--- deliantra/server/include/object.h 2007/01/08 22:32:10 1.83 +++ deliantra/server/include/object.h 2007/05/14 19:08:26 1.121 @@ -1,26 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - 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 -*/ + * 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 + */ #ifndef OBJECT_H #define OBJECT_H @@ -31,8 +31,31 @@ #include "shstr.h" typedef int tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 + +enum { + body_range, + body_shield, + body_combat, + body_arm, + body_torso, + body_head, + body_neck, + body_skill, + 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 */ @@ -91,6 +114,12 @@ * 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 struct object_copy : attachable @@ -98,8 +127,12 @@ 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 */ @@ -112,6 +145,7 @@ /* 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 */ +// 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 */ @@ -122,21 +156,19 @@ 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 */ 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) */ @@ -159,8 +191,8 @@ 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 */ @@ -180,18 +212,21 @@ */ 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); @@ -199,7 +234,6 @@ /* 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]); @@ -230,7 +264,7 @@ object *inv; /* Pointer to the first object in the inventory */ //TODO: container must move into client - object *ACC (RW, container); /* Current container being used. I think this + object_ptr ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. @@ -239,12 +273,16 @@ 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. */ - //static vector active_list; // active objects, not yet used - //static vector object_list; // not used yet, use first->next->... - static object *first; // will be replaced by "objects" + 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 (); @@ -253,8 +291,29 @@ // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); - MTH void remove (); MTH object *insert (object *item); // insert into inventory + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } + + // move this object to the top of its env's inventory to speed up + // searches for it. + MTH void inv_splay () + { + if (env && env->inv != this) + { + if (above) above->below = below; + if (below) below->above = above; + + above = 0; + below = env->inv; + below->above = this; + env->inv = this; + } + } static bool can_merge_slow (object *op1, object *op2); @@ -268,15 +327,16 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); - MTH void instantiate () + MTH void open_container (object *new_container); + MTH void close_container () { - if (!uuid.seq) // HACK - uuid = gen_uuid (); - - attachable::instantiate (); + open_container (0); } + MTH void instantiate (); + // recalculate all stats MTH void update_stats (); MTH void roll_stats (); @@ -289,9 +349,31 @@ // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - MTH const char *debug_desc () const; + 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 + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } + + // 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 + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + 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 @@ -303,6 +385,7 @@ 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; } @@ -310,7 +393,7 @@ // 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; } + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. @@ -333,6 +416,19 @@ 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); @@ -345,7 +441,7 @@ // 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 @@ -391,6 +487,16 @@ return this; } + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + + MTH struct region *region () const; + protected: friend struct archetype; @@ -408,11 +514,11 @@ extern activevec actives; #define for_all_objects(var) \ - for (int _i = 0; _i < objects.size (); ++_i) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ declvar (object *, var, objects [_i]) #define for_all_actives(var) \ - for (int _i = 0; _i < actives.size (); ++_i) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ declvar (object *, var, actives [_i]) typedef struct oblnk @@ -444,7 +550,9 @@ ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + 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 void hash_del (); // remove from hashtable @@ -455,16 +563,12 @@ 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. */ }; -/* This returns TRUE if the object is something that - * should be displayed in the floorbox window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) - /* Used by update_object to know if the object being passed is * being added or removed. */ @@ -508,7 +612,6 @@ #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"