--- deliantra/server/include/object.h 2006/09/12 01:09:53 1.30 +++ deliantra/server/include/object.h 2007/01/14 22:06:05 1.87 @@ -1,33 +1,36 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - 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 -*/ + * CrossFire, A Multiplayer Online RPG + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2001 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * 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@schmorp.de + */ #ifndef OBJECT_H #define OBJECT_H +#include + #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; +typedef int tag_t; #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 @@ -58,6 +61,19 @@ 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 @@ -70,82 +86,59 @@ #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 () */ -// 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 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 */ -}; - +INTERFACE_CLASS (object) // these are being copied -struct object_copy : attachable +struct object_copy : attachable { - refptr ACC (RW, owner); /* Pointer to the object which controls this one */ + typedef bitset flags_t; + + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 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, 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 */ + /* 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. */ + /* 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 */ + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ -// 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. */ + 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 */ /* 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 */ + sint16 ACC (RW, 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_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) */ + 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. @@ -158,86 +151,202 @@ 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, 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, 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 */ + sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ + sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ + /* See the pod/objects.pod 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 */ + uint32 ACC (RW, hide); /* The object is hidden, not invisible */ + /* 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 */ + /* 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 */ + 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 */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + 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 */ + + char *ACC (RW, spellarg); + /* 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 */ + treasurelist *ACC (RW, randomitems); /* Items to be generated */ key_value *key_values; /* Fields not explictly known by the loader. */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif + 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 */ + sint16 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 */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, object_copy { - static object *create (); - void free (bool free_inventory = false); + // These variables are not changed by ->copy_to + maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ + + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + int ACC (RO, index); // index into objects + int ACC (RO, active); // index into actives + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ + + 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 */ + + //TODO: container must move into client + 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 + client_container *seen_by; // seen by which player/container currently? + + MTH static object *create (); + MTH void copy_to (object *dst); + MTH object *clone (); // create + copy_to + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void destroy (bool destroy_inventory = false); + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + MTH void destroy_inv (bool drop_to_ground = false); + MTH void remove (); + MTH object *insert (object *item); // insert into inventory + + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + MTH static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } + + MTH void set_owner (object *owner); + MTH void set_speed (float speed); + + MTH void instantiate () + { + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + attachable::instantiate (); + } + + // recalculate all stats + MTH void update_stats (); + MTH void roll_stats (); + MTH void swap_stats (int a, int b); + MTH void add_statbonus (); + MTH void remove_statbonus (); + MTH void drain_stat (); + MTH void drain_specific_stat (int deplete_stats); + MTH void change_luck (int value); + + // info must hold 256 * 3 bytes currently + const char *debug_desc (char *info) const; + MTH const char *debug_desc () const; + const char *debug_desc2 () const; // another debug_desc, pure convinience function + const char *flag_desc (char *desc, int len) const; + + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + MTH bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } + + // temporary: wether the object can be saved in a map file + // contr => is a player + // head => only save head of a multitile object + // owner => can not reference owner yet + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } + + /* This return true if object has still randomitems which + * could be expanded. + */ + MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + MTH object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // "temporary" helper function + MTH object *head_ () + { + return head ? head : this; + } + + // insert object at same map position as 'where' + // handles both inventory and map "positions" + MTH object *insert_at (object *where, object *originator = 0, int flags = 0); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); - static void free_mortals (); - static bool can_merge (object *op1, object *op2); + // set the givne flag on all objects in the inventory recursively + MTH void set_flag_inv (int flag, int value = 1); - void clear (); - void clone (object *destination); + void enter_exit (object *exit);//PERL + MTH void enter_map (maptile *newmap, int x, int y); - void set_owner (object *owner); - object *get_owner (); + // returns the mapspace this object is in + mapspace &ms () const; // fully recursive iterator struct iterator_base @@ -255,6 +364,11 @@ object &operator * () const { return *item; } }; + MTH unsigned int random_seed () const + { + return (unsigned int)uuid.seq; + } + // depth-first recursive iterator struct depth_iterator : iterator_base { @@ -274,6 +388,14 @@ return this; } + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + protected: friend struct archetype; @@ -284,32 +406,24 @@ ~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 () +typedef object_vector objectvec; +typedef object_vector activevec; -static inline object * -get_owner (object *op) -{ - return op->get_owner (); -} +extern objectvec objects; +extern activevec actives; -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))) +#define for_all_objects(var) \ + for (int _i = 0; _i < objects.size (); ++_i) \ + declvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (int _i = 0; _i < actives.size (); ++_i) \ + declvar (object *, var, actives [_i]) typedef struct oblnk { /* Used to link together several objects */ - object *ob; + object_ptr ob; struct oblnk *next; - tag_t id; } objectlink; typedef struct oblinkpt @@ -328,32 +442,28 @@ * by the object structure */ -ACC_CLASS(archetype) -struct archetype : zero_initialised +INTERFACE_CLASS (archetype) +struct archetype : zero_initialised, attachable { archetype (); ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; - 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; + static archetype *find (const char *arch); -extern int nrofallocobjects; + void hash_add (); // add to hashtable + void hash_del (); // remove from hashtable -/* 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) + 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. + */ +}; /* Used by update_object to know if the object being passed is * being added or removed. @@ -404,3 +514,4 @@ #define ARCH_SYMPTOM "symptom" #endif +