--- deliantra/server/include/object.h 2009/10/11 05:31:54 1.210
+++ deliantra/server/include/object.h 2010/04/07 19:54:45 1.236
@@ -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 */
@@ -222,13 +206,13 @@
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 */
@@ -296,10 +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
{
@@ -319,7 +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.
@@ -327,7 +321,6 @@
*/
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
@@ -335,6 +328,8 @@
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
{
@@ -370,7 +365,6 @@
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);
@@ -387,9 +381,10 @@
// 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 +402,15 @@
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 +418,9 @@
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
@@ -428,8 +434,7 @@
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);
+ MTH bool change_skill (object *ob); // deprecated?
MTH void open_container (object *new_container);
MTH void close_container ()
@@ -437,7 +442,22 @@
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 +483,9 @@
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
@@ -483,15 +503,18 @@
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; }
@@ -510,7 +533,9 @@
&& (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 has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
// temporary: wether the object can be saved in a map file
// contr => is a player
@@ -590,6 +615,9 @@
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];
@@ -608,10 +636,10 @@
MTH std::string describe_item (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
@@ -624,6 +652,8 @@
// 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 ();
@@ -636,7 +666,8 @@
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;
@@ -697,10 +728,10 @@
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);
- 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
@@ -723,7 +754,7 @@
MTH int anim_frames () const { return anim ().num_animations; }
MTH int anim_facings () const { return anim ().facings; }
- MTH char *as_string ();
+ MTH utf8_string as_string ();
protected:
void link ();
@@ -739,7 +770,7 @@
// 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->above && ob->env)
@@ -756,7 +787,9 @@
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);
@@ -769,13 +802,15 @@
* 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;
@@ -784,14 +819,15 @@
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);
@@ -799,17 +835,20 @@
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