--- deliantra/server/include/object.h 2007/04/21 16:56:32 1.109
+++ deliantra/server/include/object.h 2009/01/01 19:42:43 1.194
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer Online RPG
- *
- * 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
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra 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
+ * 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
+ * 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
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
#ifndef OBJECT_H
@@ -32,31 +31,56 @@
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;
extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
+#define NUM_COINS 4 /* number of coin types */
+extern const char *const coins[NUM_COINS + 1];
+
/*
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
*
* key and value are shared-strings.
*
- * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
+ * Please use kv_get/kv_set/kv_del from object rather than
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
-struct key_value
+struct key_value : slice_allocated
{
key_value *next;
shstr key, value;
@@ -66,15 +90,36 @@
{
uint64 seq;
+ static UUID cur; // last uuid generated
+ static void init ();
+ static UUID gen ();
+
UUID () { }
UUID (uint64 seq) : seq(seq) { }
operator uint64() { return seq; }
void operator =(uint64 seq) { this->seq = seq; }
-};
-extern void init_uuid ();
-extern UUID gen_uuid ();
-extern const uint64 UUID_SKIP;
+ typedef char BUF [32];
+
+ bool parse (const char *s)
+ {
+ return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
+ }
+
+ const char *c_str (char *buf, int len) const
+ {
+ snprintf (buf, len, "<1.%" PRIx64 ">", seq);
+
+ return buf;
+ }
+
+ const char *c_str () const
+ {
+ static BUF buf;
+
+ return c_str (buf, sizeof (buf));
+ }
+};
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
@@ -87,32 +132,38 @@
#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
struct object_copy : attachable
{
- 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 */
shstr ACC (RW, race); /* human, goblin, dragon, etc */
shstr ACC (RW, slaying); /* Which race to do double damage to */
/* If this is an exit, this is the filename */
- shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
- shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
- shstr ACC (RW, lore); /* Obscure information about this object, */
- /* To get put into books and the like. */
+
+ typedef bitset flags_t;
+ flags_t flag; /* various flags */
+#if FOR_PERL
+ bool ACC (RW, flag[NUM_FLAGS]);
+#endif
+
shstr ACC (RW, materialname); /* specific material name */
- shstr ACC (RW, custom_name); /* Custom name assigned by player */
+ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
// 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 */
@@ -126,20 +177,21 @@
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 */
+ sint32 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 */
+ /* This next big block is basically used for monsters and equipment */
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, 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) */
/* Note that the last_.. values are sometimes used for non obvious
* meanings by some objects, eg, sp penalty, permanent exp.
@@ -150,24 +202,27 @@
sint16 ACC (RW, last_eat); /* How long since we last ate */
sint16 ACC (RW, invisible); /* How much longer the object will be invis */
sint16 ACC (RW, level); /* Level of creature or object */
+
uint8 ACC (RW, pick_up); /* See crossfire.doc */
- sint8 ACC (RW, item_power); /* power rating of the object */
sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
+ uint8 ACC (RW, weapontype); /* type of weapon */
+
+ faceidx ACC (RW, face); /* the graphical face */
+
+ faceidx ACC (RW, sound); /* the sound face */
+ faceidx ACC (RW, sound_destroy); /* played on destroy */
+
+ body_slot slot [NUM_BODY_LOCATIONS];
+
sint32 ACC (RW, weight); /* Attributes of the object */
sint32 ACC (RW, weight_limit);/* Weight-limit of object */
- sint32 ACC (RW, carrying); /* How much weight this object contains */
+ sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
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 */
- 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 */
/* Following mostly refers to fields only used for monsters */
- uint32 ACC (RW, hide); /* The object is hidden, not invisible */
/* allows different movement patterns for attackers */
sint32 ACC (RW, move_status); /* What stage in attack mode */
@@ -182,7 +237,7 @@
*/
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 */
@@ -192,38 +247,50 @@
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 */
+ sint8 ACC (RW, item_power); /* power rating of the object */
+ // 8 free bits
+
+ float ACC (RW, move_slow_penalty); /* How much this slows down the object */
char *ACC (RW, spellarg);
/* Following are values used by any object */
/* this objects turns into or what this object creates */
treasurelist *ACC (RW, randomitems); /* Items to be generated */
- flags_t flag; /* various flags */
-#if FOR_PERL
- bool ACC (RW, flag[NUM_FLAGS]);
-#endif
+
uint16 ACC (RW, animation_id);/* An index into the animation array */
uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
uint8 ACC (RW, last_anim); /* last sequence used to draw face */
- sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
+
uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
uint8 ACC (RW, will_apply); /* See crossfire.doc */
+ uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
+
+ uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
+ uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
+
+ // rarely-accessed members should be at the end
+ shstr ACC (RW, tag); // a tag used to tracking this object
+ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
+ shstr ACC (RW, lore); /* Obscure information about this object, */
+ /* To get put into books and the like. */
+ shstr ACC (RW, custom_name); /* Custom name assigned by player */
};
struct object : zero_initialised, object_copy
{
// These variables are not changed by ->copy_to
- maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
+ maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
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 */
+ player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
object *ACC (RW, below); /* Pointer to the object stacked below this one */
object *ACC (RW, above); /* Pointer to the object stacked above this one */
@@ -242,21 +309,66 @@
client_container *seen_by; // seen by which player/container currently?
key_value *key_values; /* Fields not explictly known by the loader. */
+ // privates / perl
+ shstr_tmp kv_get (shstr_tmp key) const;
+ void kv_del (shstr_tmp key);
+ void kv_set (shstr_tmp key, shstr_tmp value);
+
+ // custom extra fields management
+ struct key_value_access_proxy
+ {
+ object &ob;
+ shstr_tmp key;
+
+ key_value_access_proxy (object &ob, shstr_tmp key)
+ : ob (ob), key (key)
+ {
+ }
+
+ const key_value_access_proxy &operator =(shstr_tmp value) const
+ {
+ ob.kv_set (key, value);
+ return *this;
+ }
+
+ operator const shstr_tmp () const { return ob.kv_get (key); }
+ operator const char *() const { return ob.kv_get (key); }
+
+ private:
+ void operator =(int);
+ };
+
+ // operator [] is too annoying to use
+ const key_value_access_proxy kv (shstr_tmp key)
+ {
+ return key_value_access_proxy (*this, key);
+ }
+
bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
+ MTH 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);
+ const mapxy &operator =(const mapxy &pos);
MTH void copy_to (object *dst);
- MTH object *clone (); // create + copy_to
+ MTH object *clone (); // create + copy_to a single object
+ MTH object *deep_clone (); // copy whole more chain and inventory
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
- MTH void destroy (bool destroy_inventory = false);
+ MTH void destroy ();
+ MTH void drop_and_destroy ()
+ {
+ destroy_inv (true);
+ destroy ();
+ }
// recursively destroy all objects in inventory, optionally dropping them to the ground instead
MTH void destroy_inv (bool drop_to_ground = false);
MTH object *insert (object *item); // insert into inventory
+ MTH void play_sound (faceidx sound);
+
void do_remove ();
MTH void remove ()
{
@@ -264,6 +376,23 @@
do_remove ();
}
+ MTH bool blocked (maptile *m, int x, int y) const;
+
+ void move_to (const mapxy &pos)
+ {
+ remove ();
+ *this = pos;
+ insert_at (this, this);
+ }
+
+ // high-level move functions, return true if successful
+ int move (int dir, object *originator);
+
+ int move (int dir)
+ {
+ return move (dir, this);
+ }
+
static bool can_merge_slow (object *op1, object *op2);
// this is often used in time-critical code, so optimise
@@ -276,6 +405,8 @@
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 open_container (object *new_container);
MTH void close_container ()
@@ -283,6 +414,15 @@
open_container (0);
}
+ MTH object *force_find (shstr_tmp name);
+ MTH object *force_add (shstr_tmp name, int duration = 0);
+
+ // 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
@@ -297,32 +437,37 @@
// info must hold 256 * 3 bytes currently
const char *debug_desc (char *info) const;
- MTH const char *debug_desc () const;
- const char *debug_desc2 () const; // another debug_desc, pure convinience function
+ 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
+ MTH bool decrease (sint32 nr = 1); // returns true if anything is left
+ MTH object *split (sint32 nr = 1); // return 0 on failure
+
+ MTH int number_of () const
{
return nrof ? nrof : 1;
}
- uint64 total_weight () const
+ MTH sint32 total_weight () const
{
- return weight * number_of ();
+ return (weight + carrying) * number_of ();
}
+ MTH void update_weight ();
+
// 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
+ MTH uint64 volume () const
{
- return total_weight ()
+ return (uint64)total_weight ()
* 1000
* (type == CONTAINER ? 1000 : 1)
/ dominant_material ()->density;
}
+ MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
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
@@ -334,6 +479,7 @@
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; }
@@ -341,21 +487,44 @@
// 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_MAP_SAVE]; }
+ MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
/* This return true if object has still randomitems which
* could be expanded.
*/
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
+ MTH bool has_dialogue () const { return *&msg == '@'; }
+
+ // returns the outermost owner, never returns 0
+ MTH object *outer_owner ()
+ {
+ object *op;
+
+ for (op = this; op->owner; op = op->owner)
+ ;
+
+ return op;
+ }
+
+ // returns the outermost environment, never returns 0
+ MTH object *outer_env ()
+ {
+ object *op;
+
+ for (op = this; op->env; op = op->env)
+ ;
+
+ return op;
+ }
+
// returns the player that has this object in his inventory, or 0
- MTH object *in_player () const
+ // we assume the player is always the outer env
+ MTH object *in_player ()
{
- for (object *op = env; op; op = op->env)
- if (op->type == PLAYER)
- return op;
+ object *op = outer_env ();
- return 0;
+ return op->type == PLAYER ? op : 0;
}
// "temporary" helper function
@@ -364,26 +533,63 @@
return head ? head : this;
}
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
+ MTH bool is_on_map () const
+ {
+ return !env && !flag [FLAG_REMOVED];
+ }
+
+ MTH bool is_inserted () const
+ {
+ return !flag [FLAG_REMOVED];
+ }
+
+ MTH bool is_player () const
+ {
+ return !!contr;
+ }
+
+ MTH bool affects_los () const
+ {
+ return glow_radius || flag [FLAG_BLOCKSVIEW];
+ }
+
+ // returns the player that cna see this object, if any
+ MTH object *visible_to () const;
+
+ 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.
- void expand_tail ();
+ 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 ();
MTH void activate_recursive ();
MTH void deactivate_recursive ();
- // set the givne flag on all objects in the inventory recursively
+ // set the given 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);
+ void player_goto (const char *path, int x, int y); // only for players
// returns the mapspace this object is in
mapspace &ms () const;
@@ -429,38 +635,64 @@
}
/* This returns TRUE if the object is something that
- * should be displayed in the floorbox/inventory window
+ * a client might want to know about.
*/
MTH bool client_visible () const
{
return !invisible && type != PLAYER;
}
+ // the client does nrof * this weight
+ MTH sint32 client_weight () const
+ {
+ return weight + carrying;
+ }
+
MTH struct region *region () const;
-protected:
- friend struct archetype;
+ void statusmsg (const char *msg, int color = NDI_BLACK);
+ void failmsg (const char *msg, int color = NDI_RED);
+
+ const char *query_inventory (object *who = 0, const char *indent = "");
- void link ();
+ MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
+ static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
+
+ // make some noise with given item into direction dir,
+ // currently only used for players to make them temporarily visible
+ // when they are invisible.
+ MTH void make_noise ();
+
+protected:
+ void link ();
void unlink ();
object ();
~object ();
+
+private:
+ object &operator =(const object &);
+ object (const object &);
};
-typedef object_vector