--- deliantra/server/include/object.h 2006/12/23 15:49:40 1.67
+++ deliantra/server/include/object.h 2008/12/28 06:59:27 1.192
@@ -1,25 +1,25 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- 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 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 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
@@ -29,32 +29,58 @@
#include "cfperl.h"
#include "shstr.h"
-typedef uint32 tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+typedef int tag_t;
+
+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;
@@ -64,15 +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
@@ -85,29 +132,39 @@
#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 */
+};
-ACC_CLASS (object)
+INTERFACE_CLASS (object)
// these are being copied
-struct object_copy
+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. */
+ /* If this is an exit, this is the filename */
+
+ 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 */
object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
@@ -118,26 +175,23 @@
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 */
- sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
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 */
- sint8 ACC (RW, direction); /* Means the object is moving that way. */
- sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
+ 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, 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) */
/* Note that the last_.. values are sometimes used for non obvious
* meanings by some objects, eg, sp penalty, permanent exp.
@@ -148,30 +202,34 @@
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 */
living ACC (RO, stats); /* Str, Con, Dex, etc */
- /* See the doc/Developers/objects for more info about body locations */
+ /* 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 */
- /* changes made by kholland@sunlab.cit.cornell.edu */
+
/* allows different movement patterns for attackers */
sint32 ACC (RW, move_status); /* What stage in attack mode */
uint16 ACC (RW, attack_movement); /* What kind of attack movement */
uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
- /* races/classes can need less/more exp to gain levels */
+ /* races/classes can need less/more exp to gain levels */
/* Spell related information, may be useful elsewhere
* Note that other fields are used - these files are basically
@@ -179,58 +237,68 @@
*/
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 */
+
+ 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 */
- 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]);
-#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 */
- sint32 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 */
- 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 */
+ 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, refcounted, attachable