face with colors */ + 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 */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ + struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ + 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 */ + uint8 ACC (RW, will_apply); /* See crossfire.doc */ + /* See the doc/Developers/objects for more info about body locations */ + + /* Following mostly refers to fields only used for monsters */ + tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix + struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ + struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ + struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ + struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ + 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. */ + struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + 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); + struct object *ACC (RW, spell); /* Spell that was being cast */ + char *ACC (RW, spellarg); + 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 */ + + /* Following are values used by any object */ + struct archetype *ACC (RW, arch); /* Pointer to archetype */ + struct archetype *ACC (RW, 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 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 */ + + 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 */ + key_value *key_values; /* Fields not explictly known by the loader. */ +}; + +struct object : zero_initialised, object_keep, object_copy, object_pod +{ + static object *create (); + void free (bool free_inventory = false); + + static void free_mortals (); + static bool can_merge (object *op1, object *op2); + + void clear (); + void clone (object *destination); - const char *custom_name; /* Custom name assigned by player */ - key_value *key_values; /* Fields not explictly known by the loader. */ + void set_owner (object *owner); + object *get_owner (); + + // fully recursive iterator + struct iterator_base + { + object *item; + + iterator_base (object *item) + : item(item) + { + } + + operator object *() const { return item; } + + object *operator ->() const { return item; } + object &operator * () const { return *item; } + }; + + struct deep_iterator : iterator_base + { + deep_iterator (object *op) : iterator_base (op) { } + + void next (); + object *operator ++( ) { next (); return item; } + object *operator ++(int) { object *i = item; next (); return i; } + }; + + object *begin () + { + return this->inv ? this->inv : end (); + } + + object *end () + { + return this->below; + } + +protected: + friend struct archetype; + + void link (); + void unlink (); + + object (); + ~object (); +}; + +#define get_object() object::create () +#define free_object(op) (op)->free (0) +#define free_object2(op, free_inv) (op)->free (free_inv) +#define clear_owner(op) (op)->owner = 0 +#define copy_owner(op,other) (op)->owner = (other)->owner +#define clear_object(op) (op)->clear () -} object; +static inline object * +get_owner (object *op) +{ + return op->get_owner (); +} + +static inline void +set_owner (object *op, object *owner) +{ + op->set_owner (owner); +} + +#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) -typedef struct oblnk { /* Used to link together several objects */ +typedef struct oblnk +{ /* Used to link together several objects */ object *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; @@ -272,27 +328,29 @@ * by the object structure */ -typedef struct archt { - const char *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; +ACC_CLASS(archetype) +struct archetype : zero_initialised +{ + archetype (); + ~archetype (); + + 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_object() */ + 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 somethign that +/* 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) @@ -303,7 +361,7 @@ #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 @@ -332,12 +390,12 @@ * right now if you pass more than one, that could very well change * in future revisions of the code. */ -#define INS_NO_MERGE 0x0001 -#define INS_ABOVE_FLOOR_ONLY 0x0002 -#define INS_NO_WALK_ON 0x0004 -#define INS_ON_TOP 0x0008 -#define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 +#define INS_NO_MERGE 0x0001 +#define INS_ABOVE_FLOOR_ONLY 0x0002 +#define INS_NO_WALK_ON 0x0004 +#define INS_ON_TOP 0x0008 +#define INS_BELOW_ORIGINATOR 0x0010 +#define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" #define ARCH_SINGULARITY_LEN 11