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/cvs/deliantra/server/include/object.h
Revision: 1.59
Committed: Tue Dec 19 05:41:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +1 -1 lines
Log Message:
goofing around in vain, trying to find a generalisation for esrv*item

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@schmorp.de
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include <bitset>
28
29 #include "cfperl.h"
30 #include "shstr.h"
31
32 typedef uint32 tag_t;
33 #define NUM_BODY_LOCATIONS 12
34 #define BODY_ARMS 1
35
36 /* See common/item.c */
37
38 typedef struct Body_Locations
39 {
40 const char *save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */
43 } Body_Locations;
44
45 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
46
47 /*
48 * Each object (this also means archetypes!) could have a few of these
49 * "dangling" from it; this could also end up containing 'parse errors'.
50 *
51 * key and value are shared-strings.
52 *
53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
54 * accessing the list directly.
55 * Exception is if you want to walk this list for some reason.
56 */
57 struct key_value
58 {
59 key_value *next;
60 shstr key, value;
61 };
62
63 struct UUID
64 {
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71 };
72
73 extern void init_uuid ();
74 extern UUID gen_uuid ();
75 extern const uint64 UUID_SKIP;
76
77 /* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply?
81 */
82 #define WILL_APPLY_HANDLE 0x01
83 #define WILL_APPLY_TREASURE 0x02
84 #define WILL_APPLY_EARTHWALL 0x04
85 #define WILL_APPLY_DOOR 0x08
86 #define WILL_APPLY_FOOD 0x10
87
88 /* However, if you're keeping a pointer of some sort, you probably
89 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to ()
91 */
92
93 typedef refptr<object> object_ptr;
94 typedef refptr<archetype> arch_ptr;
95
96 // these are not being copied
97 ACC_CLASS (object)
98 struct object_keep : refcounted
99 {
100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 };
126
127 // these are being copied
128 struct object_copy : attachable<object>
129 {
130 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149 };
150
151 // these are being copied and also cleared
152 struct object_pod
153 {
154 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
156 float ACC (RW, speed); /* The overall speed of this object */
157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
158 uint32 ACC (RW, nrof); /* How many of the objects */
159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
161
162 /* This next big block are basically used for monsters and equipment */
163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
164 uint8 ACC (RW, subtype); /* subtype of object */
165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
166 sint16 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, material); /* What materials this object consist 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 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects 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 /* changes made by kholland@sunlab.cit.cornell.edu */
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 uint16 ACC (RW, start_holding);
216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
218 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
221
222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
235
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243 };
244
245 struct object : zero_initialised, object_keep, object_copy, object_pod
246 {
247 typedef unordered_vector<object *> vector;
248
249 static vector mortals;
250 static vector active; // active objects, not yet used
251 static vector objects; // not used yet, use first->next->...
252 static object *first; // will be replaced by "objects"
253
254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
260
261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
271
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
277
278 void instantiate ()
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282
283 attachable<object>::instantiate ();
284 }
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
306
307 // fully recursive iterator
308 struct iterator_base
309 {
310 object *item;
311
312 iterator_base (object *container)
313 : item (container)
314 {
315 }
316
317 operator object *() const { return item; }
318
319 object *operator ->() const { return item; }
320 object &operator * () const { return *item; }
321 };
322
323 // depth-first recursive iterator
324 struct depth_iterator : iterator_base
325 {
326 depth_iterator (object *container);
327 void next ();
328 object *operator ++( ) { next (); return item; }
329 object *operator ++(int) { object *i = item; next (); return i; }
330 };
331
332 object *begin ()
333 {
334 return this;
335 }
336
337 object *end ()
338 {
339 return this;
340 }
341
342 protected:
343 friend struct archetype;
344
345 void link ();
346 void unlink ();
347
348 object ();
349 ~object ();
350 };
351
352 typedef struct oblnk
353 { /* Used to link together several objects */
354 object_ptr ob;
355 struct oblnk *next;
356 } objectlink;
357
358 typedef struct oblinkpt
359 { /* Used to link together several object links */
360 struct oblnk *link;
361 long value; /* Used as connected value in buttons/gates */
362 struct oblinkpt *next;
363 } oblinkpt;
364
365 /*
366 * The archetype structure is a set of rules on how to generate and manipulate
367 * objects which point to archetypes.
368 * This probably belongs in arch.h, but there really doesn't appear to
369 * be much left in the archetype - all it really is is a holder for the
370 * object and pointers. This structure should get removed, and just replaced
371 * by the object structure
372 */
373
374 ACC_CLASS (archetype)
375 struct archetype : zero_initialised, refcounted
376 {
377 archetype ();
378 ~archetype ();
379
380 static archetype *find (const char *arch);
381
382 void hash_add (); // add to hastable
383 void hash_del (); // remove from hashtable
384
385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
387 struct archetype *ACC (RW, head); /* The main part of a linked object */
388 struct archetype *ACC (RW, more); /* Next part of a linked object */
389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
392 * in comparison to the head.
393 */
394 };
395
396 extern object *objects;
397 extern object *active_objects;
398
399 extern int nrofallocobjects;
400
401 /* This returns TRUE if the object is something that
402 * should be displayed in the look window
403 */
404 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
405
406 /* Used by update_object to know if the object being passed is
407 * being added or removed.
408 */
409 #define UP_OBJ_INSERT 1
410 #define UP_OBJ_REMOVE 2
411 #define UP_OBJ_CHANGE 3
412 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
413
414 /* These are flags passed to insert_ob_in_map and
415 * insert_ob_in_ob. Note that all flags may not be meaningful
416 * for both functions.
417 * Most are fairly explanatory:
418 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
419 * on space.
420 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
421 * INS_NO_WALK_ON: Don't call check_walk_on against the
422 * originator - saves cpu time if you know the inserted object
423 * is not meaningful in terms of having an effect.
424 * INS_ON_TOP: Always put object on top. Generally only needed when loading
425 * files from disk and ordering needs to be preserved.
426 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
427 * Use for treasure chests so the new object is the highest thing
428 * beneath the player, but not actually above it. Note - the
429 * map and x,y coordinates for the object to be inserted must
430 * match the originator.
431 * INS_MAP_LOAD: disable lots of checkings done at insertion to
432 * speed up map loading process, as we assume the ordering in
433 * loaded map is correct.
434 *
435 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
436 * are mutually exclusive. The behaviour for passing more than one
437 * should be considered undefined - while you may notice what happens
438 * right now if you pass more than one, that could very well change
439 * in future revisions of the code.
440 */
441 #define INS_NO_MERGE 0x0001
442 #define INS_ABOVE_FLOOR_ONLY 0x0002
443 #define INS_NO_WALK_ON 0x0004
444 #define INS_ON_TOP 0x0008
445 #define INS_BELOW_ORIGINATOR 0x0010
446 #define INS_MAP_LOAD 0x0020
447
448 #define ARCH_SINGULARITY "singularity"
449 #define ARCH_SINGULARITY_LEN 11
450 #define ARCH_DETECT_MAGIC "detect_magic"
451 #define ARCH_DEPLETION "depletion"
452 #define ARCH_SYMPTOM "symptom"
453
454 #endif
455