--- deliantra/server/include/object.h 2007/03/01 12:28:16 1.102 +++ deliantra/server/include/object.h 2007/05/28 21:15:56 1.128 @@ -1,25 +1,25 @@ /* - * 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 - * 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 Crossfire TRT, the Multiplayer Online Role Playing Game. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT 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 Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * The authors can be reached via e-mail to */ #ifndef OBJECT_H @@ -31,14 +31,37 @@ #include "shstr.h" 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; @@ -86,10 +109,11 @@ #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 @@ -98,8 +122,12 @@ 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 */ @@ -123,15 +151,13 @@ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ - facetile *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 */ 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 */ @@ -160,8 +186,8 @@ 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 */ + body_slot slot [NUM_BODY_LOCATIONS]; + 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 */ @@ -181,18 +207,21 @@ */ 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 */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); @@ -200,7 +229,6 @@ /* 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]); @@ -240,12 +268,16 @@ 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. */ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + 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); MTH void copy_to (object *dst); MTH object *clone (); // create + copy_to void do_destroy (); @@ -274,6 +306,8 @@ 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 () @@ -281,6 +315,12 @@ open_container (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 @@ -295,8 +335,7 @@ // 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 @@ -332,6 +371,7 @@ 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; } @@ -362,6 +402,19 @@ return head ? head : this; } + 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. + 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); @@ -374,7 +427,7 @@ // set the givne 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); // returns the mapspace this object is in @@ -440,6 +493,25 @@ ~object (); }; +// move this object to the top of its env's inventory to speed up +// searches for it. +static object * +splay (object *ob) +{ + if (ob->env && ob->env->inv != ob) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; + + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; +} + typedef object_vector objectvec; typedef object_vector activevec; @@ -467,6 +539,10 @@ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. @@ -484,6 +560,7 @@ void gather_callbacks (AV *&callbacks, event_type event) const; static archetype *read (object_thawer &f); + static archetype *get (const char *name); // find or create static archetype *find (const char *name); void hash_add (); // add to hashtable @@ -495,6 +572,7 @@ struct archetype *ACC (RW, more); /* Next part of a linked object */ object ACC (RO, clone); /* An object from which to do ->copy_to () */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ + bool ACC (RW, linked); // linked into list of heads sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. */ @@ -543,7 +621,6 @@ #define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 #define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" #define ARCH_SYMPTOM "symptom"