--- deliantra/server/include/object.h 2008/05/17 00:17:02 1.177 +++ deliantra/server/include/object.h 2009/01/08 03:03:24 1.196 @@ -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 */ @@ -177,19 +190,21 @@ 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 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 +215,27 @@ 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 */ + 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 */ - 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); /* 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 */ /* 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 +251,52 @@ 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); @@ -297,36 +323,36 @@ 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); + 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 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); } @@ -344,7 +370,12 @@ 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); @@ -367,6 +398,14 @@ 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 @@ -388,8 +427,12 @@ 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 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) @@ -435,12 +478,13 @@ // return the volume of this object in cm³ MTH uint64 volume () const { - return total_weight () + return (uint64)total_weight () * 1000 * (type == CONTAINER ? 1000 : 1) / 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 @@ -467,20 +511,28 @@ */ 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 () { - 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 () { - for (object *op = this; ; op = op->env) - if (!op->env) - return op; + object *op; + + for (op = this; op->env; op = op->env) + ; + + return op; } // returns the player that has this object in his inventory, or 0 @@ -508,6 +560,26 @@ 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; @@ -608,6 +680,11 @@ 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 (); @@ -639,21 +716,8 @@ 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); /* @@ -717,7 +781,7 @@ extern archvec archetypes; // "safely" iterate over inv in a way such that the current item is removable -// quite horrible, thats why its hidden in some macro +// 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; )