--- deliantra/server/include/object.h 2008/04/20 05:24:55 1.161 +++ deliantra/server/include/object.h 2009/10/11 05:43:35 1.211 @@ -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 (©) 2005,2006,2007,2008,2009 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; @@ -138,12 +138,23 @@ signed char used:4; /* Calculated value based on items equipped */ }; +typedef struct oblnk +{ /* Used to link together several objects */ + object_ptr ob; + struct oblnk *next; +} objectlink; + +typedef struct oblinkpt +{ /* Used to link together several object links */ + struct oblnk *link; + struct oblinkpt *next; + shstr id; /* Used as connected value in buttons/gates */ +} oblinkpt; + INTERFACE_CLASS (object) // 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 +168,15 @@ 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 */ @@ -177,100 +190,121 @@ 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 */ + sint32 ACC (RW, nrof); /* How many of the objects */ + /* 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. */ - sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ - sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 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 */ - uint16 ACC (RW, attack_movement); /* What kind of attack movement */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ 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, casting_time); /* time left before spell goes off */ uint8 ACC (RW, duration_modifier); /* how level modifies duration */ - uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + 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 */ + sint8 ACC (RW, item_power); /* power rating of the object */ + + uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 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 */ + // 8 free bits - char *ACC (RW, spellarg); + //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ + // /* races/classes can need less/more exp to gain levels */ + static const float expmul = 1.0;//D + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ /* 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 */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ + 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 */ + uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ + /* allows different movement patterns for attackers */ + uint8 ACC (RW, move_status); /* What stage in attack mode */ + uint8 ACC (RW, attack_movement);/* What kind of attack movement */ + + //16+ free bits + + // 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 */ }; +const char *query_weight (const object *op); +const char *query_short_name (const object *op); +const char *query_name (const object *op); +const char *query_base_name (const object *op, int plural); + 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 +330,41 @@ client_container *seen_by; // seen by which player/container currently? key_value *key_values; /* Fields not explictly known by the loader. */ + // privates / perl + shstr_tmp kv_get (shstr_tmp key) const; + void kv_del (shstr_tmp key); + void kv_set (shstr_tmp key, shstr_tmp value); + + // custom extra fields management + struct key_value_access_proxy + { + object &ob; + shstr_tmp key; + + key_value_access_proxy (object &ob, shstr_tmp key) + : ob (ob), key (key) + { + } + + const key_value_access_proxy &operator =(shstr_tmp value) const + { + ob.kv_set (key, value); + return *this; + } + + operator const shstr_tmp () 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 (shstr_tmp 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 +373,23 @@ 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 say_msg (const char *msg) const; void do_remove (); MTH void remove () @@ -332,6 +407,14 @@ insert_at (this, this); } + // high-level move functions, return true if successful + int move (int dir, object *originator); + + int move (int dir) + { + return move (dir, this); + } + static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -344,6 +427,7 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH void set_glow_radius (sint8 rad); MTH bool change_weapon (object *ob); MTH bool change_skill (object *ob); @@ -353,8 +437,13 @@ open_container (0); } - MTH object *force_find (const shstr name); - MTH void force_add (const shstr name, int duration = 0); + MTH object *force_find (shstr_tmp name); + MTH void force_set_timer (int duration); + MTH object *force_add (shstr_tmp name, int duration = 0); + + oblinkpt *find_link () const; + MTH void add_link (maptile *map, shstr_tmp id); + MTH void remove_link (); // overwrite the attachable should_invoke function with a version that also checks ev_want_type bool should_invoke (event_type event) @@ -379,28 +468,36 @@ 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 () + return (uint64)total_weight () * 1000 * (type == CONTAINER ? 1000 : 1) / dominant_material ()->density; } + MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } + + 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 @@ -427,31 +524,95 @@ */ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } + + MTH bool has_dialogue () const { return msg_has_dialogue (&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_or_self () const + { + const object *op; + + for (op = this; op->env; op = op->env) + ; + + return const_cast(op); + } + + // returns the outermost environment, may return 0 + MTH object *outer_env () const + { + return env ? outer_env_or_self () : 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 () const { - for (object *op = env; op; op = op->env) - if (op->type == PLAYER) - return op; + object *op = outer_env_or_self (); - return 0; + return op->type == PLAYER ? op : 0; } // "temporary" helper function - MTH object *head_ () + MTH object *head_ () const { - return head ? head : this; + return head ? head : const_cast(this); } - MTH bool is_head () + MTH bool is_head () const { return head_ () == this; } - MTH std::string long_desc (object *who = 0); + 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]; + } + + MTH bool has_carried_lights () const + { + return glow_radius; + } + + // returns the player that cna see this object, if any + MTH object *visible_to () const; + + MTH std::string long_desc (object *who = 0); // query_name . " " . describe MTH std::string describe_monster (object *who = 0); MTH std::string describe_item (object *who = 0); - MTH std::string describe (object *who = 0); + MTH std::string describe (object *who = 0); // long description, without name + + MTH const char *query_weight () { return ::query_weight (this); } + MTH const char *query_name () { return ::query_name (this); } + MTH const char *query_short_name () { return ::query_short_name (this); } + MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } // If this object has no extra parts but should have them, // add them, effectively expanding heads into multipart @@ -476,6 +637,7 @@ 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 +683,19 @@ } /* 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 +706,36 @@ 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 (); + + /* animation */ + MTH bool has_anim () const { return animation_id; } + const animation &anim () const { return animations [animation_id]; } + MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } + MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); } + /* anim_frames () returns the number of animations allocated. The last + * usuable animation will be anim_frames () - 1 (for example, if an object + * has 8 animations, anim_frames () will return 8, but the values will + * range from 0 through 7. + */ + MTH int anim_frames () const { return anim ().num_animations; } + MTH int anim_facings () const { return anim ().facings; } + + MTH char *as_string (); + 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 @@ -551,7 +743,7 @@ static object * splay (object *ob) { - if (ob->env && ob->env->inv != ob) + if (ob->above && ob->env) { if (ob->above) ob->above->below = ob->below; if (ob->below) ob->below->above = ob->above; @@ -565,21 +757,8 @@ return ob; } -typedef struct oblnk -{ /* Used to link together several objects */ - object_ptr ob; - struct oblnk *next; -} objectlink; - -typedef struct oblinkpt -{ /* Used to link together several object links */ - struct oblnk *link; - sint32 value; /* Used as connected value in buttons/gates */ - 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_name_fuzzy (object *who, const char *name); +object *find_skill_by_name (object *who, shstr_cmp sh); object *find_skill_by_number (object *who, int skillno); /* @@ -606,6 +785,7 @@ 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 +800,13 @@ 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 +821,20 @@ 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, that's 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])