--- deliantra/server/include/object.h 2009/10/12 14:00:58 1.212 +++ deliantra/server/include/object.h 2009/11/29 17:41:07 1.223 @@ -30,6 +30,8 @@ #include "cfperl.h" #include "shstr.h" +//+GPL + typedef int tag_t; enum { @@ -87,10 +89,14 @@ shstr key, value; }; +//-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 (); @@ -100,28 +106,13 @@ operator uint64() { return seq; } void operator =(uint64 seq) { this->seq = seq; } - 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)); - } + bool parse (const char *s); + char *append (char *buf) const; + char *c_str () const; }; +//+GPL + /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both @@ -135,8 +126,8 @@ struct body_slot { - signed char info:4; /* body info as loaded from the file */ signed char used:4; /* Calculated value based on items equipped */ + signed char info:4; /* body info as loaded from the file */ }; typedef struct oblnk @@ -176,9 +167,8 @@ bool ACC (RW, flag[NUM_FLAGS]); #endif - shstr ACC (RW, materialname); /* specific material name */ + 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 */ -// 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 */ @@ -223,13 +213,13 @@ 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 */ - body_slot slot [NUM_BODY_LOCATIONS]; - sint32 ACC (RW, weight); /* Attributes of the object */ sint32 ACC (RW, weight_limit);/* Weight-limit of object */ @@ -320,7 +310,7 @@ object *inv; /* Pointer to the first object in the inventory */ //TODO: container must move into client - object_ptr ACC (RW, container); /* Current container being used. I think this + object_ptr ACC (RW, container);/* Currently opened container. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. @@ -328,7 +318,6 @@ */ 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. */ // privates / perl @@ -336,6 +325,8 @@ void kv_del (shstr_tmp key); void kv_set (shstr_tmp key, shstr_tmp value); +//-GPL + // custom extra fields management struct key_value_access_proxy { @@ -438,6 +429,20 @@ open_container (0); } + // potential future accessor for "container" + MTH object *container_ () const + { + return container; + } + + MTH bool is_open_container () const + { + // strangely enough, using ?: here causes code to inflate + return type == CONTAINER + && ((env && env->container_ () == this) + || (!env && flag [FLAG_APPLIED])); + } + MTH object *force_find (shstr_tmp name); MTH void force_set_timer (int duration); MTH object *force_add (shstr_tmp name, int duration = 0); @@ -485,15 +490,18 @@ MTH void update_weight (); // return the dominant material of this item, always return something - const materialtype_t *dominant_material () const; + const materialtype_t *dominant_material () const + { + return material; + } // return the volume of this object in cm³ MTH uint64 volume () const { return (uint64)total_weight () - * 1000 - * (type == CONTAINER ? 1000 : 1) - / dominant_material ()->density; + * 1024 // 1000 actually + * (type == CONTAINER ? 128 : 1) + / dominant_material ()->density; // ugh, division } MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } @@ -512,7 +520,7 @@ && (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; } + MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; } // temporary: wether the object can be saved in a map file // contr => is a player @@ -626,6 +634,8 @@ // 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); + // check whether we can put this into the map, respect max_nrof, max_volume, max_items + MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); MTH void drop_unpaid_items (); MTH void activate (); @@ -741,7 +751,7 @@ // move this object to the top of its env's inventory to speed up // searches for it. -static object * +static inline object * splay (object *ob) { if (ob->above && ob->env) @@ -758,6 +768,8 @@ return ob; } +//+GPL + object *find_skill_by_name_fuzzy (object *who, const char *name); object *find_skill_by_name (object *who, shstr_cmp sh); object *find_skill_by_number (object *who, int skillno); @@ -771,6 +783,8 @@ * by the object structure */ +//-GPL + INTERFACE_CLASS (archetype) struct archetype : object { @@ -789,6 +803,8 @@ MTH static object *get (const char *name); // (find() || singularity)->instance() MTH object *instance (); + MTH void post_load_check (); // do some adjustments after parsing + object_vector_index ACC (RW, archid); // index in archvector shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ @@ -801,17 +817,13 @@ static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ }; -// compatbiility, remove once replaced by ->instance -inline object * -arch_to_object (archetype *at) -{ - return at->instance (); -} - inline void -object_freezer::put (keyword k, archetype *v) +object_freezer::put (const keyword_string k, archetype *v) { - put (k, v ? &v->archname : (const char *)0); + if (expect_true (v)) + put (k, v->archname); + else + put (k); } typedef object_vector objectvec; @@ -839,6 +851,8 @@ for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ statementvar (archetype *, var, archetypes [_i]) +//+GPL + /* Used by update_object to know if the object being passed is * being added or removed. */ @@ -877,7 +891,7 @@ #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define ARCH_DEPLETION "depletion" +//-GPL #endif