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Comparing deliantra/server/include/object.h (file contents):
Revision 1.55 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC

21 The authors can be reached via e-mail at crossfire@schmorp.de 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
86/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
87 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
88 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
89 */ 91 */
90 92
91typedef refptr<object> object_ptr; 93INTERFACE_CLASS (object)
92typedef refptr<archetype> arch_ptr;
93
94// these are not being copied 94// these are being copied
95ACC_CLASS (object) 95struct object_copy : attachable
96struct object_keep : refcounted
97{ 96{
98 /* These variables are not changed by ->copy_to */ 97 typedef bitset<NUM_FLAGS> flags_t;
99 98
100 tag_t ACC (RW, count); /* Generation count for this object */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied
126struct object_copy : attachable<object>
127{
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147}; 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
148 123
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 128
160 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
196 165
197 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
200 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
206 175
207 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
209 * only used in spells. 178 * only used in spells.
210 */ 179 */
213 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233 187
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 189 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 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#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
241}; 212};
242 213
243struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
244{ 215{
245 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
246 217
247 static vector mortals; 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 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 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 */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 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
243 client_container *seen_by; // seen by which player/container currently?
244
248 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
251 248
252 static object *create (); 249 MTH static object *create ();
253 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
255 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
256 void remove (); 258 MTH void remove ();
257 object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
258 260
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
261 262
262 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
264 { 265 {
265 return op1->value == op2->value 266 return op1->value == op2->value
266 && op1->name == op2->name 267 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
268 } 269 }
269 270
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
275 273
276 void instantiate () 274 MTH void instantiate ()
277 { 275 {
278 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 277 uuid = gen_uuid ();
280 278
281 attachable<object>::instantiate (); 279 attachable::instantiate ();
282 } 280 }
281
282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
283 291
284 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
296
297 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
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
319 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321
322 // returns the player that has this object in his inventory, or 0
323 MTH object *in_player () const
324 {
325 for (object *op = env; op; op = op->env)
326 if (op->type == PLAYER)
327 return op;
328
329 return 0;
330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH void activate (bool recursive = true);
343 MTH void deactivate (bool recursive = true);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
347
348 // returns the mapspace this object is in
349 mapspace &ms () const;
287 350
288 // fully recursive iterator 351 // fully recursive iterator
289 struct iterator_base 352 struct iterator_base
290 { 353 {
291 object *item; 354 object *item;
350 * be much left in the archetype - all it really is is a holder for the 413 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced 414 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 415 * by the object structure
353 */ 416 */
354 417
355ACC_CLASS (archetype) 418INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 419struct archetype : zero_initialised, attachable
357{ 420{
358 archetype (); 421 archetype ();
359 ~archetype (); 422 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const;
360 424
361 static archetype *find (const char *arch); 425 static archetype *find (const char *arch);
362 426
363 void hash_add (); // add to hastable 427 void hash_add (); // add to hashtable
364 void hash_del (); // remove from hashtable 428 void hash_del (); // remove from hashtable
365 429
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 432 struct archetype *ACC (RW, head); /* The main part of a linked object */
380extern int nrofallocobjects; 444extern int nrofallocobjects;
381 445
382/* This returns TRUE if the object is something that 446/* This returns TRUE if the object is something that
383 * should be displayed in the look window 447 * should be displayed in the look window
384 */ 448 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 450
387/* Used by update_object to know if the object being passed is 451/* Used by update_object to know if the object being passed is
388 * being added or removed. 452 * being added or removed.
389 */ 453 */
390#define UP_OBJ_INSERT 1 454#define UP_OBJ_INSERT 1

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