ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.91
Committed: Tue Jan 23 01:05:18 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.90: +1 -1 lines
Log Message:
- avoid negative event priorities like the plague. they are actually
  worse because they introduce random memory corruption and endless
  loops and worse, if worse exists.
- aggressively swap out maps when #actives exceeds threshold
- sweep and cede after server tick
- increase player command handling priorities, just in case.
- fix a bug in mortal checking, this was the reason for the
  enourmous memory leaks in map-world.ext
- mark c++-side watchers as non-reentrant

File Contents

# Content
1 /*-999
2 * CrossFire, A Multiplayer Online RPG
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 int 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 facetile *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 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
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 client_container *seen_by; // seen by which player/container currently?
242
243 MTH static object *create ();
244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory
253 void remove_slow ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 remove_slow ();
258 }
259
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
263 MTH static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
269
270 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed);
272
273 MTH void instantiate ()
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280
281 // recalculate all stats
282 MTH void update_stats ();
283 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b);
285 MTH void add_statbonus ();
286 MTH void remove_statbonus ();
287 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value);
290
291 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const;
296
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
319 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321
322 // returns the player that has this object in his inventory, or 0
323 MTH object *in_player () const
324 {
325 for (object *op = env; op; op = op->env)
326 if (op->type == PLAYER)
327 return op;
328
329 return 0;
330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH void activate ();
343 MTH void deactivate ();
344 MTH void activate_recursive ();
345 MTH void deactivate_recursive ();
346
347 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1);
349
350 void enter_exit (object *exit);//PERL
351 MTH void enter_map (maptile *newmap, int x, int y);
352
353 // returns the mapspace this object is in
354 mapspace &ms () const;
355
356 // fully recursive iterator
357 struct iterator_base
358 {
359 object *item;
360
361 iterator_base (object *container)
362 : item (container)
363 {
364 }
365
366 operator object *() const { return item; }
367
368 object *operator ->() const { return item; }
369 object &operator * () const { return *item; }
370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
376
377 // depth-first recursive iterator
378 struct depth_iterator : iterator_base
379 {
380 depth_iterator (object *container);
381 void next ();
382 object *operator ++( ) { next (); return item; }
383 object *operator ++(int) { object *i = item; next (); return i; }
384 };
385
386 object *begin ()
387 {
388 return this;
389 }
390
391 object *end ()
392 {
393 return this;
394 }
395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
404 protected:
405 friend struct archetype;
406
407 void link ();
408 void unlink ();
409
410 object ();
411 ~object ();
412 };
413
414 typedef object_vector<object, &object::index > objectvec;
415 typedef object_vector<object, &object::active> activevec;
416
417 extern objectvec objects;
418 extern activevec actives;
419
420 #define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i])
423
424 #define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i])
427
428 typedef struct oblnk
429 { /* Used to link together several objects */
430 object_ptr ob;
431 struct oblnk *next;
432 } objectlink;
433
434 typedef struct oblinkpt
435 { /* Used to link together several object links */
436 struct oblnk *link;
437 long value; /* Used as connected value in buttons/gates */
438 struct oblinkpt *next;
439 } oblinkpt;
440
441 /*
442 * The archetype structure is a set of rules on how to generate and manipulate
443 * objects which point to archetypes.
444 * This probably belongs in arch.h, but there really doesn't appear to
445 * be much left in the archetype - all it really is is a holder for the
446 * object and pointers. This structure should get removed, and just replaced
447 * by the object structure
448 */
449
450 INTERFACE_CLASS (archetype)
451 struct archetype : zero_initialised, attachable
452 {
453 archetype ();
454 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const;
456
457 static archetype *find (const char *arch);
458
459 void hash_add (); // add to hashtable
460 void hash_del (); // remove from hashtable
461
462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
464 struct archetype *ACC (RW, head); /* The main part of a linked object */
465 struct archetype *ACC (RW, more); /* Next part of a linked object */
466 object ACC (RO, clone); /* An object from which to do ->copy_to () */
467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
469 * in comparison to the head.
470 */
471 };
472
473 /* Used by update_object to know if the object being passed is
474 * being added or removed.
475 */
476 #define UP_OBJ_INSERT 1
477 #define UP_OBJ_REMOVE 2
478 #define UP_OBJ_CHANGE 3
479 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
480
481 /* These are flags passed to insert_ob_in_map and
482 * insert_ob_in_ob. Note that all flags may not be meaningful
483 * for both functions.
484 * Most are fairly explanatory:
485 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
486 * on space.
487 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
488 * INS_NO_WALK_ON: Don't call check_walk_on against the
489 * originator - saves cpu time if you know the inserted object
490 * is not meaningful in terms of having an effect.
491 * INS_ON_TOP: Always put object on top. Generally only needed when loading
492 * files from disk and ordering needs to be preserved.
493 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
494 * Use for treasure chests so the new object is the highest thing
495 * beneath the player, but not actually above it. Note - the
496 * map and x,y coordinates for the object to be inserted must
497 * match the originator.
498 * INS_MAP_LOAD: disable lots of checkings done at insertion to
499 * speed up map loading process, as we assume the ordering in
500 * loaded map is correct.
501 *
502 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
503 * are mutually exclusive. The behaviour for passing more than one
504 * should be considered undefined - while you may notice what happens
505 * right now if you pass more than one, that could very well change
506 * in future revisions of the code.
507 */
508 #define INS_NO_MERGE 0x0001
509 #define INS_ABOVE_FLOOR_ONLY 0x0002
510 #define INS_NO_WALK_ON 0x0004
511 #define INS_ON_TOP 0x0008
512 #define INS_BELOW_ORIGINATOR 0x0010
513 #define INS_MAP_LOAD 0x0020
514
515 #define ARCH_SINGULARITY "singularity"
516 #define ARCH_SINGULARITY_LEN 11
517 #define ARCH_DETECT_MAGIC "detect_magic"
518 #define ARCH_DEPLETION "depletion"
519 #define ARCH_SYMPTOM "symptom"
520
521 #endif
522