--- 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