--- deliantra/server/include/object.h 2009/06/27 08:35:03 1.203 +++ deliantra/server/include/object.h 2012/10/29 23:55:53 1.263 @@ -1,75 +1,68 @@ /* * 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 - * - * 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. - * + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 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 */ #ifndef OBJECT_H #define OBJECT_H -#include - #include "cfperl.h" #include "shstr.h" -typedef int tag_t; +//+GPL -enum { - body_skill, - body_combat, - body_range, - body_shield, - body_arm, - body_torso, - body_head, - body_neck, - body_finger, - body_shoulder, - body_foot, - body_hand, - body_wrist, - body_waist, - NUM_BODY_LOCATIONS -}; +typedef int tag_t; -enum slottype_t +// also see common/item.C +enum { - slot_none, - slot_combat, - slot_ranged, +# define def(name, use, nonuse) body_ ## name, +# include "slotinc.h" +# undef def + NUM_BODY_LOCATIONS }; /* See common/item.c */ -typedef struct Body_Locations +struct Body_Locations { - keyword save_name; /* Name used to load/save it to disk */ + const char *name; /* Short name/identifier */ + keyword kw; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ -} Body_Locations; +}; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; +// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left) +// contains the wall suffix (0, 1_3, 1_4 and so on). +extern const char *wall_suffix[16]; + #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'. @@ -82,14 +75,67 @@ */ struct key_value : slice_allocated { - key_value *next; + key_value *next; // must be first element shstr key, value; }; +// "crossfires version of a perl hash." +struct key_values +{ + key_value *first; // must be first element + + bool empty() const + { + return !first; + } + + void clear (); + shstr_tmp get (shstr_tmp key) const; + void del (shstr_tmp key); + void set (shstr_tmp key, shstr_tmp value); + + void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates + void reverse (); // reverses the ordering, to be used after loading an object + key_values &operator =(const key_values &kv); + + // custom extra fields management + struct access_proxy + { + key_values &kv; + shstr_tmp key; + + access_proxy (key_values &kv, shstr_tmp key) + : kv (kv), key (key) + { + } + + const access_proxy &operator =(shstr_tmp value) const + { + kv.set (key, value); + return *this; + } + + operator const shstr_tmp () const { return kv.get (key); } + operator const char *() const { return kv.get (key); } + + private: + void operator =(int); + }; + + const access_proxy operator [](shstr_tmp key) + { + return access_proxy (*this, key); + } +}; + +//-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 +145,13 @@ 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 +165,8 @@ 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 +206,8 @@ 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 */ @@ -222,13 +252,13 @@ 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 */ @@ -296,18 +326,34 @@ 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 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 *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 @@ -319,7 +365,7 @@ 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. @@ -327,50 +373,27 @@ */ 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. */ - // 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); - - // custom extra fields management - struct key_value_access_proxy + MTH void set_flag (int flagnum) { - object &ob; - shstr_tmp key; - - key_value_access_proxy (object &ob, shstr_tmp key) - : ob (ob), key (key) - { - } - - const key_value_access_proxy &operator =(shstr_tmp value) const - { - ob.kv_set (key, value); - return *this; - } - - operator const shstr_tmp () const { return ob.kv_get (key); } - operator const char *() const { return ob.kv_get (key); } - - private: - void operator =(int); - }; + flag [flagnum] = true; + } - // operator [] is too annoying to use - const key_value_access_proxy kv (shstr_tmp key) + MTH void clr_flag (int flagnum) { - return key_value_access_proxy (*this, key); + flag [flagnum] = false; } + // extra key value pairs + key_values kv; + +//-GPL + bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 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 (); const mapxy &operator =(const mapxy &pos); MTH void copy_to (object *dst); @@ -387,9 +410,10 @@ // 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 () @@ -407,7 +431,15 @@ 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) @@ -415,6 +447,9 @@ 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 @@ -425,11 +460,9 @@ && can_merge_slow (op1, op2); } - MTH void set_owner (object *owner); + MTH void set_owner (object_ornull *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 () @@ -437,7 +470,22 @@ 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; @@ -463,9 +511,9 @@ 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 @@ -483,17 +531,22 @@ 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 @@ -508,7 +561,11 @@ && (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 @@ -521,7 +578,15 @@ */ 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); } + + /* 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 () @@ -535,7 +600,7 @@ } // returns the outermost environment, never returns 0 - MTH object *outer_env () const + MTH object *outer_env_or_self () const { const object *op; @@ -545,11 +610,17 @@ 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; } @@ -580,6 +651,9 @@ 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]; @@ -590,18 +664,18 @@ return glow_radius; } - // returns the player that cna see this object, if any + // returns the player that can 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 @@ -611,9 +685,17 @@ MTH void create_treasure (treasurelist *tl, int flags = 0); + // makes sure the player has the named skill, + // and also makes it innate if can_use is true. + // returns the new skill or 0 if no such skill exists. + MTH object *give_skill (shstr_cmp name, bool can_use = false); + MTH void become_follower (object *new_god); + // 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 (); @@ -621,12 +703,19 @@ MTH void activate_recursive (); MTH void deactivate_recursive (); + // prefetch and activate the surrounding area + MTH void prefetch_surrounding_maps (); + // 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 + void enter_exit (object *exit); // perl + MTH bool enter_map (maptile *newmap, int x, int y); + 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 + + MTH object *mark () const; + MTH void splay_marked (); // returns the mapspace this object is in mapspace &ms () const; @@ -687,13 +776,14 @@ MTH struct region *region () const; - void statusmsg (const char *msg, int color = NDI_BLACK); - void failmsg (const char *msg, int color = NDI_RED); + MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK); + MTH 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 = ""); + MTH 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 + static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible // make some noise with given item into direction dir, // currently only used for players to make them temporarily visible @@ -701,22 +791,34 @@ 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 (); + + // low-level management, statistics, ... + static uint32_t ACC (RW, object_count); + static uint32_t ACC (RW, free_count); + static uint32_t ACC (RW, create_count); + static uint32_t ACC (RW, destroy_count); + static freelist_item *freelist; + MTH static void freelist_free (int count); protected: void link (); void unlink (); + void do_delete (); + object (); ~object (); @@ -727,10 +829,10 @@ // 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; @@ -744,7 +846,9 @@ 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); @@ -757,13 +861,15 @@ * by the object structure */ +//-GPL + INTERFACE_CLASS (archetype) -struct archetype : object +struct archetype : object, zero_initialised { 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; @@ -772,32 +878,39 @@ 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); 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 */ + +protected: + void do_delete (); }; -// 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; @@ -825,6 +938,8 @@ 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. */ @@ -862,8 +977,9 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 +#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead -#define ARCH_DEPLETION "depletion" +//-GPL #endif