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/cvs/deliantra/server/include/object.h
Revision: 1.51
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +11 -17 lines
Log Message:
further cleanups and oofication

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 extern const uint64 UUID_SKIP;
69
70 /* Definition for WILL_APPLY values. Replaces having harcoded values
71 * sprinkled in the code. Note that some of these also replace fields
72 * that were in the can_apply area. What is the point of having both
73 * can_apply and will_apply?
74 */
75 #define WILL_APPLY_HANDLE 0x01
76 #define WILL_APPLY_TREASURE 0x02
77 #define WILL_APPLY_EARTHWALL 0x04
78 #define WILL_APPLY_DOOR 0x08
79 #define WILL_APPLY_FOOD 0x10
80
81 /* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. ->copy_to ()
84 */
85
86 typedef refptr<object> object_ptr;
87 typedef refptr<archetype> arch_ptr;
88
89 // these are not being copied
90 ACC_CLASS (object)
91 struct object_keep : refcounted
92 {
93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118 };
119
120 // these are being copied
121 struct object_copy : attachable<object>
122 {
123 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* If this is an exit, this is the filename */
129 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
131 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142 };
143
144 // these are being copied and also cleared
145 struct object_pod
146 {
147 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
149 float ACC (RW, speed); /* The overall speed of this object */
150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
151 uint32 ACC (RW, nrof); /* How many of the objects */
152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154
155 /* This next big block are basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, material); /* What materials this object consist of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp.
170 */
171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
174 sint16 ACC (RW, last_eat); /* How long since we last ate */
175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
178 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */
191
192 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */
201
202 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically
204 * only used in spells.
205 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
214
215 /* Following are values used by any object */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
228
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236 };
237
238 struct object : zero_initialised, object_keep, object_copy, object_pod
239 {
240 typedef unordered_vector<object *> vector;
241
242 static vector mortals;
243 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
250 void destroy (bool destroy_inventory = false);
251 void remove ();
252 object *insert (object *item); // insert into inventory
253
254 static void free_mortals ();
255 static bool can_merge_slow (object *op1, object *op2);
256
257 // this is often used in time-critical code, so optimise
258 static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value != op2->value
261 && op1->name != op2->name
262 && can_merge_slow (op1, op2);
263 }
264
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const;
281 const char *debug_desc () const;
282
283 // fully recursive iterator
284 struct iterator_base
285 {
286 object *item;
287
288 iterator_base (object *container)
289 : item (container)
290 {
291 }
292
293 operator object *() const { return item; }
294
295 object *operator ->() const { return item; }
296 object &operator * () const { return *item; }
297 };
298
299 // depth-first recursive iterator
300 struct depth_iterator : iterator_base
301 {
302 depth_iterator (object *container);
303 void next ();
304 object *operator ++( ) { next (); return item; }
305 object *operator ++(int) { object *i = item; next (); return i; }
306 };
307
308 object *begin ()
309 {
310 return this;
311 }
312
313 object *end ()
314 {
315 return this;
316 }
317
318 protected:
319 friend struct archetype;
320
321 void link ();
322 void unlink ();
323
324 object ();
325 ~object ();
326 };
327
328 typedef struct oblnk
329 { /* Used to link together several objects */
330 object_ptr ob;
331 struct oblnk *next;
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, refcounted
352 {
353 archetype ();
354 ~archetype ();
355
356 static archetype *find (const char *arch);
357
358 void hash_add (); // add to hastable
359 void hash_del (); // remove from hashtable
360
361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
363 struct archetype *ACC (RW, head); /* The main part of a linked object */
364 struct archetype *ACC (RW, more); /* Next part of a linked object */
365 object ACC (RO, clone); /* An object from which to do ->copy_to () */
366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
368 * in comparison to the head.
369 */
370 };
371
372 extern object *objects;
373 extern object *active_objects;
374
375 extern int nrofallocobjects;
376
377 /* This returns TRUE if the object is something that
378 * should be displayed in the look window
379 */
380 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
381
382 /* Used by update_object to know if the object being passed is
383 * being added or removed.
384 */
385 #define UP_OBJ_INSERT 1
386 #define UP_OBJ_REMOVE 2
387 #define UP_OBJ_CHANGE 3
388 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
389
390 /* These are flags passed to insert_ob_in_map and
391 * insert_ob_in_ob. Note that all flags may not be meaningful
392 * for both functions.
393 * Most are fairly explanatory:
394 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
395 * on space.
396 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
397 * INS_NO_WALK_ON: Don't call check_walk_on against the
398 * originator - saves cpu time if you know the inserted object
399 * is not meaningful in terms of having an effect.
400 * INS_ON_TOP: Always put object on top. Generally only needed when loading
401 * files from disk and ordering needs to be preserved.
402 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
403 * Use for treasure chests so the new object is the highest thing
404 * beneath the player, but not actually above it. Note - the
405 * map and x,y coordinates for the object to be inserted must
406 * match the originator.
407 * INS_MAP_LOAD: disable lots of checkings done at insertion to
408 * speed up map loading process, as we assume the ordering in
409 * loaded map is correct.
410 *
411 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
412 * are mutually exclusive. The behaviour for passing more than one
413 * should be considered undefined - while you may notice what happens
414 * right now if you pass more than one, that could very well change
415 * in future revisions of the code.
416 */
417 #define INS_NO_MERGE 0x0001
418 #define INS_ABOVE_FLOOR_ONLY 0x0002
419 #define INS_NO_WALK_ON 0x0004
420 #define INS_ON_TOP 0x0008
421 #define INS_BELOW_ORIGINATOR 0x0010
422 #define INS_MAP_LOAD 0x0020
423
424 #define ARCH_SINGULARITY "singularity"
425 #define ARCH_SINGULARITY_LEN 11
426 #define ARCH_DETECT_MAGIC "detect_magic"
427 #define ARCH_DEPLETION "depletion"
428 #define ARCH_SYMPTOM "symptom"
429
430 #endif
431