--- deliantra/server/include/object.h 2009/06/27 03:51:05 1.201 +++ deliantra/server/include/object.h 2009/11/08 20:55:39 1.216 @@ -5,18 +5,19 @@ * 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 @@ -190,8 +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 */ @@ -204,15 +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 */ @@ -230,60 +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 */ - 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 @@ -316,7 +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. @@ -324,7 +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 @@ -332,6 +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 { @@ -434,7 +445,22 @@ 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; @@ -491,6 +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 @@ -505,7 +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 @@ -518,7 +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 () @@ -532,7 +562,7 @@ } // returns the outermost environment, never returns 0 - MTH object *outer_env () const + MTH object *outer_env_or_self () const { const object *op; @@ -542,11 +572,17 @@ 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; } @@ -590,10 +626,10 @@ // 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); } @@ -611,6 +647,8 @@ // 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 (); @@ -698,17 +736,19 @@ 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 char *as_string (); protected: void link (); @@ -724,10 +764,10 @@ // 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; @@ -741,6 +781,8 @@ return ob; } +//+GPL + 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); @@ -754,6 +796,8 @@ * by the object structure */ +//-GPL + INTERFACE_CLASS (archetype) struct archetype : object { @@ -822,6 +866,8 @@ 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 +906,7 @@ #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define ARCH_DEPLETION "depletion" +//-GPL #endif