--- deliantra/server/include/object.h 2008/12/31 18:07:41 1.193
+++ deliantra/server/include/object.h 2009/11/08 20:55:39 1.216
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * 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.
+ * 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
*/
@@ -29,6 +30,8 @@
#include "cfperl.h"
#include "shstr.h"
+//+GPL
+
typedef int tag_t;
enum {
@@ -86,6 +89,8 @@
shstr key, value;
};
+//-GPL
+
struct UUID
{
uint64 seq;
@@ -121,6 +126,8 @@
}
};
+//+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
@@ -138,6 +145,19 @@
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
@@ -177,8 +197,8 @@
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 */
@@ -191,15 +211,16 @@
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 */
@@ -217,60 +238,62 @@
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 */
- 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 */
- 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
@@ -280,6 +303,11 @@
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);
+
struct object : zero_initialised, object_copy
{
// These variables are not changed by ->copy_to
@@ -298,7 +326,7 @@
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.
@@ -306,7 +334,6 @@
*/
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
@@ -314,6 +341,8 @@
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
{
@@ -325,7 +354,7 @@
{
}
- const key_value_access_proxy &operator =(const shstr_tmp &value) const
+ const key_value_access_proxy &operator =(shstr_tmp value) const
{
ob.kv_set (key, value);
return *this;
@@ -367,7 +396,8 @@
// 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);
+ MTH void play_sound (faceidx sound) const;
+ MTH void say_msg (const char *msg) const;
void do_remove ();
MTH void remove ()
@@ -405,6 +435,7 @@
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);
@@ -414,9 +445,28 @@
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;
+ 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)
{
@@ -467,6 +517,8 @@
/ dominant_material ()->density;
}
+ 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
@@ -481,7 +533,7 @@
&& (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 has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
// temporary: wether the object can be saved in a map file
// contr => is a player
@@ -494,7 +546,9 @@
*/
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 ()
@@ -508,32 +562,38 @@
}
// returns the outermost environment, never returns 0
- MTH object *outer_env ()
+ MTH object *outer_env_or_self () const
{
- object *op;
+ const object *op;
for (op = this; op->env; op = op->env)
;
- return op;
+ return const_cast