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/cvs/deliantra/server/include/object.h
Revision: 1.109
Committed: Sat Apr 21 16:56:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +7 -1 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer Online RPG
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 #ifndef OBJECT_H
26 #define OBJECT_H
27
28 #include <bitset>
29
30 #include "cfperl.h"
31 #include "shstr.h"
32
33 typedef int tag_t;
34
35 #define NUM_BODY_LOCATIONS 12
36 #define BODY_ARMS 1
37
38 /* See common/item.c */
39
40 typedef struct Body_Locations
41 {
42 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */
45 } Body_Locations;
46
47 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49 /*
50 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'.
52 *
53 * key and value are shared-strings.
54 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason.
58 */
59 struct key_value
60 {
61 key_value *next;
62 shstr key, value;
63 };
64
65 struct UUID
66 {
67 uint64 seq;
68
69 UUID () { }
70 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; }
73 };
74
75 extern void init_uuid ();
76 extern UUID gen_uuid ();
77 extern const uint64 UUID_SKIP;
78
79 /* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply?
83 */
84 #define WILL_APPLY_HANDLE 0x01
85 #define WILL_APPLY_TREASURE 0x02
86 #define WILL_APPLY_EARTHWALL 0x04
87 #define WILL_APPLY_DOOR 0x08
88 #define WILL_APPLY_FOOD 0x10
89
90 /* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94
95 INTERFACE_CLASS (object)
96 // these are being copied
97 struct object_copy : attachable
98 {
99 typedef bitset<NUM_FLAGS> flags_t;
100
101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
104 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 /* If this is an exit, this is the filename */
110 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
112 shstr ACC (RW, lore); /* Obscure information about this object, */
113 /* To get put into books and the like. */
114 shstr ACC (RW, materialname); /* specific material name */
115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
116 // materialtype_t *ACC (RW, material); /* What material this object consists of */
117 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
118 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
119 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
121 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
122 object_ptr ACC (RW, spell); /* Spell that was being cast */
123 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124 arch_ptr ACC (RW, arch); /* Pointer to archetype */
125 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
126
127 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */
130
131 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
140 uint16 ACC (RW, materials); /* What materials this object consists of */
141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
144 /* Note that the last_.. values are sometimes used for non obvious
145 * meanings by some objects, eg, sp penalty, permanent exp.
146 */
147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
148 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
149 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
150 sint16 ACC (RW, last_eat); /* How long since we last ate */
151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
152 sint16 ACC (RW, level); /* Level of creature or object */
153 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 ACC (RW, item_power); /* power rating of the object */
155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
157 sint32 ACC (RW, weight); /* Attributes of the object */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */
168
169 /* Following mostly refers to fields only used for monsters */
170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
171
172 /* allows different movement patterns for attackers */
173 sint32 ACC (RW, move_status); /* What stage in attack mode */
174 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
175 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
176 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
177 /* races/classes can need less/more exp to gain levels */
178
179 /* Spell related information, may be useful elsewhere
180 * Note that other fields are used - these files are basically
181 * only used in spells.
182 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */
185 uint16 ACC (RW, start_holding);
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
188 sint8 ACC (RW, range); /* Range of the spell */
189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198
199 char *ACC (RW, spellarg);
200
201 /* Following are values used by any object */
202 /* this objects turns into or what this object creates */
203 treasurelist *ACC (RW, randomitems); /* Items to be generated */
204 flags_t flag; /* various flags */
205 #if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207 #endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
214 };
215
216 struct object : zero_initialised, object_copy
217 {
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 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
225
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
234 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now.
236 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in.
239 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */
244
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f);
248
249 MTH static object *create ();
250 object &operator =(const object &src);
251 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false);
256
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH object *insert (object *item); // insert into inventory
260 void do_remove ();
261 MTH void remove ()
262 {
263 if (!flag [FLAG_REMOVED])
264 do_remove ();
265 }
266
267 static bool can_merge_slow (object *op1, object *op2);
268
269 // this is often used in time-critical code, so optimise
270 MTH static bool can_merge (object *op1, object *op2)
271 {
272 return op1->value == op2->value
273 && op1->name == op2->name
274 && can_merge_slow (op1, op2);
275 }
276
277 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed);
279
280 MTH void open_container (object *new_container);
281 MTH void close_container ()
282 {
283 open_container (0);
284 }
285
286 MTH void instantiate ();
287
288 // recalculate all stats
289 MTH void update_stats ();
290 MTH void roll_stats ();
291 MTH void swap_stats (int a, int b);
292 MTH void add_statbonus ();
293 MTH void remove_statbonus ();
294 MTH void drain_stat ();
295 MTH void drain_specific_stat (int deplete_stats);
296 MTH void change_luck (int value);
297
298 // info must hold 256 * 3 bytes currently
299 const char *debug_desc (char *info) const;
300 MTH const char *debug_desc () const;
301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
325
326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
328 || type == CLOAK || type == BOOTS || type == GLOVES
329 || type == BRACERS || type == GIRDLE; }
330 MTH bool is_alive () const { return (type == PLAYER
331 || flag [FLAG_MONSTER]
332 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
333 && !flag [FLAG_IS_A_TEMPLATE]; }
334 MTH bool is_arrow () const { return type == ARROW
335 || (type == SPELL_EFFECT
336 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
337
338 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
339
340 // temporary: wether the object can be saved in a map file
341 // contr => is a player
342 // head => only save head of a multitile object
343 // owner => can not reference owner yet
344 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
345
346 /* This return true if object has still randomitems which
347 * could be expanded.
348 */
349 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
350
351 // returns the player that has this object in his inventory, or 0
352 MTH object *in_player () const
353 {
354 for (object *op = env; op; op = op->env)
355 if (op->type == PLAYER)
356 return op;
357
358 return 0;
359 }
360
361 // "temporary" helper function
362 MTH object *head_ ()
363 {
364 return head ? head : this;
365 }
366
367 // If this object has no extra parts but should have them,
368 // add them, effectively expanding heads into multipart
369 // objects. This method only works on objects not inserted
370 // anywhere.
371 void expand_tail ();
372
373 // insert object at same map position as 'where'
374 // handles both inventory and map "positions"
375 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
376
377 MTH void activate ();
378 MTH void deactivate ();
379 MTH void activate_recursive ();
380 MTH void deactivate_recursive ();
381
382 // set the givne flag on all objects in the inventory recursively
383 MTH void set_flag_inv (int flag, int value = 1);
384
385 void enter_exit (object *exit);//PERL
386 MTH void enter_map (maptile *newmap, int x, int y);
387
388 // returns the mapspace this object is in
389 mapspace &ms () const;
390
391 // fully recursive iterator
392 struct iterator_base
393 {
394 object *item;
395
396 iterator_base (object *container)
397 : item (container)
398 {
399 }
400
401 operator object *() const { return item; }
402
403 object *operator ->() const { return item; }
404 object &operator * () const { return *item; }
405 };
406
407 MTH unsigned int random_seed () const
408 {
409 return (unsigned int)uuid.seq;
410 }
411
412 // depth-first recursive iterator
413 struct depth_iterator : iterator_base
414 {
415 depth_iterator (object *container);
416 void next ();
417 object *operator ++( ) { next (); return item; }
418 object *operator ++(int) { object *i = item; next (); return i; }
419 };
420
421 object *begin ()
422 {
423 return this;
424 }
425
426 object *end ()
427 {
428 return this;
429 }
430
431 /* This returns TRUE if the object is something that
432 * should be displayed in the floorbox/inventory window
433 */
434 MTH bool client_visible () const
435 {
436 return !invisible && type != PLAYER;
437 }
438
439 MTH struct region *region () const;
440
441 protected:
442 friend struct archetype;
443
444 void link ();
445 void unlink ();
446
447 object ();
448 ~object ();
449 };
450
451 typedef object_vector<object, &object::index > objectvec;
452 typedef object_vector<object, &object::active> activevec;
453
454 extern objectvec objects;
455 extern activevec actives;
456
457 #define for_all_objects(var) \
458 for (unsigned _i = 0; _i < objects.size (); ++_i) \
459 declvar (object *, var, objects [_i])
460
461 #define for_all_actives(var) \
462 for (unsigned _i = 0; _i < actives.size (); ++_i) \
463 declvar (object *, var, actives [_i])
464
465 typedef struct oblnk
466 { /* Used to link together several objects */
467 object_ptr ob;
468 struct oblnk *next;
469 } objectlink;
470
471 typedef struct oblinkpt
472 { /* Used to link together several object links */
473 struct oblnk *link;
474 long value; /* Used as connected value in buttons/gates */
475 struct oblinkpt *next;
476 } oblinkpt;
477
478 /*
479 * The archetype structure is a set of rules on how to generate and manipulate
480 * objects which point to archetypes.
481 * This probably belongs in arch.h, but there really doesn't appear to
482 * be much left in the archetype - all it really is is a holder for the
483 * object and pointers. This structure should get removed, and just replaced
484 * by the object structure
485 */
486
487 INTERFACE_CLASS (archetype)
488 struct archetype : zero_initialised, attachable
489 {
490 archetype ();
491 ~archetype ();
492 void gather_callbacks (AV *&callbacks, event_type event) const;
493
494 static archetype *read (object_thawer &f);
495 static archetype *get (const char *name); // find or create
496 static archetype *find (const char *name);
497
498 void hash_add (); // add to hashtable
499 void hash_del (); // remove from hashtable
500
501 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
502 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
503 struct archetype *ACC (RW, head); /* The main part of a linked object */
504 struct archetype *ACC (RW, more); /* Next part of a linked object */
505 object ACC (RO, clone); /* An object from which to do ->copy_to () */
506 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
507 bool ACC (RW, linked); // linked into list of heads
508 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
509 * in comparison to the head.
510 */
511 };
512
513 /* Used by update_object to know if the object being passed is
514 * being added or removed.
515 */
516 #define UP_OBJ_INSERT 1
517 #define UP_OBJ_REMOVE 2
518 #define UP_OBJ_CHANGE 3
519 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
520
521 /* These are flags passed to insert_ob_in_map and
522 * insert_ob_in_ob. Note that all flags may not be meaningful
523 * for both functions.
524 * Most are fairly explanatory:
525 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
526 * on space.
527 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
528 * INS_NO_WALK_ON: Don't call check_walk_on against the
529 * originator - saves cpu time if you know the inserted object
530 * is not meaningful in terms of having an effect.
531 * INS_ON_TOP: Always put object on top. Generally only needed when loading
532 * files from disk and ordering needs to be preserved.
533 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
534 * Use for treasure chests so the new object is the highest thing
535 * beneath the player, but not actually above it. Note - the
536 * map and x,y coordinates for the object to be inserted must
537 * match the originator.
538 * INS_MAP_LOAD: disable lots of checkings done at insertion to
539 * speed up map loading process, as we assume the ordering in
540 * loaded map is correct.
541 *
542 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
543 * are mutually exclusive. The behaviour for passing more than one
544 * should be considered undefined - while you may notice what happens
545 * right now if you pass more than one, that could very well change
546 * in future revisions of the code.
547 */
548 #define INS_NO_MERGE 0x0001
549 #define INS_ABOVE_FLOOR_ONLY 0x0002
550 #define INS_NO_WALK_ON 0x0004
551 #define INS_ON_TOP 0x0008
552 #define INS_BELOW_ORIGINATOR 0x0010
553 #define INS_MAP_LOAD 0x0020
554
555 #define ARCH_SINGULARITY "singularity"
556 #define ARCH_DETECT_MAGIC "detect_magic"
557 #define ARCH_DEPLETION "depletion"
558 #define ARCH_SYMPTOM "symptom"
559
560 #endif
561