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/cvs/deliantra/server/include/object.h
Revision: 1.61
Committed: Thu Dec 21 01:33:50 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +3 -0 lines
Log Message:
- reduce map memory consumption by reserving space for only the 3 existing layers
- factorise out some functions into mapspace and object

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 client_container *seen_by; // seen by which player/container currently?
126 };
127
128 // these are being copied
129 struct object_copy : attachable<object>
130 {
131 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 };
151
152 // these are being copied and also cleared
153 struct object_pod
154 {
155 New_Face *ACC (RW, face); /* Face with colors */
156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 float ACC (RW, speed); /* The overall speed of this object */
158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 uint32 ACC (RW, nrof); /* How many of the objects */
160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
162
163 /* This next big block are basically used for monsters and equipment */
164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165 uint8 ACC (RW, subtype); /* subtype of object */
166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
172 uint16 ACC (RW, material); /* What materials this object consist of */
173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
176 /* Note that the last_.. values are sometimes used for non obvious
177 * meanings by some objects, eg, sp penalty, permanent exp.
178 */
179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
180 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
181 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
182 sint16 ACC (RW, last_eat); /* How long since we last ate */
183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
184 sint16 ACC (RW, level); /* Level of creature or object */
185 uint8 ACC (RW, pick_up); /* See crossfire.doc */
186 sint8 ACC (RW, item_power); /* power rating of the object */
187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
189 sint32 ACC (RW, weight); /* Attributes of the object */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */
199
200 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 /* changes made by kholland@sunlab.cit.cornell.edu */
203 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */
209
210 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically
212 * only used in spells.
213 */
214 sint16 ACC (RW, duration); /* How long the spell lasts */
215 sint16 ACC (RW, casting_time);/* time left before spell goes off */
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219 sint8 ACC (RW, range); /* Range of the spell */
220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 char *ACC (RW, spellarg);
222
223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244 };
245
246 struct object : zero_initialised, object_keep, object_copy, object_pod
247 {
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
261
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
272
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner);
278
279 void instantiate ()
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283
284 attachable<object>::instantiate ();
285 }
286
287 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const;
289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
317
318 // returns the mapspace this object is in
319 mapspace &ms () const;
320
321 // fully recursive iterator
322 struct iterator_base
323 {
324 object *item;
325
326 iterator_base (object *container)
327 : item (container)
328 {
329 }
330
331 operator object *() const { return item; }
332
333 object *operator ->() const { return item; }
334 object &operator * () const { return *item; }
335 };
336
337 // depth-first recursive iterator
338 struct depth_iterator : iterator_base
339 {
340 depth_iterator (object *container);
341 void next ();
342 object *operator ++( ) { next (); return item; }
343 object *operator ++(int) { object *i = item; next (); return i; }
344 };
345
346 object *begin ()
347 {
348 return this;
349 }
350
351 object *end ()
352 {
353 return this;
354 }
355
356 protected:
357 friend struct archetype;
358
359 void link ();
360 void unlink ();
361
362 object ();
363 ~object ();
364 };
365
366 typedef struct oblnk
367 { /* Used to link together several objects */
368 object_ptr ob;
369 struct oblnk *next;
370 } objectlink;
371
372 typedef struct oblinkpt
373 { /* Used to link together several object links */
374 struct oblnk *link;
375 long value; /* Used as connected value in buttons/gates */
376 struct oblinkpt *next;
377 } oblinkpt;
378
379 /*
380 * The archetype structure is a set of rules on how to generate and manipulate
381 * objects which point to archetypes.
382 * This probably belongs in arch.h, but there really doesn't appear to
383 * be much left in the archetype - all it really is is a holder for the
384 * object and pointers. This structure should get removed, and just replaced
385 * by the object structure
386 */
387
388 ACC_CLASS (archetype)
389 struct archetype : zero_initialised, refcounted
390 {
391 archetype ();
392 ~archetype ();
393
394 static archetype *find (const char *arch);
395
396 void hash_add (); // add to hastable
397 void hash_del (); // remove from hashtable
398
399 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
400 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
401 struct archetype *ACC (RW, head); /* The main part of a linked object */
402 struct archetype *ACC (RW, more); /* Next part of a linked object */
403 object ACC (RO, clone); /* An object from which to do ->copy_to () */
404 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
405 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
406 * in comparison to the head.
407 */
408 };
409
410 extern object *objects;
411 extern object *active_objects;
412
413 extern int nrofallocobjects;
414
415 /* This returns TRUE if the object is something that
416 * should be displayed in the look window
417 */
418 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
419
420 /* Used by update_object to know if the object being passed is
421 * being added or removed.
422 */
423 #define UP_OBJ_INSERT 1
424 #define UP_OBJ_REMOVE 2
425 #define UP_OBJ_CHANGE 3
426 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
427
428 /* These are flags passed to insert_ob_in_map and
429 * insert_ob_in_ob. Note that all flags may not be meaningful
430 * for both functions.
431 * Most are fairly explanatory:
432 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
433 * on space.
434 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
435 * INS_NO_WALK_ON: Don't call check_walk_on against the
436 * originator - saves cpu time if you know the inserted object
437 * is not meaningful in terms of having an effect.
438 * INS_ON_TOP: Always put object on top. Generally only needed when loading
439 * files from disk and ordering needs to be preserved.
440 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
441 * Use for treasure chests so the new object is the highest thing
442 * beneath the player, but not actually above it. Note - the
443 * map and x,y coordinates for the object to be inserted must
444 * match the originator.
445 * INS_MAP_LOAD: disable lots of checkings done at insertion to
446 * speed up map loading process, as we assume the ordering in
447 * loaded map is correct.
448 *
449 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
450 * are mutually exclusive. The behaviour for passing more than one
451 * should be considered undefined - while you may notice what happens
452 * right now if you pass more than one, that could very well change
453 * in future revisions of the code.
454 */
455 #define INS_NO_MERGE 0x0001
456 #define INS_ABOVE_FLOOR_ONLY 0x0002
457 #define INS_NO_WALK_ON 0x0004
458 #define INS_ON_TOP 0x0008
459 #define INS_BELOW_ORIGINATOR 0x0010
460 #define INS_MAP_LOAD 0x0020
461
462 #define ARCH_SINGULARITY "singularity"
463 #define ARCH_SINGULARITY_LEN 11
464 #define ARCH_DETECT_MAGIC "detect_magic"
465 #define ARCH_DEPLETION "depletion"
466 #define ARCH_SYMPTOM "symptom"
467
468 #endif
469