--- deliantra/server/include/object.h 2006/09/08 17:14:07 1.22 +++ deliantra/server/include/object.h 2006/12/23 15:49:40 1.67 @@ -18,12 +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" @@ -58,85 +60,69 @@ 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 () */ -// these are not being copied ACC_CLASS (object) -struct object_keep -{ - tag_t ACC (RW, count); /* Unique object number for this object */ - uint16 ACC (RW, refcount); /* How many objects points to 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 */ -}; - // these are being copied -struct object_copy:attachable +struct object_copy { - /* 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() - */ + typedef bitset flags_t; + 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 */ + 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 */ + 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 -{ + 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); /* 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 */ + 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. */ @@ -144,16 +130,15 @@ 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) */ - sint16 ACC (RW, 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. */ @@ -162,42 +147,30 @@ 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, 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 */ - sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ - 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 */ + 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 doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ - /* Owner should not be referred to directly - */ - /* get_owner should be used instead. */ - tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ - /* has been freed) */ - 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 */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ - uint32 ACC (RW, hide); /* The object is hidden, not invisible */ + 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 */ - uint8 ACC (RW, will_apply); /* See crossfire.doc */ - struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ - double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ + 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 @@ -205,56 +178,197 @@ * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - uint8 ACC (RW, duration_modifier); /* how level modifies duration */ - sint16 ACC (RW, casting_time); /* time left before spell goes off */ - struct object *ACC (RW, spell); /* Spell that was being cast */ + sint16 ACC (RW, casting_time);/* time left before spell goes off */ uint16 ACC (RW, start_holding); - 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 */ + 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 */ + 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 : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, refcounted, attachable, object_copy { - object (); - ~object (); + typedef unordered_vector vector; - static bool can_merge (object * op1, object * op2); + // These variables are not changed by ->copy_to - void clear (); - void clone (object * destination); -}; + tag_t ACC (RW, count); /* Generation count for this object */ + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. -#define get_object() (new object) // compatibility, but please keep for a while + player_ptr 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 */ + client_container *seen_by; // seen by which player/container currently? + + 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); + } + + bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + + void set_owner (object *owner); + + void instantiate () + { + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + attachable::instantiate (); + } + + // recalculate all stats + void update_stats (); + void roll_stats (); + void swap_stats (int a, int b); + void add_statbonus (); + void remove_statbonus (); + void drain_stat (); + void drain_specific_stat (int deplete_stats); + void change_luck (int value); + + // 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 + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [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 && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // returns the mapspace this object is in + mapspace &ms () const; + + // 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; + } -#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) +protected: + friend struct archetype; + + void link (); + void unlink (); + + object (); + ~object (); +}; typedef struct oblnk { /* Used to link together several objects */ - object *ob; + object_ptr ob; struct oblnk *next; - tag_t id; } objectlink; typedef struct oblinkpt @@ -273,21 +387,26 @@ * by the object structure */ -ACC_CLASS(archetype) -struct archetype : zero_initialised +ACC_CLASS (archetype) +struct archetype : zero_initialised, refcounted { 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. - */ + 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; @@ -298,7 +417,7 @@ /* 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. @@ -349,3 +468,4 @@ #define ARCH_SYMPTOM "symptom" #endif +