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/cvs/deliantra/server/include/object.h
Revision: 1.124
Committed: Fri May 18 12:13:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.123: +19 -18 lines
Log Message:
inv_splay => splay

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 static bool can_merge_slow (object *op1, object *op2);
303
304 // this is often used in time-critical code, so optimise
305 MTH static bool can_merge (object *op1, object *op2)
306 {
307 return op1->value == op2->value
308 && op1->name == op2->name
309 && can_merge_slow (op1, op2);
310 }
311
312 MTH void set_owner (object *owner);
313 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
316
317 MTH void open_container (object *new_container);
318 MTH void close_container ()
319 {
320 open_container (0);
321 }
322
323 MTH void instantiate ();
324
325 // recalculate all stats
326 MTH void update_stats ();
327 MTH void roll_stats ();
328 MTH void swap_stats (int a, int b);
329 MTH void add_statbonus ();
330 MTH void remove_statbonus ();
331 MTH void drain_stat ();
332 MTH void drain_specific_stat (int deplete_stats);
333 MTH void change_luck (int value);
334
335 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const;
337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
338 const char *flag_desc (char *desc, int len) const;
339
340 int number_of () const
341 {
342 return nrof ? nrof : 1;
343 }
344
345 uint64 total_weight () const
346 {
347 return weight * number_of ();
348 }
349
350 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const;
352
353 // return the volume of this object in cm³
354 uint64 volume () const
355 {
356 return total_weight ()
357 * 1000
358 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density;
360 }
361
362 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
364 || type == CLOAK || type == BOOTS || type == GLOVES
365 || type == BRACERS || type == GIRDLE; }
366 MTH bool is_alive () const { return (type == PLAYER
367 || flag [FLAG_MONSTER]
368 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
369 && !flag [FLAG_IS_A_TEMPLATE]; }
370 MTH bool is_arrow () const { return type == ARROW
371 || (type == SPELL_EFFECT
372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
374
375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
376
377 // temporary: wether the object can be saved in a map file
378 // contr => is a player
379 // head => only save head of a multitile object
380 // owner => can not reference owner yet
381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
382
383 /* This return true if object has still randomitems which
384 * could be expanded.
385 */
386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
387
388 // returns the player that has this object in his inventory, or 0
389 MTH object *in_player () const
390 {
391 for (object *op = env; op; op = op->env)
392 if (op->type == PLAYER)
393 return op;
394
395 return 0;
396 }
397
398 // "temporary" helper function
399 MTH object *head_ ()
400 {
401 return head ? head : this;
402 }
403
404 MTH std::string long_desc (object *who = 0);
405 MTH std::string describe_monster (object *who = 0);
406 MTH std::string describe_item (object *who = 0);
407 MTH std::string describe (object *who = 0);
408
409 // If this object has no extra parts but should have them,
410 // add them, effectively expanding heads into multipart
411 // objects. This method only works on objects not inserted
412 // anywhere.
413 MTH void expand_tail ();
414
415 MTH void create_treasure (treasurelist *tl, int flags = 0);
416
417 // insert object at same map position as 'where'
418 // handles both inventory and map "positions"
419 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
420
421 MTH void activate ();
422 MTH void deactivate ();
423 MTH void activate_recursive ();
424 MTH void deactivate_recursive ();
425
426 // set the givne flag on all objects in the inventory recursively
427 MTH void set_flag_inv (int flag, int value = 1);
428
429 void enter_exit (object *exit);//Perl
430 MTH void enter_map (maptile *newmap, int x, int y);
431
432 // returns the mapspace this object is in
433 mapspace &ms () const;
434
435 // fully recursive iterator
436 struct iterator_base
437 {
438 object *item;
439
440 iterator_base (object *container)
441 : item (container)
442 {
443 }
444
445 operator object *() const { return item; }
446
447 object *operator ->() const { return item; }
448 object &operator * () const { return *item; }
449 };
450
451 MTH unsigned int random_seed () const
452 {
453 return (unsigned int)uuid.seq;
454 }
455
456 // depth-first recursive iterator
457 struct depth_iterator : iterator_base
458 {
459 depth_iterator (object *container);
460 void next ();
461 object *operator ++( ) { next (); return item; }
462 object *operator ++(int) { object *i = item; next (); return i; }
463 };
464
465 object *begin ()
466 {
467 return this;
468 }
469
470 object *end ()
471 {
472 return this;
473 }
474
475 /* This returns TRUE if the object is something that
476 * should be displayed in the floorbox/inventory window
477 */
478 MTH bool client_visible () const
479 {
480 return !invisible && type != PLAYER;
481 }
482
483 MTH struct region *region () const;
484
485 protected:
486 friend struct archetype;
487
488 void link ();
489 void unlink ();
490
491 object ();
492 ~object ();
493 };
494
495 // move this object to the top of its env's inventory to speed up
496 // searches for it.
497 static object *
498 splay (object *ob)
499 {
500 if (ob->env && ob->env->inv != ob)
501 {
502 if (ob->above) ob->above->below = ob->below;
503 if (ob->below) ob->below->above = ob->above;
504
505 ob->above = 0;
506 ob->below = ob->env->inv;
507 ob->below->above = ob;
508 ob->env->inv = ob;
509 }
510
511 return ob;
512 }
513
514 typedef object_vector<object, &object::index > objectvec;
515 typedef object_vector<object, &object::active> activevec;
516
517 extern objectvec objects;
518 extern activevec actives;
519
520 #define for_all_objects(var) \
521 for (unsigned _i = 0; _i < objects.size (); ++_i) \
522 declvar (object *, var, objects [_i])
523
524 #define for_all_actives(var) \
525 for (unsigned _i = 0; _i < actives.size (); ++_i) \
526 declvar (object *, var, actives [_i])
527
528 typedef struct oblnk
529 { /* Used to link together several objects */
530 object_ptr ob;
531 struct oblnk *next;
532 } objectlink;
533
534 typedef struct oblinkpt
535 { /* Used to link together several object links */
536 struct oblnk *link;
537 long value; /* Used as connected value in buttons/gates */
538 struct oblinkpt *next;
539 } oblinkpt;
540
541 object *find_skill_by_name (object *who, const char *name);
542 object *find_skill_by_name (object *who, const shstr &sh);
543 object *find_skill_by_number (object *who, int skillno);
544
545 /*
546 * The archetype structure is a set of rules on how to generate and manipulate
547 * objects which point to archetypes.
548 * This probably belongs in arch.h, but there really doesn't appear to
549 * be much left in the archetype - all it really is is a holder for the
550 * object and pointers. This structure should get removed, and just replaced
551 * by the object structure
552 */
553
554 INTERFACE_CLASS (archetype)
555 struct archetype : zero_initialised, attachable
556 {
557 archetype ();
558 ~archetype ();
559 void gather_callbacks (AV *&callbacks, event_type event) const;
560
561 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create
563 static archetype *find (const char *name);
564
565 void hash_add (); // add to hashtable
566 void hash_del (); // remove from hashtable
567
568 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
569 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
570 struct archetype *ACC (RW, head); /* The main part of a linked object */
571 struct archetype *ACC (RW, more); /* Next part of a linked object */
572 object ACC (RO, clone); /* An object from which to do ->copy_to () */
573 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
574 bool ACC (RW, linked); // linked into list of heads
575 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
576 * in comparison to the head.
577 */
578 };
579
580 /* Used by update_object to know if the object being passed is
581 * being added or removed.
582 */
583 #define UP_OBJ_INSERT 1
584 #define UP_OBJ_REMOVE 2
585 #define UP_OBJ_CHANGE 3
586 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
587
588 /* These are flags passed to insert_ob_in_map and
589 * insert_ob_in_ob. Note that all flags may not be meaningful
590 * for both functions.
591 * Most are fairly explanatory:
592 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
593 * on space.
594 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
595 * INS_NO_WALK_ON: Don't call check_walk_on against the
596 * originator - saves cpu time if you know the inserted object
597 * is not meaningful in terms of having an effect.
598 * INS_ON_TOP: Always put object on top. Generally only needed when loading
599 * files from disk and ordering needs to be preserved.
600 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
601 * Use for treasure chests so the new object is the highest thing
602 * beneath the player, but not actually above it. Note - the
603 * map and x,y coordinates for the object to be inserted must
604 * match the originator.
605 * INS_MAP_LOAD: disable lots of checkings done at insertion to
606 * speed up map loading process, as we assume the ordering in
607 * loaded map is correct.
608 *
609 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
610 * are mutually exclusive. The behaviour for passing more than one
611 * should be considered undefined - while you may notice what happens
612 * right now if you pass more than one, that could very well change
613 * in future revisions of the code.
614 */
615 #define INS_NO_MERGE 0x0001
616 #define INS_ABOVE_FLOOR_ONLY 0x0002
617 #define INS_NO_WALK_ON 0x0004
618 #define INS_ON_TOP 0x0008
619 #define INS_BELOW_ORIGINATOR 0x0010
620 #define INS_MAP_LOAD 0x0020
621
622 #define ARCH_SINGULARITY "singularity"
623 #define ARCH_DETECT_MAGIC "detect_magic"
624 #define ARCH_DEPLETION "depletion"
625 #define ARCH_SYMPTOM "symptom"
626
627 #endif
628