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Comparing deliantra/server/include/object.h (file contents):
Revision 1.139 by root, Tue Jul 31 17:33:14 2007 UTC vs.
Revision 1.162 by root, Sun Apr 20 22:03:21 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
65 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 66} Body_Locations;
67 67
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
70/* 73/*
71 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 76 *
74 * key and value are shared-strings. 77 * key and value are shared-strings.
85 88
86struct UUID 89struct UUID
87{ 90{
88 uint64 seq; 91 uint64 seq;
89 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
90 UUID () { } 97 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 99 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
94};
95 101
96extern void init_uuid (); 102 typedef char BUF [32];
97extern UUID gen_uuid (); 103
98extern const uint64 UUID_SKIP; 104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
99 123
100/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
102 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply? 127 * can_apply and will_apply?
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
186 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */ 214 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */ 215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
193 219
194 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 276 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
253 279
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 281
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
272 298
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing 300 MTH void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 302 bool write (object_freezer &f);
277 303
278 MTH int slottype () const; 304 MTH int slottype () const;
279 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
280 object &operator =(const object &src); 307 object &operator =(const object &src);
281 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
283 void do_destroy (); 310 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
292 void do_remove (); 319 void do_remove ();
293 MTH void remove () 320 MTH void remove ()
294 { 321 {
295 if (!flag [FLAG_REMOVED]) 322 if (!flag [FLAG_REMOVED])
296 do_remove (); 323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
297 } 333 }
298 334
299 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
300 336
301 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
348 return nrof ? nrof : 1; 384 return nrof ? nrof : 1;
349 } 385 }
350 386
351 uint64 total_weight () const 387 uint64 total_weight () const
352 { 388 {
353 return weight * number_of (); 389 return weight * number_of () + carrying;
354 } 390 }
355 391
356 // return the dominant material of this item, always return something 392 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const; 393 const materialtype_t *dominant_material () const;
358 394
382 418
383 // temporary: wether the object can be saved in a map file 419 // temporary: wether the object can be saved in a map file
384 // contr => is a player 420 // contr => is a player
385 // head => only save head of a multitile object 421 // head => only save head of a multitile object
386 // owner => can not reference owner yet 422 // owner => can not reference owner yet
387 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
388 424
389 /* This return true if object has still randomitems which 425 /* This return true if object has still randomitems which
390 * could be expanded. 426 * could be expanded.
391 */ 427 */
392 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
433 MTH void activate (); 469 MTH void activate ();
434 MTH void deactivate (); 470 MTH void deactivate ();
435 MTH void activate_recursive (); 471 MTH void activate_recursive ();
436 MTH void deactivate_recursive (); 472 MTH void deactivate_recursive ();
437 473
438 // set the givne flag on all objects in the inventory recursively 474 // set the given flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1); 475 MTH void set_flag_inv (int flag, int value = 1);
440 476
441 void enter_exit (object *exit);//Perl 477 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y); 478 MTH void enter_map (maptile *newmap, int x, int y);
443 479
492 return !invisible && type != PLAYER; 528 return !invisible && type != PLAYER;
493 } 529 }
494 530
495 MTH struct region *region () const; 531 MTH struct region *region () const;
496 532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
540
497protected: 541protected:
498 void link (); 542 void link ();
499 void unlink (); 543 void unlink ();
500 544
501 object (); 545 object ();
528} objectlink; 572} objectlink;
529 573
530typedef struct oblinkpt 574typedef struct oblinkpt
531{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
532 struct oblnk *link; 576 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */ 577 sint32 value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next; 578 struct oblinkpt *next;
535} oblinkpt; 579} oblinkpt;
536 580
537object *find_skill_by_name (object *who, const char *name); 581object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh); 582object *find_skill_by_name (object *who, const shstr &sh);
548 */ 592 */
549 593
550INTERFACE_CLASS (archetype) 594INTERFACE_CLASS (archetype)
551struct archetype : object 595struct archetype : object
552{ 596{
597 static arch_ptr empty; // the empty_archetype
598 MTH static void gc ();
599
553 archetype (const char *name); 600 archetype (const char *name);
554 ~archetype (); 601 ~archetype ();
555 void gather_callbacks (AV *&callbacks, event_type event) const; 602 void gather_callbacks (AV *&callbacks, event_type event) const;
556 603
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
559 static archetype *find (const char *name); 604 MTH static archetype *find (const_utf8_string name);
560 605
561 void link (); 606 MTH void link ();
562 void unlink (); 607 MTH void unlink ();
608
609 MTH object *instance ();
563 610
564 object_vector_index ACC (RW, archid); // index in archvector 611 object_vector_index ACC (RW, archid); // index in archvector
565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
566 bool ACC (RW, stub); // if true, this is an invalid archetype
567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
568 613
569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 614 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
570 sint8 ACC (RW, max_x), ACC (RW, max_y); 615 sint8 ACC (RW, max_x), ACC (RW, max_y);
616
617 // support for archetype loading
618 static archetype *read (object_thawer &f);
619 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
620 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
571}; 621};
572 622
573inline void 623inline void
574object_freezer::put (keyword k, archetype *v) 624object_freezer::put (keyword k, archetype *v)
575{ 625{
619 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 669 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
620 * Use for treasure chests so the new object is the highest thing 670 * Use for treasure chests so the new object is the highest thing
621 * beneath the player, but not actually above it. Note - the 671 * beneath the player, but not actually above it. Note - the
622 * map and x,y coordinates for the object to be inserted must 672 * map and x,y coordinates for the object to be inserted must
623 * match the originator. 673 * match the originator.
624 * INS_MAP_LOAD: disable lots of checkings done at insertion to
625 * speed up map loading process, as we assume the ordering in
626 * loaded map is correct.
627 * 674 *
628 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 675 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
629 * are mutually exclusive. The behaviour for passing more than one 676 * are mutually exclusive. The behaviour for passing more than one
630 * should be considered undefined - while you may notice what happens 677 * should be considered undefined - while you may notice what happens
631 * right now if you pass more than one, that could very well change 678 * right now if you pass more than one, that could very well change
634#define INS_NO_MERGE 0x0001 681#define INS_NO_MERGE 0x0001
635#define INS_ABOVE_FLOOR_ONLY 0x0002 682#define INS_ABOVE_FLOOR_ONLY 0x0002
636#define INS_NO_WALK_ON 0x0004 683#define INS_NO_WALK_ON 0x0004
637#define INS_ON_TOP 0x0008 684#define INS_ON_TOP 0x0008
638#define INS_BELOW_ORIGINATOR 0x0010 685#define INS_BELOW_ORIGINATOR 0x0010
639#define INS_MAP_LOAD 0x0020
640 686
641#define ARCH_DEPLETION "depletion" 687#define ARCH_DEPLETION "depletion"
642 688
643#endif 689#endif
644 690

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