ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.64
Committed: Sat Dec 23 06:21:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +1 -4 lines
Log Message:
- improved login code
- removed some cruft code and (finally), the player_pod hack

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 // these are not being copied
94 ACC_CLASS (object)
95 struct object_keep : refcounted
96 {
97 /* These variables are not changed by ->copy_to */
98
99 tag_t ACC (RW, count); /* Generation count for this object */
100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
101
102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment */
112 object *inv; /* Pointer to the first object in the inventory */
113 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now.
115 */
116 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in.
118 */
119 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
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 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
149 };
150
151 // these are being copied and also cleared
152 struct object_pod
153 {
154 typedef bitset<NUM_FLAGS> flags_t;
155
156 New_Face *ACC (RW, face); /* Face with colors */
157 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
158 float ACC (RW, speed); /* The overall speed of this object */
159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
160 uint32 ACC (RW, nrof); /* How many of the objects */
161 sint8 ACC (RW, direction); /* Means the object is moving that way. */
162 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
163
164 /* This next big block are basically used for monsters and equipment */
165 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
166 uint8 ACC (RW, subtype); /* subtype of object */
167 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
168 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
169 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
170 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
171 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
172 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
173 uint16 ACC (RW, material); /* What materials this object consist of */
174 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
175 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
176 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
177 /* Note that the last_.. values are sometimes used for non obvious
178 * meanings by some objects, eg, sp penalty, permanent exp.
179 */
180 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
181 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
182 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
183 sint16 ACC (RW, last_eat); /* How long since we last ate */
184 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
185 sint16 ACC (RW, level); /* Level of creature or object */
186 uint8 ACC (RW, pick_up); /* See crossfire.doc */
187 sint8 ACC (RW, item_power); /* power rating of the object */
188 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
189 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
190 sint32 ACC (RW, weight); /* Attributes of the object */
191 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
192 sint32 ACC (RW, carrying); /* How much weight this object contains */
193 sint64 ACC (RW, perm_exp); /* Permanent exp */
194 uint32 ACC (RW, weapontype); /* type of weapon */
195 uint32 ACC (RW, tooltype); /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 living ACC (RO, stats); /* Str, Con, Dex, etc */
199 /* See the doc/Developers/objects for more info about body locations */
200
201 /* Following mostly refers to fields only used for monsters */
202 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
203 /* changes made by kholland@sunlab.cit.cornell.edu */
204 /* allows different movement patterns for attackers */
205 sint32 ACC (RW, move_status); /* What stage in attack mode */
206 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
207 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
208 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
209 /* races/classes can need less/more exp to gain levels */
210
211 /* Spell related information, may be useful elsewhere
212 * Note that other fields are used - these files are basically
213 * only used in spells.
214 */
215 sint16 ACC (RW, duration); /* How long the spell lasts */
216 sint16 ACC (RW, casting_time);/* time left before spell goes off */
217 uint16 ACC (RW, start_holding);
218 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
219 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
220 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 char *ACC (RW, spellarg);
223
224 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */
226 treasurelist *ACC (RW, randomitems); /* Items to be generated */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 object_pod::flags_t 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 object_pod::flags_t flags_t;
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 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
276
277 void instantiate ()
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
294
295 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const;
297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
328
329 // fully recursive iterator
330 struct iterator_base
331 {
332 object *item;
333
334 iterator_base (object *container)
335 : item (container)
336 {
337 }
338
339 operator object *() const { return item; }
340
341 object *operator ->() const { return item; }
342 object &operator * () const { return *item; }
343 };
344
345 // depth-first recursive iterator
346 struct depth_iterator : iterator_base
347 {
348 depth_iterator (object *container);
349 void next ();
350 object *operator ++( ) { next (); return item; }
351 object *operator ++(int) { object *i = item; next (); return i; }
352 };
353
354 object *begin ()
355 {
356 return this;
357 }
358
359 object *end ()
360 {
361 return this;
362 }
363
364 protected:
365 friend struct archetype;
366
367 void link ();
368 void unlink ();
369
370 object ();
371 ~object ();
372 };
373
374 typedef struct oblnk
375 { /* Used to link together several objects */
376 object_ptr ob;
377 struct oblnk *next;
378 } objectlink;
379
380 typedef struct oblinkpt
381 { /* Used to link together several object links */
382 struct oblnk *link;
383 long value; /* Used as connected value in buttons/gates */
384 struct oblinkpt *next;
385 } oblinkpt;
386
387 /*
388 * The archetype structure is a set of rules on how to generate and manipulate
389 * objects which point to archetypes.
390 * This probably belongs in arch.h, but there really doesn't appear to
391 * be much left in the archetype - all it really is is a holder for the
392 * object and pointers. This structure should get removed, and just replaced
393 * by the object structure
394 */
395
396 ACC_CLASS (archetype)
397 struct archetype : zero_initialised, refcounted
398 {
399 archetype ();
400 ~archetype ();
401
402 static archetype *find (const char *arch);
403
404 void hash_add (); // add to hastable
405 void hash_del (); // remove from hashtable
406
407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
409 struct archetype *ACC (RW, head); /* The main part of a linked object */
410 struct archetype *ACC (RW, more); /* Next part of a linked object */
411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
414 * in comparison to the head.
415 */
416 };
417
418 extern object *objects;
419 extern object *active_objects;
420
421 extern int nrofallocobjects;
422
423 /* This returns TRUE if the object is something that
424 * should be displayed in the look window
425 */
426 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
427
428 /* Used by update_object to know if the object being passed is
429 * being added or removed.
430 */
431 #define UP_OBJ_INSERT 1
432 #define UP_OBJ_REMOVE 2
433 #define UP_OBJ_CHANGE 3
434 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
435
436 /* These are flags passed to insert_ob_in_map and
437 * insert_ob_in_ob. Note that all flags may not be meaningful
438 * for both functions.
439 * Most are fairly explanatory:
440 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
441 * on space.
442 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
443 * INS_NO_WALK_ON: Don't call check_walk_on against the
444 * originator - saves cpu time if you know the inserted object
445 * is not meaningful in terms of having an effect.
446 * INS_ON_TOP: Always put object on top. Generally only needed when loading
447 * files from disk and ordering needs to be preserved.
448 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
449 * Use for treasure chests so the new object is the highest thing
450 * beneath the player, but not actually above it. Note - the
451 * map and x,y coordinates for the object to be inserted must
452 * match the originator.
453 * INS_MAP_LOAD: disable lots of checkings done at insertion to
454 * speed up map loading process, as we assume the ordering in
455 * loaded map is correct.
456 *
457 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
458 * are mutually exclusive. The behaviour for passing more than one
459 * should be considered undefined - while you may notice what happens
460 * right now if you pass more than one, that could very well change
461 * in future revisions of the code.
462 */
463 #define INS_NO_MERGE 0x0001
464 #define INS_ABOVE_FLOOR_ONLY 0x0002
465 #define INS_NO_WALK_ON 0x0004
466 #define INS_ON_TOP 0x0008
467 #define INS_BELOW_ORIGINATOR 0x0010
468 #define INS_MAP_LOAD 0x0020
469
470 #define ARCH_SINGULARITY "singularity"
471 #define ARCH_SINGULARITY_LEN 11
472 #define ARCH_DETECT_MAGIC "detect_magic"
473 #define ARCH_DEPLETION "depletion"
474 #define ARCH_SYMPTOM "symptom"
475
476 #endif
477