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/cvs/deliantra/server/include/object.h
Revision: 1.19
Committed: Mon Sep 4 16:46:32 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +4 -0 lines
Log Message:
major map loading speedups

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include "cfperl.h"
28 #include "shstr.h"
29
30 typedef uint32 tag_t;
31 #define NUM_BODY_LOCATIONS 12
32 #define BODY_ARMS 1
33
34 /* See common/item.c */
35
36 typedef struct Body_Locations {
37 const char *save_name; /* Name used to load/save it to disk */
38 const char *use_name; /* Name used when describing an item we can use */
39 const char *nonuse_name; /* Name to describe objects we can't use */
40 } Body_Locations;
41
42 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43
44 /*
45 * Each object (this also means archetypes!) could have a few of these
46 * "dangling" from it; this could also end up containing 'parse errors'.
47 *
48 * key and value are shared-strings.
49 *
50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51 * accessing the list directly.
52 * Exception is if you want to walk this list for some reason.
53 */
54 struct key_value {
55 key_value *next;
56 shstr key, value;
57 };
58
59
60 /* Definition for WILL_APPLY values. Replaces having harcoded values
61 * sprinkled in the code. Note that some of these also replace fields
62 * that were in the can_apply area. What is the point of having both
63 * can_apply and will_apply?
64 */
65 #define WILL_APPLY_HANDLE 0x1
66 #define WILL_APPLY_TREASURE 0x2
67 #define WILL_APPLY_EARTHWALL 0x4
68 #define WILL_APPLY_DOOR 0x8
69 #define WILL_APPLY_FOOD 0x10
70
71
72 /* However, if you're keeping a pointer of some sort, you probably
73 * don't just want it copied, so you'll need to add to common/object.C,
74 * e.g. copy_object.
75 */
76
77 // these are not being copied
78 struct object_keep
79 {
80 tag_t count; /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */
82
83 /* These variables are not changed by copy_object() */
84 struct pl *contr; /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/
87 struct object *active_next; /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */
89 /* so that the entire object list does not */
90 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/
94 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this
96 * is only used by the player right now.
97 */
98 struct object *env; /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in.
100 */
101 struct object *more; /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104 };
105
106 // these are being copied
107 struct object_copy : attachable<object>
108 {
109 /* These get an extra add_refcount(), after having been copied by memcpy().
110 * All fields beow this point are automatically copied by memcpy. If
111 * adding something that needs a refcount updated, make sure you modify
112 * copy_object to do so. Everything below here also gets cleared
113 * by clear_object()
114 */
115 shstr name; /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */
117 shstr title; /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */
124 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */
127 };
128
129 // these are being copied and also cleared
130 struct object_pod
131 {
132 sint16 x,y; /* Position in the map for this object */
133 float speed; /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */
139
140 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp.
156 */
157 sint32 last_heal; /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */
162 uint8 pick_up; /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */
170 sint64 perm_exp; /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
176 /* See the doc/Developers/objects for more info about body locations */
177
178 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */
199
200 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically
202 * only used in spells.
203 */
204 sint16 duration; /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding;
209 char *spellarg;
210 uint8 dam_modifier; /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */
213
214 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */
219 uint16 animation_id; /* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/
224
225 MoveType move_type; /* Type of movement this object uses */
226 MoveType move_block; /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */
228 MoveType move_on; /* Move types affected moving on to this space */
229 MoveType move_off; /* Move types affected moving off this space */
230 MoveType move_slow; /* Movement types this slows down */
231 float move_slow_penalty; /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */
233 };
234
235 struct object : zero_initialised, object_keep, object_copy, object_pod
236 {
237 static bool can_merge (object *op1, object *op2);
238
239 void clear ();
240 void clone (object *destination);
241 };
242
243 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
244
245 typedef struct oblnk { /* Used to link together several objects */
246 object *ob;
247 struct oblnk *next;
248 tag_t id;
249 } objectlink;
250
251 typedef struct oblinkpt { /* Used to link together several object links */
252 struct oblnk *link;
253 long value; /* Used as connected value in buttons/gates */
254 struct oblinkpt *next;
255 } oblinkpt;
256
257 /*
258 * The archetype structure is a set of rules on how to generate and manipulate
259 * objects which point to archetypes.
260 * This probably belongs in arch.h, but there really doesn't appear to
261 * be much left in the archetype - all it really is is a holder for the
262 * object and pointers. This structure should get removed, and just replaced
263 * by the object structure
264 */
265
266 typedef struct archt : zero_initialised
267 {
268 shstr name; /* More definite name, like "generate_kobold" */
269 struct archt *next; /* Next archetype in a linked list */
270 struct archt *head; /* The main part of a linked object */
271 struct archt *more; /* Next part of a linked object */
272 object clone; /* An object from which to do copy_object() */
273 uint32 editable; /* editable flags (mainly for editor) */
274 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
275 * in comparison to the head.
276 */
277 } archetype;
278
279 extern object *objects;
280 extern object *active_objects;
281
282 extern int nrofallocobjects;
283
284 /* This returns TRUE if the object is something that
285 * should be displayed in the look window
286 */
287 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
288
289 /* Used by update_object to know if the object being passed is
290 * being added or removed.
291 */
292 #define UP_OBJ_INSERT 1
293 #define UP_OBJ_REMOVE 2
294 #define UP_OBJ_CHANGE 3
295 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
296
297 /* These are flags passed to insert_ob_in_map and
298 * insert_ob_in_ob. Note that all flags may not be meaningful
299 * for both functions.
300 * Most are fairly explanatory:
301 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
302 * on space.
303 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
304 * INS_NO_WALK_ON: Don't call check_walk_on against the
305 * originator - saves cpu time if you know the inserted object
306 * is not meaningful in terms of having an effect.
307 * INS_ON_TOP: Always put object on top. Generally only needed when loading
308 * files from disk and ordering needs to be preserved.
309 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
310 * Use for treasure chests so the new object is the highest thing
311 * beneath the player, but not actually above it. Note - the
312 * map and x,y coordinates for the object to be inserted must
313 * match the originator.
314 * INS_MAP_LOAD: disable lots of checkings done at insertion to
315 * speed up map loading process, as we assume the ordering in
316 * loaded map is correct.
317 *
318 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
319 * are mutually exclusive. The behaviour for passing more than one
320 * should be considered undefined - while you may notice what happens
321 * right now if you pass more than one, that could very well change
322 * in future revisions of the code.
323 */
324 #define INS_NO_MERGE 0x0001
325 #define INS_ABOVE_FLOOR_ONLY 0x0002
326 #define INS_NO_WALK_ON 0x0004
327 #define INS_ON_TOP 0x0008
328 #define INS_BELOW_ORIGINATOR 0x0010
329 #define INS_MAP_LOAD 0x0020
330
331 #define ARCH_SINGULARITY "singularity"
332 #define ARCH_SINGULARITY_LEN 11
333 #define ARCH_DETECT_MAGIC "detect_magic"
334 #define ARCH_DEPLETION "depletion"
335 #define ARCH_SYMPTOM "symptom"
336
337 #endif