ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.53
Committed: Wed Dec 13 18:08:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +5 -0 lines
Log Message:
started simplifying network code

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 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
69 };
70
71 extern void init_uuid ();
72 extern UUID gen_uuid ();
73 extern const uint64 UUID_SKIP;
74
75 /* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply?
79 */
80 #define WILL_APPLY_HANDLE 0x01
81 #define WILL_APPLY_TREASURE 0x02
82 #define WILL_APPLY_EARTHWALL 0x04
83 #define WILL_APPLY_DOOR 0x08
84 #define WILL_APPLY_FOOD 0x10
85
86 /* However, if you're keeping a pointer of some sort, you probably
87 * don't just want it copied, so you'll need to add to common/object.C,
88 * e.g. ->copy_to ()
89 */
90
91 typedef refptr<object> object_ptr;
92 typedef refptr<archetype> arch_ptr;
93
94 // these are not being copied
95 ACC_CLASS (object)
96 struct object_keep : refcounted
97 {
98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
103 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123 };
124
125 // these are being copied
126 struct object_copy : attachable<object>
127 {
128 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 };
148
149 // these are being copied and also cleared
150 struct object_pod
151 {
152 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
175 */
176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 ACC (RW, item_power); /* power rating of the object */
184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */
196
197 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */
200 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */
206
207 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically
209 * only used in spells.
210 */
211 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
213 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241 };
242
243 struct object : zero_initialised, object_keep, object_copy, object_pod
244 {
245 typedef unordered_vector<object *> vector;
246
247 static vector mortals;
248 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects"
251
252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
258
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
269
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
275
276 void instantiate ()
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280
281 attachable<object>::instantiate ();
282 }
283
284 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const;
286 const char *debug_desc () const;
287
288 // fully recursive iterator
289 struct iterator_base
290 {
291 object *item;
292
293 iterator_base (object *container)
294 : item (container)
295 {
296 }
297
298 operator object *() const { return item; }
299
300 object *operator ->() const { return item; }
301 object &operator * () const { return *item; }
302 };
303
304 // depth-first recursive iterator
305 struct depth_iterator : iterator_base
306 {
307 depth_iterator (object *container);
308 void next ();
309 object *operator ++( ) { next (); return item; }
310 object *operator ++(int) { object *i = item; next (); return i; }
311 };
312
313 object *begin ()
314 {
315 return this;
316 }
317
318 object *end ()
319 {
320 return this;
321 }
322
323 protected:
324 friend struct archetype;
325
326 void link ();
327 void unlink ();
328
329 object ();
330 ~object ();
331 };
332
333 typedef struct oblnk
334 { /* Used to link together several objects */
335 object_ptr ob;
336 struct oblnk *next;
337 } objectlink;
338
339 typedef struct oblinkpt
340 { /* Used to link together several object links */
341 struct oblnk *link;
342 long value; /* Used as connected value in buttons/gates */
343 struct oblinkpt *next;
344 } oblinkpt;
345
346 /*
347 * The archetype structure is a set of rules on how to generate and manipulate
348 * objects which point to archetypes.
349 * This probably belongs in arch.h, but there really doesn't appear to
350 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure
353 */
354
355 ACC_CLASS (archetype)
356 struct archetype : zero_initialised, refcounted
357 {
358 archetype ();
359 ~archetype ();
360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
373 * in comparison to the head.
374 */
375 };
376
377 extern object *objects;
378 extern object *active_objects;
379
380 extern int nrofallocobjects;
381
382 /* This returns TRUE if the object is something that
383 * should be displayed in the look window
384 */
385 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
386
387 /* Used by update_object to know if the object being passed is
388 * being added or removed.
389 */
390 #define UP_OBJ_INSERT 1
391 #define UP_OBJ_REMOVE 2
392 #define UP_OBJ_CHANGE 3
393 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
394
395 /* These are flags passed to insert_ob_in_map and
396 * insert_ob_in_ob. Note that all flags may not be meaningful
397 * for both functions.
398 * Most are fairly explanatory:
399 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
400 * on space.
401 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
402 * INS_NO_WALK_ON: Don't call check_walk_on against the
403 * originator - saves cpu time if you know the inserted object
404 * is not meaningful in terms of having an effect.
405 * INS_ON_TOP: Always put object on top. Generally only needed when loading
406 * files from disk and ordering needs to be preserved.
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * Use for treasure chests so the new object is the highest thing
409 * beneath the player, but not actually above it. Note - the
410 * map and x,y coordinates for the object to be inserted must
411 * match the originator.
412 * INS_MAP_LOAD: disable lots of checkings done at insertion to
413 * speed up map loading process, as we assume the ordering in
414 * loaded map is correct.
415 *
416 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
417 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens
419 * right now if you pass more than one, that could very well change
420 * in future revisions of the code.
421 */
422 #define INS_NO_MERGE 0x0001
423 #define INS_ABOVE_FLOOR_ONLY 0x0002
424 #define INS_NO_WALK_ON 0x0004
425 #define INS_ON_TOP 0x0008
426 #define INS_BELOW_ORIGINATOR 0x0010
427 #define INS_MAP_LOAD 0x0020
428
429 #define ARCH_SINGULARITY "singularity"
430 #define ARCH_SINGULARITY_LEN 11
431 #define ARCH_DETECT_MAGIC "detect_magic"
432 #define ARCH_DEPLETION "depletion"
433 #define ARCH_SYMPTOM "symptom"
434
435 #endif
436