--- deliantra/server/include/object.h 2007/06/05 13:05:02 1.131 +++ deliantra/server/include/object.h 2008/08/28 19:31:46 1.180 @@ -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 @@ -68,17 +67,20 @@ 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'. * * 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; @@ -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, */ @@ -153,9 +177,9 @@ 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 */ @@ -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 */ @@ -236,9 +262,11 @@ 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 */ }; struct object : zero_initialised, object_copy @@ -248,10 +276,10 @@ 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 */ @@ -270,16 +298,52 @@ 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 - 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 (); - object &operator =(const object &src); + const mapxy &operator =(const mapxy &pos); 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); @@ -287,6 +351,8 @@ // 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 +360,15 @@ 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 +390,9 @@ 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 +416,26 @@ 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 +462,38 @@ // 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 + MTH bool has_dialogue () const { return *&msg == '@'; } + + // returns the outermost owner, never returns 0 + MTH object *outer_owner () { - for (object *op = env; op; op = op->env) - if (op->type == PLAYER) + for (object *op = this; ; op = op->owner) + if (!op->owner) return op; + } + + // returns the outermost environment, never returns 0 + MTH object *outer_env () + { + for (object *op = this; ; op = op->env) + if (!op->env) + return op; + } + + // 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 0; + return op->type == PLAYER ? op : 0; } // "temporary" helper function @@ -407,6 +507,14 @@ return head_ () == this; } + MTH bool is_on_map () const + { + return !env && !flag [FLAG_REMOVED]; + } + + // 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); @@ -423,17 +531,19 @@ // 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 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; @@ -479,21 +589,39 @@ } /* 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); + void failmsg (const char *msg, int color = NDI_RED); + + const char *query_inventory (object *who = 0, const char *indent = ""); + + 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 (); ~object (); + +private: + object &operator =(const object &); + object (const object &); }; // move this object to the top of its env's inventory to speed up @@ -524,7 +652,7 @@ typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ + sint32 value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; @@ -544,26 +672,46 @@ INTERFACE_CLASS (archetype) struct archetype : object { + static arch_ptr empty; // the empty_archetype + MTH static void gc (); + archetype (const char *name); ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *read (object_thawer &f); - static archetype *get (const char *name); // find or create - static archetype *find (const char *name); + MTH static archetype *find (const_utf8_string name); - void link (); - void unlink (); + MTH void link (); + MTH void unlink (); + + MTH static object *get (const char *name); // (find() || singularity)->instance() + MTH object *instance (); - int ACC (RW, archid); // index in archvector + object_vector_index ACC (RW, archid); // index in archvector shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ - bool ACC (RW, stub); // if true, this is an invalid archetype - uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ sint8 ACC (RW, max_x), ACC (RW, max_y); + + // support for archetype loading + static archetype *read (object_thawer &f); + MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more + 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) +{ + put (k, v ? &v->archname : (const char *)0); +} + typedef object_vector objectvec; typedef object_vector activevec; typedef object_vector archvec; @@ -572,15 +720,20 @@ 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]) @@ -609,9 +762,6 @@ * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. - * INS_MAP_LOAD: disable lots of checkings done at insertion to - * speed up map loading process, as we assume the ordering in - * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one @@ -624,12 +774,8 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 -#define ARCH_SINGULARITY "singularity" -#define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" -#define ARCH_SYMPTOM "symptom" #endif