--- deliantra/server/include/object.h 2008/04/20 05:24:55 1.161 +++ deliantra/server/include/object.h 2008/12/23 01:13:15 1.190 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * @@ -76,11 +76,11 @@ * * 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; @@ -142,8 +142,6 @@ // these are being copied struct object_copy : attachable { - 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 */ @@ -157,13 +155,15 @@ 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, */ - /* To get put into books and the like. */ + + typedef bitset flags_t; + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif + shstr ACC (RW, materialname); /* specific material name */ - shstr ACC (RW, custom_name); /* Custom name assigned by player */ + 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 */ @@ -177,19 +177,21 @@ 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 */ + sint32 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 */ + 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, 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) */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. @@ -200,25 +202,27 @@ sint16 ACC (RW, last_eat); /* How long since we last ate */ sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ + uint8 ACC (RW, pick_up); /* See crossfire.doc */ - sint8 ACC (RW, item_power); /* power rating of the object */ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 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 */ - 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]; + uint8 ACC (RW, weapontype); /* type of weapon */ + 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 */ + sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - uint32 ACC (RW, hide); /* The object is hidden, not invisible */ /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ @@ -234,43 +238,52 @@ 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 */ + sint8 ACC (RW, item_power); /* power rating of the object */ + // 8 free bits + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - flags_t flag; /* various flags */ -#if FOR_PERL - bool ACC (RW, flag[NUM_FLAGS]); -#endif + 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 */ + + // rarely-accessed members should be at the end + shstr ACC (RW, tag); // a tag used to tracking this object + shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ + shstr ACC (RW, lore); /* Obscure information about this object, */ + /* To get put into books and the like. */ + shstr ACC (RW, custom_name); /* Custom name assigned by player */ }; struct object : zero_initialised, object_copy { // These variables are not changed by ->copy_to - maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. int ACC (RO, count); @@ -296,6 +309,41 @@ 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 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. @@ -304,17 +352,22 @@ 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 + 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); + MTH void destroy (); + MTH void drop_and_destroy () + { + destroy_inv (true); + destroy (); + } // 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) const; + MTH void play_sound (faceidx sound); void do_remove (); MTH void remove () @@ -354,7 +407,7 @@ } MTH object *force_find (const shstr name); - MTH void force_add (const shstr name, int duration = 0); + MTH object *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) @@ -379,21 +432,26 @@ 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 @@ -401,6 +459,7 @@ / dominant_material ()->density; } + MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 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 @@ -427,14 +486,37 @@ */ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool has_dialogue () const { return *&msg == '@'; } + + // returns the outermost owner, never returns 0 + MTH object *outer_owner () + { + object *op; + + for (op = this; op->owner; op = op->owner) + ; + + return op; + } + + // returns the outermost environment, never returns 0 + MTH object *outer_env () + { + object *op; + + for (op = this; op->env; op = op->env) + ; + + return op; + } + // returns the player that has this object in his inventory, or 0 - MTH object *in_player () const + // we assume the player is always the outer env + MTH object *in_player () { - for (object *op = env; op; op = op->env) - if (op->type == PLAYER) - return op; + object *op = outer_env (); - return 0; + return op->type == PLAYER ? op : 0; } // "temporary" helper function @@ -448,6 +530,29 @@ return head_ () == this; } + MTH bool is_on_map () const + { + return !env && !flag [FLAG_REMOVED]; + } + + MTH bool is_inserted () const + { + return !flag [FLAG_REMOVED]; + } + + MTH bool is_player () const + { + return !!contr; + } + + MTH bool affects_los () const + { + return glow_radius || flag [FLAG_BLOCKSVIEW]; + } + + // 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); @@ -476,6 +581,7 @@ 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; @@ -521,13 +627,19 @@ } /* 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; void statusmsg (const char *msg, int color = NDI_BLACK); @@ -538,12 +650,21 @@ 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 + // make some noise with given item into direction dir, + // currently only used for players to make them temporarily visible + // when they are invisible. + MTH void make_noise (); + 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 @@ -606,6 +727,7 @@ MTH void link (); MTH void unlink (); + MTH static object *get (const char *name); // (find() || singularity)->instance() MTH object *instance (); object_vector_index ACC (RW, archid); // index in archvector @@ -620,6 +742,13 @@ 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) { @@ -634,15 +763,20 @@ extern activevec actives; extern archvec archetypes; -#define for_all_objects(var) \ +// "safely" iterate over inv in a way such that the current item is removable +// quite horrible, thats why its hidden in some macro +#define for_inv_removable(op,var) \ + for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) + +#define for_all_objects(var) \ for (unsigned _i = 0; _i < objects.size (); ++_i) \ statementvar (object *, var, objects [_i]) -#define for_all_actives(var) \ +#define for_all_actives(var) \ for (unsigned _i = 0; _i < actives.size (); ++_i) \ statementvar (object *, var, actives [_i]) -#define for_all_archetypes(var) \ +#define for_all_archetypes(var) \ for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ statementvar (archetype *, var, archetypes [_i])