--- deliantra/server/include/object.h 2009/06/27 03:51:05 1.201 +++ deliantra/server/include/object.h 2010/04/11 00:34:05 1.240 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * 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 + * 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 @@ -86,10 +82,14 @@ 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 +99,13 @@ 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 @@ -134,8 +119,8 @@ 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 @@ -175,9 +160,8 @@ bool ACC (RW, flag[NUM_FLAGS]); #endif - shstr ACC (RW, materialname); /* specific material name */ + 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 */ -// 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 */ @@ -190,8 +174,8 @@ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ - sint32 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 */ @@ -204,15 +188,16 @@ 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 */ @@ -221,69 +206,71 @@ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 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 */ - 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 */ - /* 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 */ - + 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 */ 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_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 */ - sint8 ACC (RW, item_power); /* power rating of the object */ // 8 free bits + //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 */ - shstr ACC (RW, spellarg); /* only used in arrows - get rid of it? */ /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - 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 */ - 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 */ - + 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 @@ -293,10 +280,20 @@ 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); +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 object : zero_initialised, object_copy { @@ -316,7 +313,7 @@ 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. @@ -324,14 +321,25 @@ */ 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 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 { @@ -367,7 +375,6 @@ 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); @@ -384,9 +391,10 @@ // 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) const; - MTH void say_msg (const char *msg) const; + MTH void say_msg (const_utf8_string msg) const; void do_remove (); MTH void remove () @@ -404,7 +412,15 @@ insert_at (this, this); } - // high-level move functions, return true if successful + // 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) @@ -412,6 +428,9 @@ 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 @@ -425,8 +444,6 @@ 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); MTH void open_container (object *new_container); MTH void close_container () @@ -434,7 +451,22 @@ open_container (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; @@ -460,9 +492,9 @@ 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 @@ -480,17 +512,22 @@ 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 (uint64)total_weight () - * 1000 - * (type == CONTAINER ? 1000 : 1) - / dominant_material ()->density; + * 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 @@ -505,7 +542,11 @@ && (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 @@ -518,7 +559,9 @@ */ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } - MTH bool has_dialogue () const { return *&msg == '@'; } + 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 () @@ -532,7 +575,7 @@ } // returns the outermost environment, never returns 0 - MTH object *outer_env () const + MTH object *outer_env_or_self () const { const object *op; @@ -542,11 +585,17 @@ 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 { - object *op = outer_env (); + object *op = outer_env_or_self (); return op->type == PLAYER ? op : 0; } @@ -577,6 +626,9 @@ return !!contr; } + /* elmex: this method checks whether the object is in a shop */ + MTH bool is_in_shop () const; + MTH bool affects_los () const { return glow_radius || flag [FLAG_BLOCKSVIEW]; @@ -590,15 +642,15 @@ // 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 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); } + MTH const_utf8_string query_weight () { return ::query_weight (this); } + MTH const_utf8_string query_name () { return ::query_name (this); } + MTH const_utf8_string query_short_name () { return ::query_short_name (this); } + MTH const_utf8_string 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 @@ -611,6 +663,8 @@ // 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); + // check whether we can put this into the map, respect max_nrof, max_volume, max_items + MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); MTH void drop_unpaid_items (); MTH void activate (); @@ -623,7 +677,8 @@ 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 + void player_goto (const_utf8_string path, int x, int y); // only for players + MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0 // returns the mapspace this object is in mapspace &ms () const; @@ -684,10 +739,11 @@ MTH struct region *region () const; - void statusmsg (const char *msg, int color = NDI_BLACK); - void failmsg (const char *msg, int color = NDI_RED); + void statusmsg (const_utf8_string msg, int color = NDI_BLACK); + void failmsg (const_utf8_string msg, int color = NDI_RED); + void failmsgf (const_utf8_string format, ...); // always NDI_RED... - const char *query_inventory (object *who = 0, const char *indent = ""); + const_utf8_string query_inventory (object *who = 0, const_utf8_string 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 @@ -698,17 +754,19 @@ MTH void make_noise (); /* animation */ - bool has_anim () { return animation_id; } + MTH bool has_anim () const { return animation_id; } const animation &anim () const { return animations [animation_id]; } - faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } - void set_anim_frame (int frame) { face = get_anim_frame (frame); } + 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. */ - int anim_frames () const { return anim ().num_animations; } - int anim_facings () const { return anim ().facings; } + MTH int anim_frames () const { return anim ().num_animations; } + MTH int anim_facings () const { return anim ().facings; } + + MTH utf8_string as_string (); protected: void link (); @@ -724,10 +782,10 @@ // move this object to the top of its env's inventory to speed up // searches for it. -static object * +static inline 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; @@ -741,7 +799,9 @@ return ob; } -object *find_skill_by_name_fuzzy (object *who, const char *name); +//+GPL + +object *find_skill_by_name_fuzzy (object *who, const_utf8_string name); object *find_skill_by_name (object *who, shstr_cmp sh); object *find_skill_by_number (object *who, int skillno); @@ -754,13 +814,15 @@ * by the object structure */ +//-GPL + INTERFACE_CLASS (archetype) struct archetype : object { static arch_ptr empty; // the empty_archetype MTH static void gc (); - archetype (const char *name); + archetype (const_utf8_string name); ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; @@ -769,14 +831,15 @@ MTH void link (); MTH void unlink (); - MTH static object *get (const char *name); // (find() || singularity)->instance() + MTH static object *get (const_utf8_string name); // (find() || singularity)->instance() MTH object *instance (); + MTH void post_load_check (); // do some adjustments after parsing + object_vector_index ACC (RW, archid); // index in archvector shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ - 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); + sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ // support for archetype loading static archetype *read (object_thawer &f); @@ -784,17 +847,20 @@ 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) +// returns whether the object is a dragon player, which are often specialcased +inline bool +object::is_dragon () const { - return at->instance (); + return arch->race == shstr_dragon && is_player (); } inline void -object_freezer::put (keyword k, archetype *v) +object_freezer::put (const keyword_string k, archetype *v) { - put (k, v ? &v->archname : (const char *)0); + if (expect_true (v)) + put (k, v->archname); + else + put (k); } typedef object_vector objectvec; @@ -822,6 +888,8 @@ for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ statementvar (archetype *, var, archetypes [_i]) +//+GPL + /* Used by update_object to know if the object being passed is * being added or removed. */ @@ -860,7 +928,7 @@ #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define ARCH_DEPLETION "depletion" +//-GPL #endif