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Comparing deliantra/server/include/object.h (file contents):
Revision 1.70 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.103 by root, Sun Mar 11 02:12:44 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 125
124 New_Face *ACC (RW, face); /* Face with colors */ 126 int ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
128 130
129 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 214};
213 215
214struct object : zero_initialised, object_copy 216struct object : zero_initialised, object_copy
215{ 217{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 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 */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
223 225
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 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 */ 227
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 */ 228 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 */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 235 * is only used by the player right now.
237 */ 236 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
240 */ 239 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 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 241 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? 242 client_container *seen_by; // seen by which player/container currently?
244 243
245 static vector active; // active objects, not yet used 244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 246 bool write (object_freezer &f);
248 247
249 MTH static object *create (); 248 MTH static object *create ();
250 MTH void copy_to (object *dst); 249 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 250 MTH object *clone (); // create + copy_to
252 void do_destroy (); 251 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 252 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 253 MTH void destroy (bool destroy_inventory = false);
255 254
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 255 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 256 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 257 MTH object *insert (object *item); // insert into inventory
258 void do_remove ();
259 MTH void remove ()
260 {
261 if (!flag [FLAG_REMOVED])
262 do_remove ();
263 }
260 264
261 static bool can_merge_slow (object *op1, object *op2); 265 static bool can_merge_slow (object *op1, object *op2);
262 266
263 // this is often used in time-critical code, so optimise 267 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 268 MTH static bool can_merge (object *op1, object *op2)
269 } 273 }
270 274
271 MTH void set_owner (object *owner); 275 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 276 MTH void set_speed (float speed);
273 277
278 MTH void open_container (object *new_container);
279 MTH void close_container ()
280 {
281 open_container (0);
282 }
283
274 MTH void instantiate () 284 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 285
282 // recalculate all stats 286 // recalculate all stats
283 MTH void update_stats (); 287 MTH void update_stats ();
284 MTH void roll_stats (); 288 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 289 MTH void swap_stats (int a, int b);
288 MTH void drain_stat (); 292 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 293 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 294 MTH void change_luck (int value);
291 295
292 // info must hold 256 * 3 bytes currently 296 // info must hold 256 * 3 bytes currently
293 MTH const char *debug_desc (char *info) const; 297 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 298 MTH const char *debug_desc () const;
299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 const char *flag_desc (char *desc, int len) const;
301
302 int number_of () const
303 {
304 return nrof ? nrof : 1;
305 }
306
307 uint64 total_weight () const
308 {
309 return weight * number_of ();
310 }
311
312 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const;
314
315 // return the volume of this object in cm³
316 uint64 volume () const
317 {
318 return total_weight ()
319 * 1000
320 * (type == CONTAINER ? 1000 : 1)
321 / dominant_material ()->density;
322 }
295 323
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 324 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 325 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES 326 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; } 327 || type == BRACERS || type == GIRDLE; }
303 && !flag [FLAG_IS_A_TEMPLATE]; } 331 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW 332 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT 333 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 334 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307 335
336 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
337
338 // temporary: wether the object can be saved in a map file
339 // contr => is a player
340 // head => only save head of a multitile object
341 // owner => can not reference owner yet
342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
343
308 /* This return true if object has still randomitems which 344 /* This return true if object has still randomitems which
309 * could be expanded. 345 * could be expanded.
310 */ 346 */
311 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
312 348
318 return op; 354 return op;
319 355
320 return 0; 356 return 0;
321 } 357 }
322 358
359 // "temporary" helper function
360 MTH object *head_ ()
361 {
362 return head ? head : this;
363 }
364
365 // insert object at same map position as 'where'
366 // handles both inventory and map "positions"
367 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
368
369 MTH void activate ();
370 MTH void deactivate ();
371 MTH void activate_recursive ();
372 MTH void deactivate_recursive ();
373
374 // set the givne flag on all objects in the inventory recursively
375 MTH void set_flag_inv (int flag, int value = 1);
376
377 void enter_exit (object *exit);//PERL
378 MTH void enter_map (maptile *newmap, int x, int y);
379
323 // returns the mapspace this object is in 380 // returns the mapspace this object is in
324 mapspace &ms () const; 381 mapspace &ms () const;
325 382
326 // fully recursive iterator 383 // fully recursive iterator
327 struct iterator_base 384 struct iterator_base
336 operator object *() const { return item; } 393 operator object *() const { return item; }
337 394
338 object *operator ->() const { return item; } 395 object *operator ->() const { return item; }
339 object &operator * () const { return *item; } 396 object &operator * () const { return *item; }
340 }; 397 };
398
399 MTH unsigned int random_seed () const
400 {
401 return (unsigned int)uuid.seq;
402 }
341 403
342 // depth-first recursive iterator 404 // depth-first recursive iterator
343 struct depth_iterator : iterator_base 405 struct depth_iterator : iterator_base
344 { 406 {
345 depth_iterator (object *container); 407 depth_iterator (object *container);
356 object *end () 418 object *end ()
357 { 419 {
358 return this; 420 return this;
359 } 421 }
360 422
423 /* This returns TRUE if the object is something that
424 * should be displayed in the floorbox/inventory window
425 */
426 MTH bool client_visible () const
427 {
428 return !invisible && type != PLAYER;
429 }
430
431 MTH struct region *region () const;
432
361protected: 433protected:
362 friend struct archetype; 434 friend struct archetype;
363 435
364 void link (); 436 void link ();
365 void unlink (); 437 void unlink ();
366 438
367 object (); 439 object ();
368 ~object (); 440 ~object ();
369}; 441};
442
443typedef object_vector<object, &object::index > objectvec;
444typedef object_vector<object, &object::active> activevec;
445
446extern objectvec objects;
447extern activevec actives;
448
449#define for_all_objects(var) \
450 for (unsigned _i = 0; _i < objects.size (); ++_i) \
451 declvar (object *, var, objects [_i])
452
453#define for_all_actives(var) \
454 for (unsigned _i = 0; _i < actives.size (); ++_i) \
455 declvar (object *, var, actives [_i])
370 456
371typedef struct oblnk 457typedef struct oblnk
372{ /* Used to link together several objects */ 458{ /* Used to link together several objects */
373 object_ptr ob; 459 object_ptr ob;
374 struct oblnk *next; 460 struct oblnk *next;
395{ 481{
396 archetype (); 482 archetype ();
397 ~archetype (); 483 ~archetype ();
398 void gather_callbacks (AV *&callbacks, event_type event) const; 484 void gather_callbacks (AV *&callbacks, event_type event) const;
399 485
486 static archetype *read (object_thawer &f);
400 static archetype *find (const char *arch); 487 static archetype *find (const char *name);
401 488
402 void hash_add (); // add to hashtable 489 void hash_add (); // add to hashtable
403 void hash_del (); // remove from hashtable 490 void hash_del (); // remove from hashtable
404 491
405 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
410 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 497 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
411 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 498 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
412 * in comparison to the head. 499 * in comparison to the head.
413 */ 500 */
414}; 501};
415
416extern object *objects;
417extern object *active_objects;
418
419extern int nrofallocobjects;
420
421/* This returns TRUE if the object is something that
422 * should be displayed in the look window
423 */
424#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
425 502
426/* Used by update_object to know if the object being passed is 503/* Used by update_object to know if the object being passed is
427 * being added or removed. 504 * being added or removed.
428 */ 505 */
429#define UP_OBJ_INSERT 1 506#define UP_OBJ_INSERT 1

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