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/cvs/deliantra/server/include/object.h
Revision: 1.116
Committed: Mon May 7 03:05:58 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +8 -3 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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 14
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 struct body_slot
96 {
97 sint8 info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */
99 };
100
101 INTERFACE_CLASS (object)
102 // these are being copied
103 struct object_copy : attachable
104 {
105 typedef bitset<NUM_FLAGS> flags_t;
106
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108 sint8 ACC (RW, direction); /* Means the object is moving that way. */
109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
110 shstr ACC (RW, name); /* The name of the object, obviously... */
111 shstr ACC (RW, name_pl); /* The plural name of the object */
112 shstr ACC (RW, title); /* Of foo, etc */
113 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114 shstr ACC (RW, slaying); /* Which race to do double damage to */
115 /* If this is an exit, this is the filename */
116 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
118 shstr ACC (RW, lore); /* Obscure information about this object, */
119 /* To get put into books and the like. */
120 shstr ACC (RW, materialname); /* specific material name */
121 shstr ACC (RW, custom_name); /* Custom name assigned by player */
122 // materialtype_t *ACC (RW, material); /* What material this object consists of */
123 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
124 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
125 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
126 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
127 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
128 object_ptr ACC (RW, spell); /* Spell that was being cast */
129 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130 arch_ptr ACC (RW, arch); /* Pointer to archetype */
131 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
132
133 float ACC (RW, speed); /* The overall speed of this object */
134 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 ACC (RW, nrof); /* How many of the objects */
136
137 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp.
152 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 uint32 ACC (RW, weapontype); /* type of weapon */
168 uint32 ACC (RW, tooltype); /* type of tool or build facility */
169 body_slot slot [NUM_BODY_LOCATIONS];
170 faceidx ACC (RW, face); /* Face with colors */
171 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 /* See the pod/objects.pod for more info about body locations */
173
174 /* Following mostly refers to fields only used for monsters */
175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
176
177 /* allows different movement patterns for attackers */
178 sint32 ACC (RW, move_status); /* What stage in attack mode */
179 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
180 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
181 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
182 /* races/classes can need less/more exp to gain levels */
183
184 /* Spell related information, may be useful elsewhere
185 * Note that other fields are used - these files are basically
186 * only used in spells.
187 */
188 sint16 ACC (RW, duration); /* How long the spell lasts */
189 sint16 ACC (RW, casting_time);/* time left before spell goes off */
190 uint16 ACC (RW, start_holding);
191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
193 sint8 ACC (RW, range); /* Range of the spell */
194 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
200 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */
202 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
203
204 char *ACC (RW, spellarg);
205
206 /* Following are values used by any object */
207 /* this objects turns into or what this object creates */
208 treasurelist *ACC (RW, randomitems); /* Items to be generated */
209 flags_t flag; /* various flags */
210 #if FOR_PERL
211 bool ACC (RW, flag[NUM_FLAGS]);
212 #endif
213 uint16 ACC (RW, animation_id);/* An index into the animation array */
214 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
215 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
216 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
217 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
218 uint8 ACC (RW, will_apply); /* See crossfire.doc */
219 };
220
221 struct object : zero_initialised, object_copy
222 {
223 // These variables are not changed by ->copy_to
224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
225
226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 int ACC (RO, count);
228 int ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives
230
231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
232
233 object *ACC (RW, below); /* Pointer to the object stacked below this one */
234 object *ACC (RW, above); /* Pointer to the object stacked above this one */
235 /* Note: stacked in the *same* environment */
236 object *inv; /* Pointer to the first object in the inventory */
237
238 //TODO: container must move into client
239 object_ptr ACC (RW, container); /* Current container being used. I think this
240 * is only used by the player right now.
241 */
242 object *ACC (RW, env); /* Pointer to the object which is the environment.
243 * This is typically the container that the object is in.
244 */
245 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
247 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */
249
250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 bool write (object_freezer &f);
253
254 MTH static object *create ();
255 object &operator =(const object &src);
256 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to
258 void do_destroy ();
259 void gather_callbacks (AV *&callbacks, event_type event) const;
260 MTH void destroy (bool destroy_inventory = false);
261
262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 MTH void destroy_inv (bool drop_to_ground = false);
264 MTH object *insert (object *item); // insert into inventory
265 void do_remove ();
266 MTH void remove ()
267 {
268 if (!flag [FLAG_REMOVED])
269 do_remove ();
270 }
271
272 static bool can_merge_slow (object *op1, object *op2);
273
274 // this is often used in time-critical code, so optimise
275 MTH static bool can_merge (object *op1, object *op2)
276 {
277 return op1->value == op2->value
278 && op1->name == op2->name
279 && can_merge_slow (op1, op2);
280 }
281
282 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob);
285
286 MTH void open_container (object *new_container);
287 MTH void close_container ()
288 {
289 open_container (0);
290 }
291
292 MTH void instantiate ();
293
294 // recalculate all stats
295 MTH void update_stats ();
296 MTH void roll_stats ();
297 MTH void swap_stats (int a, int b);
298 MTH void add_statbonus ();
299 MTH void remove_statbonus ();
300 MTH void drain_stat ();
301 MTH void drain_specific_stat (int deplete_stats);
302 MTH void change_luck (int value);
303
304 // info must hold 256 * 3 bytes currently
305 const char *debug_desc (char *info) const;
306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
307 const char *flag_desc (char *desc, int len) const;
308
309 int number_of () const
310 {
311 return nrof ? nrof : 1;
312 }
313
314 uint64 total_weight () const
315 {
316 return weight * number_of ();
317 }
318
319 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const;
321
322 // return the volume of this object in cm³
323 uint64 volume () const
324 {
325 return total_weight ()
326 * 1000
327 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density;
329 }
330
331 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
332 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
333 || type == CLOAK || type == BOOTS || type == GLOVES
334 || type == BRACERS || type == GIRDLE; }
335 MTH bool is_alive () const { return (type == PLAYER
336 || flag [FLAG_MONSTER]
337 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
338 && !flag [FLAG_IS_A_TEMPLATE]; }
339 MTH bool is_arrow () const { return type == ARROW
340 || (type == SPELL_EFFECT
341 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
343
344 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
345
346 // temporary: wether the object can be saved in a map file
347 // contr => is a player
348 // head => only save head of a multitile object
349 // owner => can not reference owner yet
350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
351
352 /* This return true if object has still randomitems which
353 * could be expanded.
354 */
355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
356
357 // returns the player that has this object in his inventory, or 0
358 MTH object *in_player () const
359 {
360 for (object *op = env; op; op = op->env)
361 if (op->type == PLAYER)
362 return op;
363
364 return 0;
365 }
366
367 // "temporary" helper function
368 MTH object *head_ ()
369 {
370 return head ? head : this;
371 }
372
373 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0);
377
378 // If this object has no extra parts but should have them,
379 // add them, effectively expanding heads into multipart
380 // objects. This method only works on objects not inserted
381 // anywhere.
382 MTH void expand_tail ();
383
384 MTH void create_treasure (treasurelist *tl, int flags = 0);
385
386 // insert object at same map position as 'where'
387 // handles both inventory and map "positions"
388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
389
390 MTH void activate ();
391 MTH void deactivate ();
392 MTH void activate_recursive ();
393 MTH void deactivate_recursive ();
394
395 // set the givne flag on all objects in the inventory recursively
396 MTH void set_flag_inv (int flag, int value = 1);
397
398 void enter_exit (object *exit);//Perl
399 MTH void enter_map (maptile *newmap, int x, int y);
400
401 // returns the mapspace this object is in
402 mapspace &ms () const;
403
404 // fully recursive iterator
405 struct iterator_base
406 {
407 object *item;
408
409 iterator_base (object *container)
410 : item (container)
411 {
412 }
413
414 operator object *() const { return item; }
415
416 object *operator ->() const { return item; }
417 object &operator * () const { return *item; }
418 };
419
420 MTH unsigned int random_seed () const
421 {
422 return (unsigned int)uuid.seq;
423 }
424
425 // depth-first recursive iterator
426 struct depth_iterator : iterator_base
427 {
428 depth_iterator (object *container);
429 void next ();
430 object *operator ++( ) { next (); return item; }
431 object *operator ++(int) { object *i = item; next (); return i; }
432 };
433
434 object *begin ()
435 {
436 return this;
437 }
438
439 object *end ()
440 {
441 return this;
442 }
443
444 /* This returns TRUE if the object is something that
445 * should be displayed in the floorbox/inventory window
446 */
447 MTH bool client_visible () const
448 {
449 return !invisible && type != PLAYER;
450 }
451
452 MTH struct region *region () const;
453
454 protected:
455 friend struct archetype;
456
457 void link ();
458 void unlink ();
459
460 object ();
461 ~object ();
462 };
463
464 typedef object_vector<object, &object::index > objectvec;
465 typedef object_vector<object, &object::active> activevec;
466
467 extern objectvec objects;
468 extern activevec actives;
469
470 #define for_all_objects(var) \
471 for (unsigned _i = 0; _i < objects.size (); ++_i) \
472 declvar (object *, var, objects [_i])
473
474 #define for_all_actives(var) \
475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 declvar (object *, var, actives [_i])
477
478 typedef struct oblnk
479 { /* Used to link together several objects */
480 object_ptr ob;
481 struct oblnk *next;
482 } objectlink;
483
484 typedef struct oblinkpt
485 { /* Used to link together several object links */
486 struct oblnk *link;
487 long value; /* Used as connected value in buttons/gates */
488 struct oblinkpt *next;
489 } oblinkpt;
490
491 /*
492 * The archetype structure is a set of rules on how to generate and manipulate
493 * objects which point to archetypes.
494 * This probably belongs in arch.h, but there really doesn't appear to
495 * be much left in the archetype - all it really is is a holder for the
496 * object and pointers. This structure should get removed, and just replaced
497 * by the object structure
498 */
499
500 INTERFACE_CLASS (archetype)
501 struct archetype : zero_initialised, attachable
502 {
503 archetype ();
504 ~archetype ();
505 void gather_callbacks (AV *&callbacks, event_type event) const;
506
507 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create
509 static archetype *find (const char *name);
510
511 void hash_add (); // add to hashtable
512 void hash_del (); // remove from hashtable
513
514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
516 struct archetype *ACC (RW, head); /* The main part of a linked object */
517 struct archetype *ACC (RW, more); /* Next part of a linked object */
518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
522 * in comparison to the head.
523 */
524 };
525
526 /* Used by update_object to know if the object being passed is
527 * being added or removed.
528 */
529 #define UP_OBJ_INSERT 1
530 #define UP_OBJ_REMOVE 2
531 #define UP_OBJ_CHANGE 3
532 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
533
534 /* These are flags passed to insert_ob_in_map and
535 * insert_ob_in_ob. Note that all flags may not be meaningful
536 * for both functions.
537 * Most are fairly explanatory:
538 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
539 * on space.
540 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
541 * INS_NO_WALK_ON: Don't call check_walk_on against the
542 * originator - saves cpu time if you know the inserted object
543 * is not meaningful in terms of having an effect.
544 * INS_ON_TOP: Always put object on top. Generally only needed when loading
545 * files from disk and ordering needs to be preserved.
546 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
547 * Use for treasure chests so the new object is the highest thing
548 * beneath the player, but not actually above it. Note - the
549 * map and x,y coordinates for the object to be inserted must
550 * match the originator.
551 * INS_MAP_LOAD: disable lots of checkings done at insertion to
552 * speed up map loading process, as we assume the ordering in
553 * loaded map is correct.
554 *
555 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
556 * are mutually exclusive. The behaviour for passing more than one
557 * should be considered undefined - while you may notice what happens
558 * right now if you pass more than one, that could very well change
559 * in future revisions of the code.
560 */
561 #define INS_NO_MERGE 0x0001
562 #define INS_ABOVE_FLOOR_ONLY 0x0002
563 #define INS_NO_WALK_ON 0x0004
564 #define INS_ON_TOP 0x0008
565 #define INS_BELOW_ORIGINATOR 0x0010
566 #define INS_MAP_LOAD 0x0020
567
568 #define ARCH_SINGULARITY "singularity"
569 #define ARCH_DETECT_MAGIC "detect_magic"
570 #define ARCH_DEPLETION "depletion"
571 #define ARCH_SYMPTOM "symptom"
572
573 #endif
574