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/cvs/deliantra/server/include/object.h
Revision: 1.70
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.69: +1 -0 lines
Log Message:
replace update_ob_speed by ->set_speed

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 INTERFACE_CLASS (object)
94 // these are being copied
95 struct object_copy : attachable
96 {
97 typedef bitset<NUM_FLAGS> flags_t;
98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
102 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */
107 /* If this is an exit, this is the filename */
108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */
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 pod/objects.pod 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
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
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203 #if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205 #endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212 };
213
214 struct object : zero_initialised, object_copy
215 {
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
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 MTH static object *create ();
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory
260
261 static bool can_merge_slow (object *op1, object *op2);
262
263 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
270
271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
273
274 MTH void instantiate ()
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281
282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
291
292 // info must hold 256 * 3 bytes currently
293 MTH const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const;
295
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; }
300 MTH bool is_alive () const { return (type == PLAYER
301 || flag [FLAG_MONSTER]
302 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
303 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307
308 /* This return true if object has still randomitems which
309 * could be expanded.
310 */
311 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
312
313 // returns the player that has this object in his inventory, or 0
314 MTH object *in_player () const
315 {
316 for (object *op = env; op; op = op->env)
317 if (op->type == PLAYER)
318 return op;
319
320 return 0;
321 }
322
323 // returns the mapspace this object is in
324 mapspace &ms () const;
325
326 // fully recursive iterator
327 struct iterator_base
328 {
329 object *item;
330
331 iterator_base (object *container)
332 : item (container)
333 {
334 }
335
336 operator object *() const { return item; }
337
338 object *operator ->() const { return item; }
339 object &operator * () const { return *item; }
340 };
341
342 // depth-first recursive iterator
343 struct depth_iterator : iterator_base
344 {
345 depth_iterator (object *container);
346 void next ();
347 object *operator ++( ) { next (); return item; }
348 object *operator ++(int) { object *i = item; next (); return i; }
349 };
350
351 object *begin ()
352 {
353 return this;
354 }
355
356 object *end ()
357 {
358 return this;
359 }
360
361 protected:
362 friend struct archetype;
363
364 void link ();
365 void unlink ();
366
367 object ();
368 ~object ();
369 };
370
371 typedef struct oblnk
372 { /* Used to link together several objects */
373 object_ptr ob;
374 struct oblnk *next;
375 } objectlink;
376
377 typedef struct oblinkpt
378 { /* Used to link together several object links */
379 struct oblnk *link;
380 long value; /* Used as connected value in buttons/gates */
381 struct oblinkpt *next;
382 } oblinkpt;
383
384 /*
385 * The archetype structure is a set of rules on how to generate and manipulate
386 * objects which point to archetypes.
387 * This probably belongs in arch.h, but there really doesn't appear to
388 * be much left in the archetype - all it really is is a holder for the
389 * object and pointers. This structure should get removed, and just replaced
390 * by the object structure
391 */
392
393 INTERFACE_CLASS (archetype)
394 struct archetype : zero_initialised, attachable
395 {
396 archetype ();
397 ~archetype ();
398 void gather_callbacks (AV *&callbacks, event_type event) const;
399
400 static archetype *find (const char *arch);
401
402 void hash_add (); // add to hashtable
403 void hash_del (); // remove from hashtable
404
405 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
406 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
407 struct archetype *ACC (RW, head); /* The main part of a linked object */
408 struct archetype *ACC (RW, more); /* Next part of a linked object */
409 object ACC (RO, clone); /* An object from which to do ->copy_to () */
410 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
411 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
412 * in comparison to the head.
413 */
414 };
415
416 extern object *objects;
417 extern object *active_objects;
418
419 extern int nrofallocobjects;
420
421 /* This returns TRUE if the object is something that
422 * should be displayed in the look window
423 */
424 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
425
426 /* Used by update_object to know if the object being passed is
427 * being added or removed.
428 */
429 #define UP_OBJ_INSERT 1
430 #define UP_OBJ_REMOVE 2
431 #define UP_OBJ_CHANGE 3
432 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
433
434 /* These are flags passed to insert_ob_in_map and
435 * insert_ob_in_ob. Note that all flags may not be meaningful
436 * for both functions.
437 * Most are fairly explanatory:
438 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
439 * on space.
440 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
441 * INS_NO_WALK_ON: Don't call check_walk_on against the
442 * originator - saves cpu time if you know the inserted object
443 * is not meaningful in terms of having an effect.
444 * INS_ON_TOP: Always put object on top. Generally only needed when loading
445 * files from disk and ordering needs to be preserved.
446 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
447 * Use for treasure chests so the new object is the highest thing
448 * beneath the player, but not actually above it. Note - the
449 * map and x,y coordinates for the object to be inserted must
450 * match the originator.
451 * INS_MAP_LOAD: disable lots of checkings done at insertion to
452 * speed up map loading process, as we assume the ordering in
453 * loaded map is correct.
454 *
455 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
456 * are mutually exclusive. The behaviour for passing more than one
457 * should be considered undefined - while you may notice what happens
458 * right now if you pass more than one, that could very well change
459 * in future revisions of the code.
460 */
461 #define INS_NO_MERGE 0x0001
462 #define INS_ABOVE_FLOOR_ONLY 0x0002
463 #define INS_NO_WALK_ON 0x0004
464 #define INS_ON_TOP 0x0008
465 #define INS_BELOW_ORIGINATOR 0x0010
466 #define INS_MAP_LOAD 0x0020
467
468 #define ARCH_SINGULARITY "singularity"
469 #define ARCH_SINGULARITY_LEN 11
470 #define ARCH_DETECT_MAGIC "detect_magic"
471 #define ARCH_DEPLETION "depletion"
472 #define ARCH_SYMPTOM "symptom"
473
474 #endif
475