/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire@schmorp.de */ #ifndef OBJECT_H #define OBJECT_H #include #include "cfperl.h" #include "shstr.h" typedef uint32 tag_t; #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 /* See common/item.c */ typedef struct Body_Locations { const char *save_name; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. * * key and value are shared-strings. * * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than * accessing the list directly. * Exception is if you want to walk this list for some reason. */ struct key_value { key_value *next; shstr key, value; }; struct UUID { uint64 seq; UUID () { } UUID (uint64 seq) : seq(seq) { } operator uint64() { return seq; } void operator =(uint64 seq) { this->seq = seq; } }; extern void init_uuid (); extern UUID gen_uuid (); extern const uint64 UUID_SKIP; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ #define WILL_APPLY_HANDLE 0x01 #define WILL_APPLY_TREASURE 0x02 #define WILL_APPLY_EARTHWALL 0x04 #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 /* However, if you're keeping a pointer of some sort, you probably * don't just want it copied, so you'll need to add to common/object.C, * e.g. ->copy_to () */ ACC_CLASS (object) // these are being copied struct object_copy { typedef bitset flags_t; shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ object_ptr ACC (RW, spell); /* Spell that was being cast */ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ New_Face *ACC (RW, face); /* Face with colors */ sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ uint16 ACC (RW, material); /* What materials this object consist of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ uint8 ACC (RW, pick_up); /* See crossfire.doc */ sint8 ACC (RW, item_power); /* power rating of the object */ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ sint32 ACC (RW, weight); /* Attributes of the object */ sint32 ACC (RW, weight_limit);/* Weight-limit of object */ sint32 ACC (RW, carrying); /* How much weight this object contains */ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ uint32 ACC (RW, hide); /* The object is hidden, not invisible */ /* changes made by kholland@sunlab.cit.cornell.edu */ /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ uint16 ACC (RW, attack_movement); /* What kind of attack movement */ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ char *ACC (RW, spellarg); /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ key_value *key_values; /* Fields not explictly known by the loader. */ flags_t flag; /* various flags */ #if FOR_PERL bool ACC (RW, flag[NUM_FLAGS]); #endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; struct object : zero_initialised, refcounted, attachable, object_copy { typedef unordered_vector vector; // These variables are not changed by ->copy_to tag_t ACC (RW, count); /* Generation count for this object */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ object *ACC (RW, next); /* Pointer to the next object in the free/used list */ object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ object *ACC (RW, active_next);/* Next & previous object in the 'active' */ object *ACC (RW, active_prev);/* List. This is used in process_events */ /* so that the entire object list does not */ /* need to be gone through. */ object *ACC (RW, below); /* Pointer to the object stacked below this one */ object *ACC (RW, above); /* Pointer to the object stacked above this one */ /* Note: stacked in the *same* environment */ object *inv; /* Pointer to the first object in the inventory */ object *ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. * This is typically the container that the object is in. */ object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ client_container *seen_by; // seen by which player/container currently? static vector mortals; static vector active; // active objects, not yet used static vector objects; // not used yet, use first->next->... static object *first; // will be replaced by "objects" static object *create (); void copy_to (object *dst); object *clone (); // create + copy_to void destroy (bool destroy_inventory = false); void remove (); object *insert (object *item); // insert into inventory static void free_mortals (); static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise static bool can_merge (object *op1, object *op2) { return op1->value == op2->value && op1->name == op2->name && can_merge_slow (op1, op2); } bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } void set_owner (object *owner); void instantiate () { if (!uuid.seq) // HACK uuid = gen_uuid (); attachable::instantiate (); } // recalculate all stats void update_stats (); void roll_stats (); void swap_stats (int a, int b); void add_statbonus (); void remove_statbonus (); void drain_stat (); void drain_specific_stat (int deplete_stats); void change_luck (int value); // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; const char *debug_desc () const; bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET || type == CLOAK || type == BOOTS || type == GLOVES || type == BRACERS || type == GIRDLE; } bool is_alive () const { return (type == PLAYER || flag [FLAG_MONSTER] || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) && !flag [FLAG_IS_A_TEMPLATE]; } bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } /* This return true if object has still randomitems which * could be expanded. */ bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } // returns the player that has this object in his inventory, or 0 object *in_player () const { for (object *op = env; op; op = op->env) if (op->type == PLAYER) return op; return 0; } // returns the mapspace this object is in mapspace &ms () const; // fully recursive iterator struct iterator_base { object *item; iterator_base (object *container) : item (container) { } operator object *() const { return item; } object *operator ->() const { return item; } object &operator * () const { return *item; } }; // depth-first recursive iterator struct depth_iterator : iterator_base { depth_iterator (object *container); void next (); object *operator ++( ) { next (); return item; } object *operator ++(int) { object *i = item; next (); return i; } }; object *begin () { return this; } object *end () { return this; } protected: friend struct archetype; void link (); void unlink (); object (); ~object (); }; typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; struct oblnk *next; } objectlink; typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. * This probably belongs in arch.h, but there really doesn't appear to * be much left in the archetype - all it really is is a holder for the * object and pointers. This structure should get removed, and just replaced * by the object structure */ ACC_CLASS (archetype) struct archetype : zero_initialised, refcounted { archetype (); ~archetype (); static archetype *find (const char *arch); void hash_add (); // add to hastable void hash_del (); // remove from hashtable shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ struct archetype *ACC (RW, next); /* Next archetype in a linked list */ struct archetype *ACC (RW, head); /* The main part of a linked object */ struct archetype *ACC (RW, more); /* Next part of a linked object */ object ACC (RO, clone); /* An object from which to do ->copy_to () */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. */ }; extern object *objects; extern object *active_objects; extern int nrofallocobjects; /* This returns TRUE if the object is something that * should be displayed in the look window */ #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed. */ #define UP_OBJ_INSERT 1 #define UP_OBJ_REMOVE 2 #define UP_OBJ_CHANGE 3 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ /* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful * for both functions. * Most are fairly explanatory: * INS_NO_MERGE: don't try to merge inserted object with ones alrady * on space. * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. * INS_NO_WALK_ON: Don't call check_walk_on against the * originator - saves cpu time if you know the inserted object * is not meaningful in terms of having an effect. * INS_ON_TOP: Always put object on top. Generally only needed when loading * files from disk and ordering needs to be preserved. * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - * Use for treasure chests so the new object is the highest thing * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. * INS_MAP_LOAD: disable lots of checkings done at insertion to * speed up map loading process, as we assume the ordering in * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one * should be considered undefined - while you may notice what happens * right now if you pass more than one, that could very well change * in future revisions of the code. */ #define INS_NO_MERGE 0x0001 #define INS_ABOVE_FLOOR_ONLY 0x0002 #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 #define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" #define ARCH_SINGULARITY_LEN 11 #define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" #define ARCH_SYMPTOM "symptom" #endif