--- deliantra/server/include/object.h 2007/05/28 21:15:56 1.128
+++ deliantra/server/include/object.h 2008/04/21 06:35:26 1.165
@@ -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
@@ -68,6 +67,9 @@
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'.
@@ -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, */
@@ -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 */
@@ -248,10 +274,10 @@
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 */
@@ -271,12 +297,13 @@
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
+ 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 ();
+ const mapxy &operator =(const mapxy &pos);
object &operator =(const object &src);
MTH void copy_to (object *dst);
MTH object *clone (); // create + copy_to
@@ -287,6 +314,8 @@
// 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 +323,15 @@
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 +353,9 @@
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 +379,26 @@
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 +425,28 @@
// 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 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;
+ }
- return 0;
+ // 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 op->type == PLAYER ? op : 0;
}
// "temporary" helper function
@@ -402,6 +455,16 @@
return head ? head : this;
}
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
+ MTH bool is_on_map () const
+ {
+ return !env && !flag [FLAG_REMOVED];
+ }
+
MTH std::string long_desc (object *who = 0);
MTH std::string describe_monster (object *who = 0);
MTH std::string describe_item (object *who = 0);
@@ -418,13 +481,14 @@
// 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
@@ -483,10 +547,16 @@
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 ();
@@ -512,20 +582,6 @@
return ob;
}
-typedef object_vector