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/cvs/deliantra/server/include/object.h
Revision: 1.123
Committed: Thu May 17 20:27:01 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.122: +1 -1 lines
Log Message:
- more rewrite:
  change_skill now only changes the chosen_skill, nothing else.
  new flag to suppress skill tool behaviour of readying the skill
  when applying the tool, for use in find_skill.

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 enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51 };
52
53 enum slottype_t
54 {
55 slot_none,
56 slot_combat,
57 slot_ranged,
58 };
59
60 /* See common/item.c */
61
62 typedef struct Body_Locations
63 {
64 const char *save_name; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */
67 } Body_Locations;
68
69 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70
71 /*
72 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'.
74 *
75 * key and value are shared-strings.
76 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
78 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason.
80 */
81 struct key_value
82 {
83 key_value *next;
84 shstr key, value;
85 };
86
87 struct UUID
88 {
89 uint64 seq;
90
91 UUID () { }
92 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; }
95 };
96
97 extern void init_uuid ();
98 extern UUID gen_uuid ();
99 extern const uint64 UUID_SKIP;
100
101 /* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields
103 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply?
105 */
106 #define WILL_APPLY_HANDLE 0x01
107 #define WILL_APPLY_TREASURE 0x02
108 #define WILL_APPLY_EARTHWALL 0x04
109 #define WILL_APPLY_DOOR 0x08
110 #define WILL_APPLY_FOOD 0x10
111
112 /* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116
117 struct body_slot
118 {
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121 };
122
123 INTERFACE_CLASS (object)
124 // these are being copied
125 struct object_copy : attachable
126 {
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
136 shstr ACC (RW, name); /* The name of the object, obviously... */
137 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */
147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148 // materialtype_t *ACC (RW, material); /* What material this object consists of */
149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
154 object_ptr ACC (RW, spell); /* Spell that was being cast */
155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158
159 float ACC (RW, speed); /* The overall speed of this object */
160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
161 uint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
171 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185 sint8 ACC (RW, item_power); /* power rating of the object */
186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */
198
199 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208
209 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically
211 * only used in spells.
212 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233
234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238 #if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240 #endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247 };
248
249 struct object : zero_initialised, object_copy
250 {
251 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count);
256 int ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives
258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
260
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this
268 * is only used by the player right now.
269 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in.
272 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */
277
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
284 MTH static object *create ();
285 object &operator =(const object &src);
286 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to
288 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false);
291
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316
317 return this;
318 }
319
320 static bool can_merge_slow (object *op1, object *op2);
321
322 // this is often used in time-critical code, so optimise
323 MTH static bool can_merge (object *op1, object *op2)
324 {
325 return op1->value == op2->value
326 && op1->name == op2->name
327 && can_merge_slow (op1, op2);
328 }
329
330 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob);
333 MTH bool change_skill (object *ob);
334
335 MTH void open_container (object *new_container);
336 MTH void close_container ()
337 {
338 open_container (0);
339 }
340
341 MTH void instantiate ();
342
343 // recalculate all stats
344 MTH void update_stats ();
345 MTH void roll_stats ();
346 MTH void swap_stats (int a, int b);
347 MTH void add_statbonus ();
348 MTH void remove_statbonus ();
349 MTH void drain_stat ();
350 MTH void drain_specific_stat (int deplete_stats);
351 MTH void change_luck (int value);
352
353 // info must hold 256 * 3 bytes currently
354 const char *debug_desc (char *info) const;
355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
356 const char *flag_desc (char *desc, int len) const;
357
358 int number_of () const
359 {
360 return nrof ? nrof : 1;
361 }
362
363 uint64 total_weight () const
364 {
365 return weight * number_of ();
366 }
367
368 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const;
370
371 // return the volume of this object in cm³
372 uint64 volume () const
373 {
374 return total_weight ()
375 * 1000
376 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density;
378 }
379
380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
382 || type == CLOAK || type == BOOTS || type == GLOVES
383 || type == BRACERS || type == GIRDLE; }
384 MTH bool is_alive () const { return (type == PLAYER
385 || flag [FLAG_MONSTER]
386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
387 && !flag [FLAG_IS_A_TEMPLATE]; }
388 MTH bool is_arrow () const { return type == ARROW
389 || (type == SPELL_EFFECT
390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392
393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
394
395 // temporary: wether the object can be saved in a map file
396 // contr => is a player
397 // head => only save head of a multitile object
398 // owner => can not reference owner yet
399 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
400
401 /* This return true if object has still randomitems which
402 * could be expanded.
403 */
404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
405
406 // returns the player that has this object in his inventory, or 0
407 MTH object *in_player () const
408 {
409 for (object *op = env; op; op = op->env)
410 if (op->type == PLAYER)
411 return op;
412
413 return 0;
414 }
415
416 // "temporary" helper function
417 MTH object *head_ ()
418 {
419 return head ? head : this;
420 }
421
422 MTH std::string long_desc (object *who = 0);
423 MTH std::string describe_monster (object *who = 0);
424 MTH std::string describe_item (object *who = 0);
425 MTH std::string describe (object *who = 0);
426
427 // If this object has no extra parts but should have them,
428 // add them, effectively expanding heads into multipart
429 // objects. This method only works on objects not inserted
430 // anywhere.
431 MTH void expand_tail ();
432
433 MTH void create_treasure (treasurelist *tl, int flags = 0);
434
435 // insert object at same map position as 'where'
436 // handles both inventory and map "positions"
437 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
438
439 MTH void activate ();
440 MTH void deactivate ();
441 MTH void activate_recursive ();
442 MTH void deactivate_recursive ();
443
444 // set the givne flag on all objects in the inventory recursively
445 MTH void set_flag_inv (int flag, int value = 1);
446
447 void enter_exit (object *exit);//Perl
448 MTH void enter_map (maptile *newmap, int x, int y);
449
450 // returns the mapspace this object is in
451 mapspace &ms () const;
452
453 // fully recursive iterator
454 struct iterator_base
455 {
456 object *item;
457
458 iterator_base (object *container)
459 : item (container)
460 {
461 }
462
463 operator object *() const { return item; }
464
465 object *operator ->() const { return item; }
466 object &operator * () const { return *item; }
467 };
468
469 MTH unsigned int random_seed () const
470 {
471 return (unsigned int)uuid.seq;
472 }
473
474 // depth-first recursive iterator
475 struct depth_iterator : iterator_base
476 {
477 depth_iterator (object *container);
478 void next ();
479 object *operator ++( ) { next (); return item; }
480 object *operator ++(int) { object *i = item; next (); return i; }
481 };
482
483 object *begin ()
484 {
485 return this;
486 }
487
488 object *end ()
489 {
490 return this;
491 }
492
493 /* This returns TRUE if the object is something that
494 * should be displayed in the floorbox/inventory window
495 */
496 MTH bool client_visible () const
497 {
498 return !invisible && type != PLAYER;
499 }
500
501 MTH struct region *region () const;
502
503 protected:
504 friend struct archetype;
505
506 void link ();
507 void unlink ();
508
509 object ();
510 ~object ();
511 };
512
513 typedef object_vector<object, &object::index > objectvec;
514 typedef object_vector<object, &object::active> activevec;
515
516 extern objectvec objects;
517 extern activevec actives;
518
519 #define for_all_objects(var) \
520 for (unsigned _i = 0; _i < objects.size (); ++_i) \
521 declvar (object *, var, objects [_i])
522
523 #define for_all_actives(var) \
524 for (unsigned _i = 0; _i < actives.size (); ++_i) \
525 declvar (object *, var, actives [_i])
526
527 typedef struct oblnk
528 { /* Used to link together several objects */
529 object_ptr ob;
530 struct oblnk *next;
531 } objectlink;
532
533 typedef struct oblinkpt
534 { /* Used to link together several object links */
535 struct oblnk *link;
536 long value; /* Used as connected value in buttons/gates */
537 struct oblinkpt *next;
538 } oblinkpt;
539
540 object *find_skill_by_name (object *who, const char *name);
541 object *find_skill_by_name (object *who, const shstr &sh);
542 object *find_skill_by_number (object *who, int skillno);
543
544 /*
545 * The archetype structure is a set of rules on how to generate and manipulate
546 * objects which point to archetypes.
547 * This probably belongs in arch.h, but there really doesn't appear to
548 * be much left in the archetype - all it really is is a holder for the
549 * object and pointers. This structure should get removed, and just replaced
550 * by the object structure
551 */
552
553 INTERFACE_CLASS (archetype)
554 struct archetype : zero_initialised, attachable
555 {
556 archetype ();
557 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const;
559
560 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create
562 static archetype *find (const char *name);
563
564 void hash_add (); // add to hashtable
565 void hash_del (); // remove from hashtable
566
567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
569 struct archetype *ACC (RW, head); /* The main part of a linked object */
570 struct archetype *ACC (RW, more); /* Next part of a linked object */
571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 bool ACC (RW, linked); // linked into list of heads
574 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
575 * in comparison to the head.
576 */
577 };
578
579 /* Used by update_object to know if the object being passed is
580 * being added or removed.
581 */
582 #define UP_OBJ_INSERT 1
583 #define UP_OBJ_REMOVE 2
584 #define UP_OBJ_CHANGE 3
585 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
586
587 /* These are flags passed to insert_ob_in_map and
588 * insert_ob_in_ob. Note that all flags may not be meaningful
589 * for both functions.
590 * Most are fairly explanatory:
591 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
592 * on space.
593 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
594 * INS_NO_WALK_ON: Don't call check_walk_on against the
595 * originator - saves cpu time if you know the inserted object
596 * is not meaningful in terms of having an effect.
597 * INS_ON_TOP: Always put object on top. Generally only needed when loading
598 * files from disk and ordering needs to be preserved.
599 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
600 * Use for treasure chests so the new object is the highest thing
601 * beneath the player, but not actually above it. Note - the
602 * map and x,y coordinates for the object to be inserted must
603 * match the originator.
604 * INS_MAP_LOAD: disable lots of checkings done at insertion to
605 * speed up map loading process, as we assume the ordering in
606 * loaded map is correct.
607 *
608 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
609 * are mutually exclusive. The behaviour for passing more than one
610 * should be considered undefined - while you may notice what happens
611 * right now if you pass more than one, that could very well change
612 * in future revisions of the code.
613 */
614 #define INS_NO_MERGE 0x0001
615 #define INS_ABOVE_FLOOR_ONLY 0x0002
616 #define INS_NO_WALK_ON 0x0004
617 #define INS_ON_TOP 0x0008
618 #define INS_BELOW_ORIGINATOR 0x0010
619 #define INS_MAP_LOAD 0x0020
620
621 #define ARCH_SINGULARITY "singularity"
622 #define ARCH_DETECT_MAGIC "detect_magic"
623 #define ARCH_DEPLETION "depletion"
624 #define ARCH_SYMPTOM "symptom"
625
626 #endif
627