--- deliantra/server/include/object.h 2006/12/25 11:25:49 1.68 +++ deliantra/server/include/object.h 2007/04/21 16:56:32 1.109 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer Online RPG + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2001 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program 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 2 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, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ #ifndef OBJECT_H #define OBJECT_H @@ -29,7 +30,8 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; +typedef int tag_t; + #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 @@ -111,6 +113,7 @@ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ +// 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 */ @@ -121,7 +124,6 @@ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ - New_Face *ACC (RW, face); /* Face with colors */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ @@ -135,7 +137,7 @@ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ - uint16 ACC (RW, material); /* What materials this object consist of */ + 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) */ @@ -160,6 +162,7 @@ uint32 ACC (RW, tooltype); /* type of tool or build facility */ sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ + faceidx ACC (RW, face); /* Face with colors */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ @@ -198,7 +201,6 @@ /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - key_value *key_values; /* Fields not explictly known by the loader. */ flags_t flag; /* various flags */ #if FOR_PERL bool ACC (RW, flag[NUM_FLAGS]); @@ -213,26 +215,23 @@ struct object : zero_initialised, object_copy { - typedef unordered_vector vector; - // These variables are not changed by ->copy_to maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ - tag_t ACC (RW, count); /* Generation count for this object */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + int ACC (RO, index); // index into objects + int ACC (RO, active); // index into actives player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ - object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - object *ACC (RW, active_next);/* Next & previous object in the 'active' */ - object *ACC (RW, active_prev);/* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ object *ACC (RW, above); /* Pointer to the object stacked above this one */ /* Note: stacked in the *same* environment */ object *inv; /* Pointer to the first object in the inventory */ - object *ACC (RW, container); /* Current container being used. I think this + + //TODO: container must move into client + object_ptr ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. @@ -241,76 +240,116 @@ 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. */ - static vector active; // active objects, not yet used - static vector objects; // not used yet, use first->next->... - static object *first; // will be replaced by "objects" - - static object *create (); - void copy_to (object *dst); - object *clone (); // create + copy_to + bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. + bool write (object_freezer &f); + + MTH static object *create (); + object &operator =(const object &src); + MTH void copy_to (object *dst); + MTH object *clone (); // create + copy_to void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; - void destroy (bool destroy_inventory = false); + MTH void destroy (bool destroy_inventory = false); // recursively destroy all objects in inventory, optionally dropping them to the ground instead - void destroy_inv (bool drop_to_ground = false); - void remove (); - object *insert (object *item); // insert into inventory + MTH void destroy_inv (bool drop_to_ground = false); + MTH object *insert (object *item); // insert into inventory + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise - static bool can_merge (object *op1, object *op2) + MTH static bool can_merge (object *op1, object *op2) { return op1->value == op2->value && op1->name == op2->name && can_merge_slow (op1, op2); } - void set_owner (object *owner); + MTH void set_owner (object *owner); + MTH void set_speed (float speed); - void instantiate () + MTH void open_container (object *new_container); + MTH void close_container () { - if (!uuid.seq) // HACK - uuid = gen_uuid (); - - attachable::instantiate (); + open_container (0); } + MTH void instantiate (); + // recalculate all stats - void update_stats (); - void roll_stats (); - void swap_stats (int a, int b); - void add_statbonus (); - void remove_statbonus (); - void drain_stat (); - void drain_specific_stat (int deplete_stats); - void change_luck (int value); + MTH void update_stats (); + MTH void roll_stats (); + MTH void swap_stats (int a, int b); + MTH void add_statbonus (); + MTH void remove_statbonus (); + MTH void drain_stat (); + MTH void drain_specific_stat (int deplete_stats); + MTH void change_luck (int value); // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - const char *debug_desc () const; + MTH const char *debug_desc () const; + const char *debug_desc2 () const; // another debug_desc, pure convinience function + const char *flag_desc (char *desc, int len) const; + + int number_of () const + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } - bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } - bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET - || type == CLOAK || type == BOOTS || type == GLOVES - || type == BRACERS || type == GIRDLE; } - bool is_alive () const { return (type == PLAYER - || flag [FLAG_MONSTER] - || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) - && !flag [FLAG_IS_A_TEMPLATE]; } - bool is_arrow () const { return type == ARROW - || (type == SPELL_EFFECT - && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; + + // return the volume of this object in cm³ + uint64 volume () const + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + MTH bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + 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 + // head => only save head of a multitile object + // owner => can not reference owner yet + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. */ - bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } // returns the player that has this object in his inventory, or 0 - object *in_player () const + MTH object *in_player () const { for (object *op = env; op; op = op->env) if (op->type == PLAYER) @@ -319,6 +358,33 @@ return 0; } + // "temporary" helper function + MTH object *head_ () + { + return head ? head : this; + } + + // If this object has no extra parts but should have them, + // add them, effectively expanding heads into multipart + // objects. This method only works on objects not inserted + // anywhere. + void expand_tail (); + + // 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); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); + + // set the givne 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); + // returns the mapspace this object is in mapspace &ms () const; @@ -338,6 +404,11 @@ object &operator * () const { return *item; } }; + MTH unsigned int random_seed () const + { + return (unsigned int)uuid.seq; + } + // depth-first recursive iterator struct depth_iterator : iterator_base { @@ -357,6 +428,16 @@ return this; } + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + + MTH struct region *region () const; + protected: friend struct archetype; @@ -367,6 +448,20 @@ ~object (); }; +typedef object_vector objectvec; +typedef object_vector activevec; + +extern objectvec objects; +extern activevec actives; + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ + declvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ + declvar (object *, var, actives [_i]) + typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -396,7 +491,9 @@ ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + static archetype *read (object_thawer &f); + static archetype *get (const char *name); // find or create + static archetype *find (const char *name); void hash_add (); // add to hashtable void hash_del (); // remove from hashtable @@ -407,21 +504,12 @@ struct archetype *ACC (RW, more); /* Next part of a linked object */ object ACC (RO, clone); /* An object from which to do ->copy_to () */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ + bool ACC (RW, linked); // linked into list of heads sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. */ }; -extern object *objects; -extern object *active_objects; - -extern int nrofallocobjects; - -/* This returns TRUE if the object is something that - * should be displayed in the look window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) - /* Used by update_object to know if the object being passed is * being added or removed. */ @@ -465,7 +553,6 @@ #define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 #define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" #define ARCH_SYMPTOM "symptom"