--- deliantra/server/include/object.h 2007/06/04 12:19:08 1.129
+++ deliantra/server/include/object.h 2008/06/15 19:34:31 1.178
@@ -1,25 +1,24 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * 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
*
- * 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.
+ * 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.
+ * 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
+ * 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
+ * The authors can be reached via e-mail to
*/
#ifndef OBJECT_H
@@ -68,17 +67,20 @@
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;
@@ -88,15 +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
@@ -134,6 +157,7 @@
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, */
@@ -155,7 +179,7 @@
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 */
+ /* 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 */
@@ -182,12 +206,14 @@
sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
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 */
body_slot slot [NUM_BODY_LOCATIONS];
- faceidx ACC (RW, face); /* Face with colors */
+ 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 */
@@ -236,9 +262,11 @@
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 */
+ uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
+ 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 */
};
struct object : zero_initialised, object_copy
@@ -248,10 +276,10 @@
UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
int ACC (RO, count);
- int ACC (RO, index); // index into objects
- int ACC (RO, active); // index into actives
+ object_vector_index ACC (RO, index); // index into objects
+ object_vector_index ACC (RO, active); // index into actives
- player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
+ player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
object *ACC (RW, below); /* Pointer to the object stacked below this one */
object *ACC (RW, above); /* Pointer to the object stacked above this one */
@@ -270,16 +298,52 @@
client_container *seen_by; // seen by which player/container currently?
key_value *key_values; /* Fields not explictly known by the loader. */
+ // privates / perl
+ const shstr &kv_get (const shstr &key) const;
+ void kv_del (const shstr &key);
+ void kv_set (const shstr &key, const shstr &value);
+
+ // custom extra fields management
+ struct key_value_access_proxy
+ {
+ object &ob;
+ shstr key;
+
+ key_value_access_proxy (object &ob, const shstr &key)
+ : ob (ob), key (key)
+ {
+ }
+
+ const key_value_access_proxy &operator =(const shstr &value) const
+ {
+ ob.kv_set (key, value);
+ return *this;
+ }
+
+ operator const shstr &() 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 (const shstr &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
- void post_load_check (); // do some adjustments after parsing
+ 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.
bool write (object_freezer &f);
MTH int slottype () const;
MTH static object *create ();
- object &operator =(const object &src);
+ const mapxy &operator =(const mapxy &pos);
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);
@@ -287,6 +351,8 @@
// 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);
+
void do_remove ();
MTH void remove ()
{
@@ -294,6 +360,15 @@
do_remove ();
}
+ MTH bool blocked (maptile *m, int x, int y) const;
+
+ void move_to (const mapxy &pos)
+ {
+ remove ();
+ *this = pos;
+ insert_at (this, this);
+ }
+
static bool can_merge_slow (object *op1, object *op2);
// this is often used in time-critical code, so optimise
@@ -315,6 +390,9 @@
open_container (0);
}
+ MTH object *force_find (const shstr name);
+ MTH void force_add (const shstr name, int duration = 0);
+
// overwrite the attachable should_invoke function with a version that also checks ev_want_type
bool should_invoke (event_type event)
{
@@ -338,21 +416,26 @@
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
+ MTH bool decrease (sint32 nr = 1); // returns true if anything is left
+ MTH object *split (sint32 nr = 1); // return 0 on failure
+
+ MTH int number_of () const
{
return nrof ? nrof : 1;
}
- uint64 total_weight () const
+ MTH sint32 total_weight () const
{
- return weight * number_of ();
+ return (weight + carrying) * number_of ();
}
+ MTH void update_weight ();
+
// return the dominant material of this item, always return something
const materialtype_t *dominant_material () const;
// return the volume of this object in cm³
- uint64 volume () const
+ MTH uint64 volume () const
{
return total_weight ()
* 1000
@@ -379,21 +462,36 @@
// contr => is a player
// head => only save head of a multitile object
// owner => can not reference owner yet
- MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
+ MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
/* This return true if object has still randomitems which
* could be expanded.
*/
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
- // returns the player that has this object in his inventory, or 0
- MTH object *in_player () const
+ // returns the outermost owner, never returns 0
+ MTH object *outer_owner ()
+ {
+ for (object *op = this; ; op = op->owner)
+ if (!op->owner)
+ return op;
+ }
+
+ // returns the outermost environment, never returns 0
+ MTH object *outer_env ()
{
- for (object *op = env; op; op = op->env)
- if (op->type == PLAYER)
+ for (object *op = this; ; op = op->env)
+ if (!op->env)
return op;
+ }
+
+ // returns the player that has this object in his inventory, or 0
+ // we assume the player is always the outer env
+ MTH object *in_player ()
+ {
+ object *op = outer_env ();
- return 0;
+ return op->type == PLAYER ? op : 0;
}
// "temporary" helper function
@@ -402,6 +500,19 @@
return head ? head : this;
}
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
+ MTH bool is_on_map () const
+ {
+ return !env && !flag [FLAG_REMOVED];
+ }
+
+ // returns the player that cna see this object, if any
+ MTH object *visible_to () const;
+
MTH std::string long_desc (object *who = 0);
MTH std::string describe_monster (object *who = 0);
MTH std::string describe_item (object *who = 0);
@@ -418,17 +529,19 @@
// 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);
+ MTH void drop_unpaid_items ();
MTH void activate ();
MTH void deactivate ();
MTH void activate_recursive ();
MTH void deactivate_recursive ();
- // set the givne flag on all objects in the inventory recursively
+ // set the given flag on all objects in the inventory recursively
MTH void set_flag_inv (int flag, int value = 1);
void enter_exit (object *exit);//Perl
MTH void enter_map (maptile *newmap, int x, int y);
+ void player_goto (const char *path, int x, int y); // only for players
// returns the mapspace this object is in
mapspace &ms () const;
@@ -474,23 +587,39 @@
}
/* This returns TRUE if the object is something that
- * should be displayed in the floorbox/inventory window
+ * a client might want to know about.
*/
MTH bool client_visible () const
{
return !invisible && type != PLAYER;
}
+ // the client does nrof * this weight
+ MTH sint32 client_weight () const
+ {
+ return weight + carrying;
+ }
+
MTH struct region *region () const;
-protected:
- friend struct archetype;
+ void statusmsg (const char *msg, int color = NDI_BLACK);
+ void failmsg (const char *msg, int color = NDI_RED);
+
+ const char *query_inventory (object *who = 0, const char *indent = "");
- void link ();
+ MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
+ static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
+
+protected:
+ void link ();
void unlink ();
object ();
~object ();
+
+private:
+ object &operator =(const object &);
+ object (const object &);
};
// move this object to the top of its env's inventory to speed up
@@ -521,7 +650,7 @@
typedef struct oblinkpt
{ /* Used to link together several object links */
struct oblnk *link;
- long value; /* Used as connected value in buttons/gates */
+ sint32 value; /* Used as connected value in buttons/gates */
struct oblinkpt *next;
} oblinkpt;
@@ -539,34 +668,48 @@
*/
INTERFACE_CLASS (archetype)
-struct archetype : zero_initialised, attachable
+struct archetype : object
{
- archetype ();
+ static arch_ptr empty; // the empty_archetype
+ MTH static void gc ();
+
+ archetype (const char *name);
~archetype ();
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);
+ MTH static archetype *find (const_utf8_string name);
+
+ MTH void link ();
+ MTH void unlink ();
- void hash_add (); // add to hashtable
- void hash_del (); // remove from hashtable
+ MTH static object *get (const char *name); // (find() || singularity)->instance()
+ MTH object *instance ();
-bool linked;//TODO: go away
-sint8 tail_x, tail_y;//TODO: go away
- int ACC (RW, archid); // index in archvector
+ object_vector_index ACC (RW, archid); // index in archvector
shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
- bool ACC (RW, stub); // if true, this is an invalid archetype
- struct archetype *ACC (RW, next); /* Next archetype in a linked list */
- struct archetype *ACC (RW, head); /* The main part of a linked object */
- 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) */
sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
sint8 ACC (RW, max_x), ACC (RW, max_y);
+
+ // support for archetype loading
+ static archetype *read (object_thawer &f);
+ MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
+ 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)
+{
+ put (k, v ? &v->archname : (const char *)0);
+}
+
typedef object_vector