--- deliantra/server/include/object.h 2008/04/24 00:30:52 1.168
+++ deliantra/server/include/object.h 2009/10/12 14:00:58 1.212
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009 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.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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 .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -76,11 +77,11 @@
*
* 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;
@@ -138,12 +139,23 @@
signed char used:4; /* Calculated value based on items equipped */
};
+typedef struct oblnk
+{ /* Used to link together several objects */
+ object_ptr ob;
+ struct oblnk *next;
+} objectlink;
+
+typedef struct oblinkpt
+{ /* Used to link together several object links */
+ struct oblnk *link;
+ struct oblinkpt *next;
+ shstr id; /* Used as connected value in buttons/gates */
+} oblinkpt;
+
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 */
@@ -157,13 +169,15 @@
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, tag); // a tag used to tracking this object
- 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 */
@@ -177,100 +191,121 @@
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 */
+ sint32 ACC (RW, nrof); /* How many of the objects */
+ /* 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.
*/
- sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
- sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
+ sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
+ sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
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, 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 */
- body_slot slot [NUM_BODY_LOCATIONS];
- faceidx ACC (RW, face); /* the graphical face */
- faceidx ACC (RW, sound); /* the sound face */
- faceidx ACC (RW, sound_destroy); /* played on destroy */
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 */
- 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 */
/* Spell related information, may be useful elsewhere
* Note that other fields are used - these files are basically
* only used in spells.
*/
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, casting_time); /* time left before spell goes off */
uint8 ACC (RW, duration_modifier); /* how level modifies duration */
- uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
+ 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 */
+ sint8 ACC (RW, item_power); /* power rating of the object */
+
+ uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
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 */
+ // 8 free bits
- char *ACC (RW, spellarg);
+ //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
+ // /* races/classes can need less/more exp to gain levels */
+ static const float expmul = 1.0;//D
+ float ACC (RW, move_slow_penalty); /* How much this slows down the object */
/* 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 */
+ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
+ uint16 ACC (RW, animation_id);/* An index into the animation array */
+ 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 */
+ uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
+ /* allows different movement patterns for attackers */
+ uint8 ACC (RW, move_status); /* What stage in attack mode */
+ uint8 ACC (RW, attack_movement);/* What kind of attack movement */
+
+ //16+ free bits
+
+ // 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 */
};
+const char *query_weight (const object *op);
+const char *query_short_name (const object *op);
+const char *query_name (const object *op);
+const char *query_base_name (const object *op, int plural);
+
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);
@@ -296,6 +331,41 @@
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.
@@ -304,17 +374,23 @@
MTH int slottype () const;
MTH static object *create ();
const mapxy &operator =(const mapxy &pos);
- object &operator =(const object &src);
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);
+ MTH void play_sound (faceidx sound) const;
+ MTH void say_msg (const char *msg) const;
void do_remove ();
MTH void remove ()
@@ -332,6 +408,14 @@
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
@@ -344,6 +428,7 @@
MTH void set_owner (object *owner);
MTH void set_speed (float speed);
+ MTH void set_glow_radius (sint8 rad);
MTH bool change_weapon (object *ob);
MTH bool change_skill (object *ob);
@@ -353,8 +438,13 @@
open_container (0);
}
- MTH object *force_find (const shstr name);
- MTH void force_add (const shstr name, int duration = 0);
+ MTH object *force_find (shstr_tmp name);
+ MTH void force_set_timer (int duration);
+ MTH object *force_add (shstr_tmp name, int duration = 0);
+
+ oblinkpt *find_link () const;
+ MTH void add_link (maptile *map, shstr_tmp id);
+ MTH void remove_link ();
// overwrite the attachable should_invoke function with a version that also checks ev_want_type
bool should_invoke (event_type event)
@@ -400,12 +490,15 @@
// return the volume of this object in cm³
MTH uint64 volume () const
{
- return total_weight ()
+ return (uint64)total_weight ()
* 1000
* (type == CONTAINER ? 1000 : 1)
/ dominant_material ()->density;
}
+ MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
+
+ 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
@@ -432,30 +525,54 @@
*/
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
+ static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
+
+ MTH bool has_dialogue () const { return msg_has_dialogue (&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 ()
+ MTH object *outer_env_or_self () const
{
- for (object *op = this; ; op = op->env)
- if (!op->env)
- return op;
+ const object *op;
+
+ for (op = this; op->env; op = op->env)
+ ;
+
+ return const_cast