--- deliantra/server/include/object.h 2008/05/05 15:54:39 1.176
+++ deliantra/server/include/object.h 2010/04/28 11:19:09 1.251
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * 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
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * 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.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -24,14 +25,16 @@
#ifndef OBJECT_H
#define OBJECT_H
-#include
-
#include "cfperl.h"
#include "shstr.h"
+//+GPL
+
typedef int tag_t;
-enum {
+// also see common/item.C
+enum
+{
body_skill,
body_combat,
body_range,
@@ -49,13 +52,6 @@
NUM_BODY_LOCATIONS
};
-enum slottype_t
-{
- slot_none,
- slot_combat,
- slot_ranged,
-};
-
/* See common/item.c */
typedef struct Body_Locations
@@ -70,6 +66,9 @@
#define NUM_COINS 4 /* number of coin types */
extern const char *const coins[NUM_COINS + 1];
+// restart server when object_count reaches this value
+#define RESTART_COUNT 0xe0000000
+
/*
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
@@ -86,10 +85,14 @@
shstr key, value;
};
+//-GPL
+
struct UUID
{
uint64 seq;
+ enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
+
static UUID cur; // last uuid generated
static void init ();
static UUID gen ();
@@ -99,28 +102,13 @@
operator uint64() { return seq; }
void operator =(uint64 seq) { this->seq = seq; }
- 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));
- }
+ bool parse (const char *s);
+ char *append (char *buf) const;
+ char *c_str () const;
};
+//+GPL
+
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
* that were in the can_apply area. What is the point of having both
@@ -134,16 +122,27 @@
struct body_slot
{
- signed char info:4; /* body info as loaded from the file */
signed char used:4; /* Calculated value based on items equipped */
+ signed char info:4; /* body info as loaded from the file */
};
+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 */
@@ -157,14 +156,15 @@
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
+
+ typedef bitset flags_t;
+ flags_t flag; /* various flags */
+#if FOR_PERL
+ bool ACC (RW, flag[NUM_FLAGS]);
+#endif
+
+ materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
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. */
- 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 */
@@ -177,103 +177,140 @@
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 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, 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 */
+ uint8 ACC (RW, weapontype); /* type of weapon */
+
body_slot slot [NUM_BODY_LOCATIONS];
+
faceidx ACC (RW, face); /* the graphical face */
+
faceidx ACC (RW, sound); /* the sound face */
faceidx ACC (RW, sound_destroy); /* played on destroy */
+
+ 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_utf8_string query_weight (const object *op);
+const_utf8_string query_short_name (const object *op);
+const_utf8_string query_name (const object *op);
+const_utf8_string query_base_name (const object *op, int plural);
+sint64 query_cost (const object *tmp, object *who, int flag);
+const char *query_cost_string (const object *tmp, object *who, int flag);
+
+int change_ability_duration (object *spell, object *caster);
+int min_casting_level (object *caster, object *spell);
+int casting_level (object *caster, object *spell);
+sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
+int SP_level_dam_adjust (object *caster, object *spob);
+int SP_level_duration_adjust (object *caster, object *spob);
+int SP_level_range_adjust (object *caster, object *spob);
+
+struct freelist_item
+{
+ freelist_item *next;
+ uint32_t count;
};
-struct object : zero_initialised, object_copy
+struct object : 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);
+ uint32_t ACC (RO, count);
object_vector_index ACC (RO, index); // index into objects
object_vector_index ACC (RO, active); // index into actives
@@ -285,7 +322,7 @@
object *inv; /* Pointer to the first object in the inventory */
//TODO: container must move into client
- object_ptr ACC (RW, container); /* Current container being used. I think this
+ object_ptr ACC (RW, container);/* Currently opened container. I think this
* is only used by the player right now.
*/
object *ACC (RW, env); /* Pointer to the object which is the environment.
@@ -293,40 +330,51 @@
*/
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. */
+ MTH void set_flag (int flagnum)
+ {
+ flag [flagnum] = true;
+ }
+
+ MTH void clr_flag (int flagnum)
+ {
+ flag [flagnum] = false;
+ }
+
// 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);
+ shstr_tmp kv_get (shstr_tmp key) const;
+ void kv_del (shstr_tmp key);
+ void kv_set (shstr_tmp key, shstr_tmp value);
+
+//-GPL
// custom extra fields management
struct key_value_access_proxy
{
object &ob;
- shstr key;
+ shstr_tmp key;
- key_value_access_proxy (object &ob, const shstr &key)
+ key_value_access_proxy (object &ob, shstr_tmp key)
: ob (ob), key (key)
{
}
- const key_value_access_proxy &operator =(const shstr &value) const
+ const key_value_access_proxy &operator =(shstr_tmp 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); }
+ 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 (const shstr &key)
+ const key_value_access_proxy kv (shstr_tmp key)
{
return key_value_access_proxy (*this, key);
}
@@ -336,7 +384,6 @@
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);
MTH void copy_to (object *dst);
@@ -344,12 +391,19 @@
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 void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
MTH object *insert (object *item); // insert into inventory
- MTH void play_sound (faceidx sound);
+ MTH void play_sound (faceidx sound) const;
+ MTH void say_msg (const_utf8_string msg) const;
void do_remove ();
MTH void remove ()
@@ -367,6 +421,25 @@
insert_at (this, this);
}
+ // high-level move method.
+ // object op is trying to move in direction dir.
+ // originator is typically the same as op, but
+ // can be different if originator is causing op to
+ // move (originator is pushing op)
+ // returns 0 if the object is not able to move to the
+ // desired space, 1 otherwise (in which case we also
+ // move the object accordingly. This function is
+ // very similiar to move_object.
+ int move (int dir, object *originator);
+
+ int move (int dir)
+ {
+ return move (dir, this);
+ }
+
+ // changes move_type to a new value - handles move_on/move_off effects
+ MTH void change_move_type (MoveType mt);
+
static bool can_merge_slow (object *op1, object *op2);
// this is often used in time-critical code, so optimise
@@ -379,8 +452,7 @@
MTH void set_owner (object *owner);
MTH void set_speed (float speed);
- MTH bool change_weapon (object *ob);
- MTH bool change_skill (object *ob);
+ MTH void set_glow_radius (sint8 rad);
MTH void open_container (object *new_container);
MTH void close_container ()
@@ -388,8 +460,27 @@
open_container (0);
}
- MTH object *force_find (const shstr name);
- MTH void force_add (const shstr name, int duration = 0);
+ // potential future accessor for "container"
+ MTH object *container_ () const
+ {
+ return container;
+ }
+
+ MTH bool is_open_container () const
+ {
+ // strangely enough, using ?: here causes code to inflate
+ return type == CONTAINER
+ && ((env && env->container_ () == this)
+ || (!env && flag [FLAG_APPLIED]));
+ }
+
+ 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)
@@ -410,9 +501,9 @@
MTH void change_luck (int value);
// info must hold 256 * 3 bytes currently
- const char *debug_desc (char *info) const;
- MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
- const char *flag_desc (char *desc, int len) const;
+ const_utf8_string debug_desc (char *info) const;
+ MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
+ const_utf8_string flag_desc (char *desc, int len) const;
MTH bool decrease (sint32 nr = 1); // returns true if anything is left
MTH object *split (sint32 nr = 1); // return 0 on failure
@@ -430,17 +521,23 @@
MTH void update_weight ();
// return the dominant material of this item, always return something
- const materialtype_t *dominant_material () const;
+ const materialtype_t *dominant_material () const
+ {
+ return material;
+ }
// return the volume of this object in cm³
MTH uint64 volume () const
{
- return total_weight ()
- * 1000
- * (type == CONTAINER ? 1000 : 1)
- / dominant_material ()->density;
+ return (uint64)total_weight ()
+ * 1024 // 1000 actually
+ * (type == CONTAINER ? 128 : 1)
+ / dominant_material ()->density; // ugh, division
}
+ 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
@@ -454,7 +551,11 @@
&& (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; }
+ MTH bool is_dragon () const;
+
+ MTH bool is_immunity () const { return invisible && type == SIGN; }
+
+ MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
// temporary: wether the object can be saved in a map file
// contr => is a player
@@ -467,38 +568,60 @@
*/
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); }
+
+ /* need_identify returns true if the item should be identified. This
+ * function really should not exist - by default, any item not identified
+ * should need it.
+ */
+ MTH bool need_identify () const;
+
// returns the outermost owner, never returns 0
MTH object *outer_owner ()
{
- for (object *op = this; ; op = op->owner)
- if (!op->owner)
- return op;
+ object *op;
+
+ for (op = this; op->owner; op = op->owner)
+ ;
+
+ return op;
}
// returns the outermost environment, never returns 0
- MTH object *outer_env ()
+ MTH object *outer_env_or_self () const
+ {
+ const object *op;
+
+ for (op = this; op->env; op = op->env)
+ ;
+
+ return const_cast