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/cvs/deliantra/server/include/object.h
Revision: 1.34
Committed: Wed Sep 13 02:05:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +16 -1 lines
Log Message:
preliminary uuid support

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 {
38 const char *save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */
41 } Body_Locations;
42
43 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
44
45 /*
46 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'.
48 *
49 * key and value are shared-strings.
50 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
52 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason.
54 */
55 struct key_value
56 {
57 key_value *next;
58 shstr key, value;
59 };
60
61 struct UUID
62 {
63 uint64 seq;
64 };
65
66 extern void init_uuid ();
67 extern UUID gen_uuid ();
68
69 /* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply?
73 */
74 #define WILL_APPLY_HANDLE 0x01
75 #define WILL_APPLY_TREASURE 0x02
76 #define WILL_APPLY_EARTHWALL 0x04
77 #define WILL_APPLY_DOOR 0x08
78 #define WILL_APPLY_FOOD 0x10
79
80 /* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object.
83 */
84
85 // these are not being copied
86 ACC_CLASS (object)
87 struct object_keep : refcounted
88 {
89 tag_t ACC (RW, count); /* Unique object number for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113 };
114
115 // these are being copied
116 struct object_copy : attachable<object>
117 {
118 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
119 shstr ACC (RW, name); /* The name of the object, obviously... */
120 shstr ACC (RW, name_pl); /* The plural name of the object */
121 shstr ACC (RW, title); /* Of foo, etc */
122 shstr ACC (RW, race); /* human, goblin, dragon, etc */
123 shstr ACC (RW, slaying); /* Which race to do double damage to */
124 /* If this is an exit, this is the filename */
125 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
126 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
127 shstr ACC (RW, lore); /* Obscure information about this object, */
128 /* To get put into books and the like. */
129 shstr ACC (RW, materialname); /* specific material name */
130 shstr ACC (RW, custom_name); /* Custom name assigned by player */
131 };
132
133 // these are being copied and also cleared
134 struct object_pod
135 {
136 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
137 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */
139 uint32 ACC (RW, nrof); /* How many of the objects */
140 New_Face *ACC (RW, face); /* Face with colors */
141 sint8 ACC (RW, direction); /* Means the object is moving that way. */
142 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
143
144 /* This next big block are basically used for monsters and equipment */
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
147 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
148 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
149 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
150 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
151 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
152 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
153 uint16 ACC (RW, material); /* What materials this object consist of */
154 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
155 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
156 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
157 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp.
159 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
165 sint16 ACC (RW, level); /* Level of creature or object */
166 uint8 ACC (RW, pick_up); /* See crossfire.doc */
167 sint8 ACC (RW, item_power); /* power rating of the object */
168 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
169 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
170 sint32 ACC (RW, weight); /* Attributes of the object */
171 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
172 sint32 ACC (RW, carrying); /* How much weight this object contains */
173 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 sint64 ACC (RW, perm_exp); /* Permanent exp */
175 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
176 uint32 ACC (RW, weapontype); /* type of weapon */
177 uint32 ACC (RW, tooltype); /* type of tool or build facility */
178 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
179 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
180 /* See the doc/Developers/objects for more info about body locations */
181
182 /* Following mostly refers to fields only used for monsters */
183 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
184 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
189 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
190 /* changes made by kholland@sunlab.cit.cornell.edu */
191 /* allows different movement patterns for attackers */
192 sint32 ACC (RW, move_status); /* What stage in attack mode */
193 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
194 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
195 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */
198
199 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically
201 * only used in spells.
202 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
205 uint16 ACC (RW, start_holding);
206 struct object *ACC (RW, spell); /* Spell that was being cast */
207 char *ACC (RW, spellarg);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212
213 /* Following are values used by any object */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 /* this objects turns into or what this object creates */
217 uint32 flags[4]; /* various flags */
218 uint16 ACC (RW, animation_id); /* An index into the animation array */
219 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
220 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
221 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
222 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
223 uint8 ACC (RW, will_apply); /* See crossfire.doc */
224
225 MoveType ACC (RW, move_type); /* Type of movement this object uses */
226 MoveType ACC (RW, move_block); /* What movement types this blocks */
227 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
228 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
229 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
230 MoveType ACC (RW, move_slow); /* Movement types this slows down */
231 float ACC (RW, 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 object *create ();
238 void free (bool free_inventory = false);
239
240 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2);
242
243 void clear ();
244 void clone (object *destination);
245
246 void instantiate ()
247 {
248 if (!uuid.seq) // HACK
249 uuid = gen_uuid ();
250
251 attachable<object>::instantiate ();
252 }
253
254 void set_owner (object *owner);
255 object *get_owner ();
256
257 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const;
259 const char *debug_desc () const;
260
261 // fully recursive iterator
262 struct iterator_base
263 {
264 object *item;
265
266 iterator_base (object *container)
267 : item (container)
268 {
269 }
270
271 operator object *() const { return item; }
272
273 object *operator ->() const { return item; }
274 object &operator * () const { return *item; }
275 };
276
277 // depth-first recursive iterator
278 struct depth_iterator : iterator_base
279 {
280 depth_iterator (object *container);
281 void next ();
282 object *operator ++( ) { next (); return item; }
283 object *operator ++(int) { object *i = item; next (); return i; }
284 };
285
286 object *begin ()
287 {
288 return this;
289 }
290
291 object *end ()
292 {
293 return this;
294 }
295
296 protected:
297 friend struct archetype;
298
299 void link ();
300 void unlink ();
301
302 object ();
303 ~object ();
304 };
305
306 #define get_object() object::create ()
307 #define free_object(op) (op)->free (0)
308 #define free_object2(op, free_inv) (op)->free (free_inv)
309 #define clear_owner(op) (op)->owner = 0
310 #define copy_owner(op,other) (op)->owner = (other)->owner
311 #define clear_object(op) (op)->clear ()
312
313 static inline object *
314 get_owner (object *op)
315 {
316 return op->get_owner ();
317 }
318
319 static inline void
320 set_owner (object *op, object *owner)
321 {
322 op->set_owner (owner);
323 }
324
325 #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
326
327 typedef struct oblnk
328 { /* Used to link together several objects */
329 object *ob;
330 struct oblnk *next;
331 tag_t id;
332 } objectlink;
333
334 typedef struct oblinkpt
335 { /* Used to link together several object links */
336 struct oblnk *link;
337 long value; /* Used as connected value in buttons/gates */
338 struct oblinkpt *next;
339 } oblinkpt;
340
341 /*
342 * The archetype structure is a set of rules on how to generate and manipulate
343 * objects which point to archetypes.
344 * This probably belongs in arch.h, but there really doesn't appear to
345 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure
348 */
349
350 ACC_CLASS(archetype)
351 struct archetype : zero_initialised
352 {
353 archetype ();
354 ~archetype ();
355
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head.
364 */
365 };
366
367 extern object *objects;
368 extern object *active_objects;
369
370 extern int nrofallocobjects;
371
372 /* This returns TRUE if the object is something that
373 * should be displayed in the look window
374 */
375 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
376
377 /* Used by update_object to know if the object being passed is
378 * being added or removed.
379 */
380 #define UP_OBJ_INSERT 1
381 #define UP_OBJ_REMOVE 2
382 #define UP_OBJ_CHANGE 3
383 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
384
385 /* These are flags passed to insert_ob_in_map and
386 * insert_ob_in_ob. Note that all flags may not be meaningful
387 * for both functions.
388 * Most are fairly explanatory:
389 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
390 * on space.
391 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
392 * INS_NO_WALK_ON: Don't call check_walk_on against the
393 * originator - saves cpu time if you know the inserted object
394 * is not meaningful in terms of having an effect.
395 * INS_ON_TOP: Always put object on top. Generally only needed when loading
396 * files from disk and ordering needs to be preserved.
397 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
398 * Use for treasure chests so the new object is the highest thing
399 * beneath the player, but not actually above it. Note - the
400 * map and x,y coordinates for the object to be inserted must
401 * match the originator.
402 * INS_MAP_LOAD: disable lots of checkings done at insertion to
403 * speed up map loading process, as we assume the ordering in
404 * loaded map is correct.
405 *
406 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
407 * are mutually exclusive. The behaviour for passing more than one
408 * should be considered undefined - while you may notice what happens
409 * right now if you pass more than one, that could very well change
410 * in future revisions of the code.
411 */
412 #define INS_NO_MERGE 0x0001
413 #define INS_ABOVE_FLOOR_ONLY 0x0002
414 #define INS_NO_WALK_ON 0x0004
415 #define INS_ON_TOP 0x0008
416 #define INS_BELOW_ORIGINATOR 0x0010
417 #define INS_MAP_LOAD 0x0020
418
419 #define ARCH_SINGULARITY "singularity"
420 #define ARCH_SINGULARITY_LEN 11
421 #define ARCH_DETECT_MAGIC "detect_magic"
422 #define ARCH_DEPLETION "depletion"
423 #define ARCH_SYMPTOM "symptom"
424
425 #endif