--- deliantra/server/include/object.h 2006/12/30 10:16:10 1.73 +++ deliantra/server/include/object.h 2008/04/30 10:31:04 1.170 @@ -1,25 +1,25 @@ /* - 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 -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 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. + * + * 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 . + * + * The authors can be reached via e-mail to + */ #ifndef OBJECT_H #define OBJECT_H @@ -29,21 +29,47 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +typedef int tag_t; + +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 +}; + +enum slottype_t +{ + slot_none, + slot_combat, + slot_ranged, +}; /* See common/item.c */ typedef struct Body_Locations { - const char *save_name; /* Name used to load/save it to disk */ + keyword save_name; /* 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]; +#define NUM_COINS 4 /* number of coin types */ +extern const char *const coins[NUM_COINS + 1]; + /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. @@ -64,15 +90,36 @@ { uint64 seq; + static UUID cur; // last uuid generated + static void init (); + static UUID gen (); + UUID () { } UUID (uint64 seq) : seq(seq) { } operator uint64() { return seq; } void operator =(uint64 seq) { this->seq = seq; } -}; -extern void init_uuid (); -extern UUID gen_uuid (); -extern const uint64 UUID_SKIP; + 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)); + } +}; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields @@ -85,10 +132,11 @@ #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 -/* However, if you're keeping a pointer of some sort, you probably - * don't just want it copied, so you'll need to add to common/object.C, - * e.g. ->copy_to () - */ +struct body_slot +{ + signed char info:4; /* body info as loaded from the file */ + signed char used:4; /* Calculated value based on items equipped */ +}; INTERFACE_CLASS (object) // these are being copied @@ -97,20 +145,26 @@ typedef bitset flags_t; sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ + shstr ACC (RW, tag); // a tag used to tracking this object shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ /* 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 */ @@ -121,21 +175,19 @@ 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 */ /* This next big block are basically used for monsters and equipment */ - uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ - uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 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) */ @@ -154,12 +206,14 @@ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 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 */ + sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ 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 */ + 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 */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ @@ -179,18 +233,21 @@ */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ + uint16 ACC (RW, start_holding); 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 */ - 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_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); @@ -198,7 +255,6 @@ /* 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 +269,23 @@ 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); + object_vector_index ACC (RO, index); // index into objects + object_vector_index ACC (RO, active); // index into actives + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ - 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. @@ -241,12 +294,17 @@ 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" + 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); + object &operator =(const object &src); MTH void copy_to (object *dst); MTH object *clone (); // create + copy_to void do_destroy (); @@ -255,8 +313,24 @@ // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); - MTH void remove (); MTH object *insert (object *item); // insert into inventory + MTH void play_sound (faceidx sound); + + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } + + MTH bool blocked (maptile *m, int x, int y) const; + + void move_to (const mapxy &pos) + { + remove (); + *this = pos; + insert_at (this, this); + } static bool can_merge_slow (object *op1, object *op2); @@ -270,15 +344,26 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); + MTH bool change_skill (object *ob); - MTH void instantiate () + MTH void open_container (object *new_container); + MTH void close_container () { - if (!uuid.seq) // HACK - uuid = gen_uuid (); + open_container (0); + } + + MTH object *force_find (const shstr name); + MTH void force_add (const shstr name, int duration = 0); - attachable::instantiate (); + // overwrite the attachable should_invoke function with a version that also checks ev_want_type + bool should_invoke (event_type event) + { + return ev_want_event [event] || ev_want_type [type] || cb; } + MTH void instantiate (); + // recalculate all stats MTH void update_stats (); MTH void roll_stats (); @@ -291,7 +376,35 @@ // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - MTH const char *debug_desc () const; + MTH const char *debug_desc () const; // uses at least 3 round-robin buffers + const char *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 + + MTH int number_of () const + { + return nrof ? nrof : 1; + } + + MTH sint32 total_weight () const + { + return (weight + carrying) * number_of (); + } + + MTH void update_weight (); + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; + + // return the volume of this object in cm³ + MTH 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 @@ -304,26 +417,44 @@ MTH bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (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; } - // temporary: wether the objetc can be saved in a map file + // 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; } + MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. */ 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 - MTH object *in_player () const + // returns the outermost owner, never returns 0 + MTH object *outer_owner () { - for (object *op = env; op; op = op->env) - if (op->type == PLAYER) + for (object *op = this; ; op = op->owner) + if (!op->owner) return op; + } - return 0; + // returns the outermost environment, never returns 0 + MTH object *outer_env () + { + for (object *op = this; ; op = op->env) + if (!op->env) + return op; + } + + // 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 () + { + object *op = outer_env (); + + return op->type == PLAYER ? op : 0; } // "temporary" helper function @@ -332,14 +463,46 @@ return head ? head : this; } + MTH bool is_head () + { + return head_ () == this; + } + + MTH bool is_on_map () const + { + return !env && !flag [FLAG_REMOVED]; + } + + // 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 describe_monster (object *who = 0); + MTH std::string describe_item (object *who = 0); + MTH std::string describe (object *who = 0); + + // 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. + MTH void expand_tail (); + + MTH void create_treasure (treasurelist *tl, int flags = 0); + // 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 drop_unpaid_items (); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); - MTH void activate (bool recursive = true); - MTH void deactivate (bool recursive = true); + // 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 + void enter_exit (object *exit);//Perl MTH void enter_map (maptile *newmap, int x, int y); // returns the mapspace this object is in @@ -361,6 +524,11 @@ 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 { @@ -380,16 +548,57 @@ return this; } -protected: - friend struct archetype; + /* This returns TRUE if the object is something that + * a client might want to know about. + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } - void link (); + // the client does nrof * this weight + MTH sint32 client_weight () const + { + return weight + carrying; + } + + MTH struct region *region () const; + + void statusmsg (const char *msg, int color = NDI_BLACK); + void failmsg (const char *msg, int color = NDI_RED); + + const char *query_inventory (object *who = 0, const char *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 + +protected: + void link (); void unlink (); object (); ~object (); }; +// move this object to the top of its env's inventory to speed up +// searches for it. +static object * +splay (object *ob) +{ + if (ob->env && ob->env->inv != ob) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; + + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; +} + typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -399,10 +608,14 @@ typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ + sint32 value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. @@ -413,37 +626,60 @@ */ INTERFACE_CLASS (archetype) -struct archetype : zero_initialised, attachable +struct archetype : object { - archetype (); + static arch_ptr empty; // the empty_archetype + MTH static void gc (); + + archetype (const char *name); ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + MTH static archetype *find (const_utf8_string name); - void hash_add (); // add to hashtable - void hash_del (); // remove from hashtable + MTH void link (); + MTH void unlink (); - shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ - struct archetype *ACC (RW, next); /* Next archetype in a linked list */ - struct archetype *ACC (RW, head); /* The main part of a linked object */ - 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) */ - sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is - * in comparison to the head. - */ -}; + MTH static object *get (const char *name); // find()->instance() + MTH object *instance (); -extern object *objects; -extern object *active_objects; + object_vector_index ACC (RW, archid); // index in archvector + shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ -extern int nrofallocobjects; + 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); -/* 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) + // 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 */ +}; + +inline void +object_freezer::put (keyword k, archetype *v) +{ + put (k, v ? &v->archname : (const char *)0); +} + +typedef object_vector objectvec; +typedef object_vector activevec; +typedef object_vector archvec; + +extern objectvec objects; +extern activevec actives; +extern archvec archetypes; + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ + statementvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ + statementvar (object *, var, actives [_i]) + +#define for_all_archetypes(var) \ + for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ + statementvar (archetype *, var, archetypes [_i]) /* Used by update_object to know if the object being passed is * being added or removed. @@ -470,9 +706,6 @@ * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. - * INS_MAP_LOAD: disable lots of checkings done at insertion to - * speed up map loading process, as we assume the ordering in - * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one @@ -485,13 +718,8 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#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" #endif