--- deliantra/server/include/object.h 2006/12/25 11:25:49 1.68
+++ deliantra/server/include/object.h 2012/01/03 11:25:32 1.261
@@ -1,78 +1,156 @@
/*
- 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * 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 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
+ */
#ifndef OBJECT_H
#define OBJECT_H
-#include
-
#include "cfperl.h"
#include "shstr.h"
-typedef uint32 tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+//+GPL
+
+typedef int tag_t;
+
+// also see common/item.C
+enum
+{
+# define def(name, use, nonuse) body_ ## name,
+# include "slotinc.h"
+# undef def
+ NUM_BODY_LOCATIONS
+};
/* See common/item.c */
-typedef struct Body_Locations
+struct Body_Locations
{
- const char *save_name; /* Name used to load/save it to disk */
+ const char *name; /* Short name/identifier */
+ keyword kw; /* 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];
+// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
+// contains the wall suffix (0, 1_3, 1_4 and so on).
+extern const char *wall_suffix[16];
+
+#define NUM_COINS 4 /* number of coin types */
+extern const char *const coins[NUM_COINS + 1];
+
+// restart server when object_count reaches this value
+#define RESTART_COUNT 0xe0000000
+
/*
* 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;
+ key_value *next; // must be first element
shstr key, value;
};
+// "crossfires version of a perl hash."
+struct key_values
+{
+ key_value *first; // must be first element
+
+ bool empty() const
+ {
+ return !first;
+ }
+
+ void clear ();
+ shstr_tmp get (shstr_tmp key) const;
+ void del (shstr_tmp key);
+ void set (shstr_tmp key, shstr_tmp value);
+
+ void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
+ void reverse (); // reverses the ordering, to be used after loading an object
+ key_values &operator =(const key_values &kv);
+
+ // custom extra fields management
+ struct access_proxy
+ {
+ key_values &kv;
+ shstr_tmp key;
+
+ access_proxy (key_values &kv, shstr_tmp key)
+ : kv (kv), key (key)
+ {
+ }
+
+ const access_proxy &operator =(shstr_tmp value) const
+ {
+ kv.set (key, value);
+ return *this;
+ }
+
+ operator const shstr_tmp () const { return kv.get (key); }
+ operator const char *() const { return kv.get (key); }
+
+ private:
+ void operator =(int);
+ };
+
+ const access_proxy operator [](shstr_tmp key)
+ {
+ return access_proxy (*this, key);
+ }
+};
+
+//-GPL
+
struct UUID
{
uint64 seq;
+ enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
+
+ 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; }
+
+ bool parse (const char *s);
+ char *append (char *buf) const;
+ char *c_str () const;
};
-extern void init_uuid ();
-extern UUID gen_uuid ();
-extern const uint64 UUID_SKIP;
+//+GPL
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
@@ -85,32 +163,51 @@
#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 used:4; /* Calculated value based on items equipped */
+ signed char info:4; /* body info as loaded from the file */
+};
+
+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 */
+ 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 */
+
+ typedef bitset flags_t;
+ flags_t flag; /* various flags */
+#if FOR_PERL
+ bool ACC (RW, flag[NUM_FLAGS]);
+#endif
+
+ materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
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. */
- shstr ACC (RW, materialname); /* specific material name */
- shstr ACC (RW, custom_name); /* Custom name assigned by player */
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 */
@@ -121,118 +218,154 @@
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 */
+ 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, 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.
*/
- 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 */
+
+ 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 */
+
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 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 */
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 */
- char *ACC (RW, spellarg);
+ // 8 free bits
+
+ //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 */
- 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 */
- 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 */
};
-struct object : zero_initialised, object_copy
+const_utf8_string query_weight (const object *op);
+const_utf8_string query_short_name (const object *op);
+const_utf8_string query_name (const object *op);
+const_utf8_string query_base_name (const object *op, int plural);
+sint64 query_cost (const object *tmp, object *who, int flag);
+const char *query_cost_string (const object *tmp, object *who, int flag);
+
+int change_ability_duration (object *spell, object *caster);
+int min_casting_level (object *caster, object *spell);
+int casting_level (object *caster, object *spell);
+sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
+int SP_level_dam_adjust (object *caster, object *spob);
+int SP_level_duration_adjust (object *caster, object *spob);
+int SP_level_range_adjust (object *caster, object *spob);
+
+struct freelist_item
{
- typedef unordered_vector