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/cvs/deliantra/server/include/object.h
Revision: 1.67
Committed: Sat Dec 23 15:49:40 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +6 -3 lines
Log Message:
- implement (mostly untested) array member support for genacc
- make some arrays and other members available to perl
- redefined meaning of NUM_FLAGS (really meaning number of flags now,
  as the code assumed anyway).
- moved afk flag to client, where it belongs (make sno sense to save it,
  is also true for wiz &c).
- updated extensions to reflect all that (Jewler.pm should be tested w.r.t.
  resistances)

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 ACC_CLASS (object)
94 // these are being copied
95 struct object_copy
96 {
97 typedef bitset<NUM_FLAGS> flags_t;
98
99 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120
121 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
129 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp.
144 */
145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148 sint16 ACC (RW, last_eat); /* How long since we last ate */
149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */
151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152 sint8 ACC (RW, item_power); /* power rating of the object */
153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
155 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */
165
166 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */
169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */
175
176 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically
178 * only used in spells.
179 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 char *ACC (RW, spellarg);
188
189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flag; /* various flags */
194 #if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196 #endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211 };
212
213 struct object : zero_initialised, refcounted, attachable<object>, object_copy
214 {
215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
243
244 static vector mortals;
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 static object *create ();
250 void copy_to (object *dst);
251 object *clone (); // create + copy_to
252 void destroy (bool destroy_inventory = false);
253 void remove ();
254 object *insert (object *item); // insert into inventory
255
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2)
261 {
262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
288
289 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const;
291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
322
323 // fully recursive iterator
324 struct iterator_base
325 {
326 object *item;
327
328 iterator_base (object *container)
329 : item (container)
330 {
331 }
332
333 operator object *() const { return item; }
334
335 object *operator ->() const { return item; }
336 object &operator * () const { return *item; }
337 };
338
339 // depth-first recursive iterator
340 struct depth_iterator : iterator_base
341 {
342 depth_iterator (object *container);
343 void next ();
344 object *operator ++( ) { next (); return item; }
345 object *operator ++(int) { object *i = item; next (); return i; }
346 };
347
348 object *begin ()
349 {
350 return this;
351 }
352
353 object *end ()
354 {
355 return this;
356 }
357
358 protected:
359 friend struct archetype;
360
361 void link ();
362 void unlink ();
363
364 object ();
365 ~object ();
366 };
367
368 typedef struct oblnk
369 { /* Used to link together several objects */
370 object_ptr ob;
371 struct oblnk *next;
372 } objectlink;
373
374 typedef struct oblinkpt
375 { /* Used to link together several object links */
376 struct oblnk *link;
377 long value; /* Used as connected value in buttons/gates */
378 struct oblinkpt *next;
379 } oblinkpt;
380
381 /*
382 * The archetype structure is a set of rules on how to generate and manipulate
383 * objects which point to archetypes.
384 * This probably belongs in arch.h, but there really doesn't appear to
385 * be much left in the archetype - all it really is is a holder for the
386 * object and pointers. This structure should get removed, and just replaced
387 * by the object structure
388 */
389
390 ACC_CLASS (archetype)
391 struct archetype : zero_initialised, refcounted
392 {
393 archetype ();
394 ~archetype ();
395
396 static archetype *find (const char *arch);
397
398 void hash_add (); // add to hastable
399 void hash_del (); // remove from hashtable
400
401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
403 struct archetype *ACC (RW, head); /* The main part of a linked object */
404 struct archetype *ACC (RW, more); /* Next part of a linked object */
405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
408 * in comparison to the head.
409 */
410 };
411
412 extern object *objects;
413 extern object *active_objects;
414
415 extern int nrofallocobjects;
416
417 /* This returns TRUE if the object is something that
418 * should be displayed in the look window
419 */
420 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
421
422 /* Used by update_object to know if the object being passed is
423 * being added or removed.
424 */
425 #define UP_OBJ_INSERT 1
426 #define UP_OBJ_REMOVE 2
427 #define UP_OBJ_CHANGE 3
428 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
429
430 /* These are flags passed to insert_ob_in_map and
431 * insert_ob_in_ob. Note that all flags may not be meaningful
432 * for both functions.
433 * Most are fairly explanatory:
434 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
435 * on space.
436 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
437 * INS_NO_WALK_ON: Don't call check_walk_on against the
438 * originator - saves cpu time if you know the inserted object
439 * is not meaningful in terms of having an effect.
440 * INS_ON_TOP: Always put object on top. Generally only needed when loading
441 * files from disk and ordering needs to be preserved.
442 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
443 * Use for treasure chests so the new object is the highest thing
444 * beneath the player, but not actually above it. Note - the
445 * map and x,y coordinates for the object to be inserted must
446 * match the originator.
447 * INS_MAP_LOAD: disable lots of checkings done at insertion to
448 * speed up map loading process, as we assume the ordering in
449 * loaded map is correct.
450 *
451 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
452 * are mutually exclusive. The behaviour for passing more than one
453 * should be considered undefined - while you may notice what happens
454 * right now if you pass more than one, that could very well change
455 * in future revisions of the code.
456 */
457 #define INS_NO_MERGE 0x0001
458 #define INS_ABOVE_FLOOR_ONLY 0x0002
459 #define INS_NO_WALK_ON 0x0004
460 #define INS_ON_TOP 0x0008
461 #define INS_BELOW_ORIGINATOR 0x0010
462 #define INS_MAP_LOAD 0x0020
463
464 #define ARCH_SINGULARITY "singularity"
465 #define ARCH_SINGULARITY_LEN 11
466 #define ARCH_DETECT_MAGIC "detect_magic"
467 #define ARCH_DEPLETION "depletion"
468 #define ARCH_SYMPTOM "symptom"
469
470 #endif
471