--- deliantra/server/include/object.h 2007/01/11 01:10:01 1.85
+++ deliantra/server/include/object.h 2007/07/14 14:57:16 1.137
@@ -1,26 +1,25 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- 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
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT 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 3 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, see .
+ *
+ * The authors can be reached via e-mail to
+ */
#ifndef OBJECT_H
#define OBJECT_H
@@ -31,14 +30,37 @@
#include "shstr.h"
typedef int tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+
+enum {
+ body_skill,
+ body_combat,
+ body_range,
+ body_shield,
+ body_arm,
+ body_torso,
+ body_head,
+ body_neck,
+ body_finger,
+ body_shoulder,
+ body_foot,
+ body_hand,
+ body_wrist,
+ body_waist,
+ NUM_BODY_LOCATIONS
+};
+
+enum slottype_t
+{
+ slot_none,
+ slot_combat,
+ slot_ranged,
+};
/* See common/item.c */
typedef struct Body_Locations
{
- const char *save_name; /* Name used to load/save it to disk */
+ keyword 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;
@@ -86,10 +108,11 @@
#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 ()
- */
+struct body_slot
+{
+ signed char info:4; /* body info as loaded from the file */
+ signed char used:4; /* Calculated value based on items equipped */
+};
INTERFACE_CLASS (object)
// these are being copied
@@ -98,8 +121,12 @@
typedef bitset flags_t;
sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
+
+ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
+ uint8 ACC (RW, subtype); /* subtype of object */
sint8 ACC (RW, direction); /* Means the object is moving that way. */
sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
+
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 */
@@ -112,6 +139,7 @@
/* 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 */
+// materialtype_t *ACC (RW, material); /* What material this object consists of */
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 */
@@ -122,21 +150,19 @@
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 */
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 */
/* 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 */
+ uint16 ACC (RW, materials); /* What materials this object consists 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) */
@@ -159,8 +185,8 @@
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 */
+ body_slot slot [NUM_BODY_LOCATIONS];
+ faceidx ACC (RW, face); /* Face with colors */
living ACC (RO, stats); /* Str, Con, Dex, etc */
/* See the pod/objects.pod for more info about body locations */
@@ -180,18 +206,21 @@
*/
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 */
-
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 */
char *ACC (RW, spellarg);
@@ -199,7 +228,6 @@
/* 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]);
@@ -219,8 +247,8 @@
UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
int ACC (RO, count);
- int ACC (RO, index); // index into objects
- int ACC (RO, active); // index into actives
+ object_vector_index ACC (RO, index); // index into objects
+ object_vector_index ACC (RO, active); // index into actives
player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
@@ -230,7 +258,7 @@
object *inv; /* Pointer to the first object in the inventory */
//TODO: container must move into client
- object *ACC (RW, container); /* Current container being used. I think this
+ object_ptr 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.
@@ -239,8 +267,16 @@
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
client_container *seen_by; // seen by which player/container currently?
+ key_value *key_values; /* Fields not explictly known by the loader. */
+
+ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
+ void post_load_check (); // do some adjustments after parsing
+ static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
+ bool write (object_freezer &f);
+ MTH int slottype () const;
MTH static object *create ();
+ object &operator =(const object &src);
MTH void copy_to (object *dst);
MTH object *clone (); // create + copy_to
void do_destroy ();
@@ -249,8 +285,13 @@
// recursively destroy all objects in inventory, optionally dropping them to the ground instead
MTH void destroy_inv (bool drop_to_ground = false);
- MTH void remove ();
MTH object *insert (object *item); // insert into inventory
+ void do_remove ();
+ MTH void remove ()
+ {
+ if (!flag [FLAG_REMOVED])
+ do_remove ();
+ }
static bool can_merge_slow (object *op1, object *op2);
@@ -264,15 +305,26 @@
MTH void set_owner (object *owner);
MTH void set_speed (float speed);
+ MTH bool change_weapon (object *ob);
+ MTH bool change_skill (object *ob);
- MTH void instantiate ()
+ MTH void open_container (object *new_container);
+ MTH void close_container ()
{
- if (!uuid.seq) // HACK
- uuid = gen_uuid ();
+ open_container (0);
+ }
+
+ MTH object *force_find (const shstr name);
+ MTH void force_add (const shstr name, int duration = 0);
- attachable::instantiate ();
+ // overwrite the attachable should_invoke function with a version that also checks ev_want_type
+ bool should_invoke (event_type event)
+ {
+ return ev_want_event [event] || ev_want_type [type] || cb;
}
+ MTH void instantiate ();
+
// recalculate all stats
MTH void update_stats ();
MTH void roll_stats ();
@@ -285,9 +337,31 @@
// info must hold 256 * 3 bytes currently
const char *debug_desc (char *info) const;
- MTH const char *debug_desc () const;
+ MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
const char *flag_desc (char *desc, int len) const;
+ int number_of () const
+ {
+ return nrof ? nrof : 1;
+ }
+
+ uint64 total_weight () const
+ {
+ return weight * number_of ();
+ }
+
+ // return the dominant material of this item, always return something
+ const materialtype_t *dominant_material () const;
+
+ // return the volume of this object in cm³
+ uint64 volume () const
+ {
+ return total_weight ()
+ * 1000
+ * (type == CONTAINER ? 1000 : 1)
+ / dominant_material ()->density;
+ }
+
MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
|| type == CLOAK || type == BOOTS || type == GLOVES
@@ -299,6 +373,7 @@
MTH bool is_arrow () const { return type == ARROW
|| (type == SPELL_EFFECT
&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
+ MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
@@ -306,7 +381,7 @@
// contr => is a player
// head => only save head of a multitile object
// owner => can not reference owner yet
- MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
+ MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
/* This return true if object has still randomitems which
* could be expanded.
@@ -329,9 +404,28 @@
return head ? head : this;
}
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
+ MTH std::string long_desc (object *who = 0);
+ MTH std::string describe_monster (object *who = 0);
+ MTH std::string describe_item (object *who = 0);
+ MTH std::string describe (object *who = 0);
+
+ // If this object has no extra parts but should have them,
+ // add them, effectively expanding heads into multipart
+ // objects. This method only works on objects not inserted
+ // anywhere.
+ MTH void expand_tail ();
+
+ MTH void create_treasure (treasurelist *tl, int flags = 0);
+
// insert object at same map position as 'where'
// handles both inventory and map "positions"
MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
+ MTH void drop_unpaid_items ();
MTH void activate ();
MTH void deactivate ();
@@ -341,7 +435,7 @@
// set the givne flag on all objects in the inventory recursively
MTH void set_flag_inv (int flag, int value = 1);
- void enter_exit (object *exit);//PERL
+ void enter_exit (object *exit);//Perl
MTH void enter_map (maptile *newmap, int x, int y);
// returns the mapspace this object is in
@@ -395,29 +489,34 @@
return !invisible && type != PLAYER;
}
-protected:
- friend struct archetype;
+ MTH struct region *region () const;
- void link ();
+protected:
+ void link ();
void unlink ();
object ();
~object ();
};
-typedef object_vector