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/cvs/deliantra/server/include/object.h
Revision: 1.80
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.79: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 #ifndef OBJECT_H
26 #define OBJECT_H
27
28 #include <bitset>
29
30 #include "cfperl.h"
31 #include "shstr.h"
32
33 typedef uint32 tag_t;
34 #define NUM_BODY_LOCATIONS 12
35 #define BODY_ARMS 1
36
37 /* See common/item.c */
38
39 typedef struct Body_Locations
40 {
41 const char *save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */
44 } Body_Locations;
45
46 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48 /*
49 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'.
51 *
52 * key and value are shared-strings.
53 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
55 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason.
57 */
58 struct key_value
59 {
60 key_value *next;
61 shstr key, value;
62 };
63
64 struct UUID
65 {
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72 };
73
74 extern void init_uuid ();
75 extern UUID gen_uuid ();
76 extern const uint64 UUID_SKIP;
77
78 /* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply?
82 */
83 #define WILL_APPLY_HANDLE 0x01
84 #define WILL_APPLY_TREASURE 0x02
85 #define WILL_APPLY_EARTHWALL 0x04
86 #define WILL_APPLY_DOOR 0x08
87 #define WILL_APPLY_FOOD 0x10
88
89 /* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to ()
92 */
93
94 INTERFACE_CLASS (object)
95 // these are being copied
96 struct object_copy : attachable
97 {
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
145 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
166
167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204 #if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206 #endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213 };
214
215 struct object : zero_initialised, object_copy
216 {
217 typedef unordered_vector<object *> vector;
218
219 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */
236 object *ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now.
238 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in.
241 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently?
245
246 //static vector active_list; // active objects, not yet used
247 //static vector object_list; // not used yet, use first->next->...
248 static object *first; // will be replaced by "objects"
249
250 MTH static object *create ();
251 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false);
256
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory
261
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
265 MTH static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
271
272 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed);
274
275 MTH void instantiate ()
276 {
277 if (!uuid.seq) // HACK
278 uuid = gen_uuid ();
279
280 attachable::instantiate ();
281 }
282
283 // recalculate all stats
284 MTH void update_stats ();
285 MTH void roll_stats ();
286 MTH void swap_stats (int a, int b);
287 MTH void add_statbonus ();
288 MTH void remove_statbonus ();
289 MTH void drain_stat ();
290 MTH void drain_specific_stat (int deplete_stats);
291 MTH void change_luck (int value);
292
293 // info must hold 256 * 3 bytes currently
294 const char *debug_desc (char *info) const;
295 MTH const char *debug_desc () const;
296 const char *flag_desc (char *desc, int len) const;
297
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES
301 || type == BRACERS || type == GIRDLE; }
302 MTH bool is_alive () const { return (type == PLAYER
303 || flag [FLAG_MONSTER]
304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
305 && !flag [FLAG_IS_A_TEMPLATE]; }
306 MTH bool is_arrow () const { return type == ARROW
307 || (type == SPELL_EFFECT
308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
309
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311
312 // temporary: wether the object can be saved in a map file
313 // contr => is a player
314 // head => only save head of a multitile object
315 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; }
317
318 /* This return true if object has still randomitems which
319 * could be expanded.
320 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
322
323 // returns the player that has this object in his inventory, or 0
324 MTH object *in_player () const
325 {
326 for (object *op = env; op; op = op->env)
327 if (op->type == PLAYER)
328 return op;
329
330 return 0;
331 }
332
333 // "temporary" helper function
334 MTH object *head_ ()
335 {
336 return head ? head : this;
337 }
338
339 // insert object at same map position as 'where'
340 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342
343 MTH bool active () const;
344 MTH void activate ();
345 MTH void deactivate ();
346 MTH void activate_recursive ();
347 MTH void deactivate_recursive ();
348
349 // set the givne flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1);
351
352 void enter_exit (object *exit);//PERL
353 MTH void enter_map (maptile *newmap, int x, int y);
354
355 // returns the mapspace this object is in
356 mapspace &ms () const;
357
358 // fully recursive iterator
359 struct iterator_base
360 {
361 object *item;
362
363 iterator_base (object *container)
364 : item (container)
365 {
366 }
367
368 operator object *() const { return item; }
369
370 object *operator ->() const { return item; }
371 object &operator * () const { return *item; }
372 };
373
374 MTH unsigned int random_seed () const
375 {
376 return (unsigned int)uuid.seq;
377 }
378
379 // depth-first recursive iterator
380 struct depth_iterator : iterator_base
381 {
382 depth_iterator (object *container);
383 void next ();
384 object *operator ++( ) { next (); return item; }
385 object *operator ++(int) { object *i = item; next (); return i; }
386 };
387
388 object *begin ()
389 {
390 return this;
391 }
392
393 object *end ()
394 {
395 return this;
396 }
397
398 protected:
399 friend struct archetype;
400
401 void link ();
402 void unlink ();
403
404 object ();
405 ~object ();
406 };
407
408 typedef struct oblnk
409 { /* Used to link together several objects */
410 object_ptr ob;
411 struct oblnk *next;
412 } objectlink;
413
414 typedef struct oblinkpt
415 { /* Used to link together several object links */
416 struct oblnk *link;
417 long value; /* Used as connected value in buttons/gates */
418 struct oblinkpt *next;
419 } oblinkpt;
420
421 /*
422 * The archetype structure is a set of rules on how to generate and manipulate
423 * objects which point to archetypes.
424 * This probably belongs in arch.h, but there really doesn't appear to
425 * be much left in the archetype - all it really is is a holder for the
426 * object and pointers. This structure should get removed, and just replaced
427 * by the object structure
428 */
429
430 INTERFACE_CLASS (archetype)
431 struct archetype : zero_initialised, attachable
432 {
433 archetype ();
434 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const;
436
437 static archetype *find (const char *arch);
438
439 void hash_add (); // add to hashtable
440 void hash_del (); // remove from hashtable
441
442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
444 struct archetype *ACC (RW, head); /* The main part of a linked object */
445 struct archetype *ACC (RW, more); /* Next part of a linked object */
446 object ACC (RO, clone); /* An object from which to do ->copy_to () */
447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
449 * in comparison to the head.
450 */
451 };
452
453 extern object *objects;
454 extern object *active_objects;
455
456 extern int nrofallocobjects;
457
458 /* This returns TRUE if the object is something that
459 * should be displayed in the look window
460 */
461 #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
462
463 /* Used by update_object to know if the object being passed is
464 * being added or removed.
465 */
466 #define UP_OBJ_INSERT 1
467 #define UP_OBJ_REMOVE 2
468 #define UP_OBJ_CHANGE 3
469 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
470
471 /* These are flags passed to insert_ob_in_map and
472 * insert_ob_in_ob. Note that all flags may not be meaningful
473 * for both functions.
474 * Most are fairly explanatory:
475 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
476 * on space.
477 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
478 * INS_NO_WALK_ON: Don't call check_walk_on against the
479 * originator - saves cpu time if you know the inserted object
480 * is not meaningful in terms of having an effect.
481 * INS_ON_TOP: Always put object on top. Generally only needed when loading
482 * files from disk and ordering needs to be preserved.
483 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
484 * Use for treasure chests so the new object is the highest thing
485 * beneath the player, but not actually above it. Note - the
486 * map and x,y coordinates for the object to be inserted must
487 * match the originator.
488 * INS_MAP_LOAD: disable lots of checkings done at insertion to
489 * speed up map loading process, as we assume the ordering in
490 * loaded map is correct.
491 *
492 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
493 * are mutually exclusive. The behaviour for passing more than one
494 * should be considered undefined - while you may notice what happens
495 * right now if you pass more than one, that could very well change
496 * in future revisions of the code.
497 */
498 #define INS_NO_MERGE 0x0001
499 #define INS_ABOVE_FLOOR_ONLY 0x0002
500 #define INS_NO_WALK_ON 0x0004
501 #define INS_ON_TOP 0x0008
502 #define INS_BELOW_ORIGINATOR 0x0010
503 #define INS_MAP_LOAD 0x0020
504
505 #define ARCH_SINGULARITY "singularity"
506 #define ARCH_SINGULARITY_LEN 11
507 #define ARCH_DETECT_MAGIC "detect_magic"
508 #define ARCH_DEPLETION "depletion"
509 #define ARCH_SYMPTOM "symptom"
510
511 #endif
512