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Comparing deliantra/server/include/object.h (file contents):
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.86 by root, Thu Jan 11 23:17:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef uint32 tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
35#define BODY_ARMS 1 35#define BODY_ARMS 1
36 36
37/* See common/item.c */ 37/* See common/item.c */
38 38
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213}; 213};
214 214
215struct object : zero_initialised, object_copy 215struct object : zero_initialised, object_copy
216{ 216{
217 typedef unordered_vector<object *> vector;
218
219 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221 219
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224 224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
236 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now. 234 * is only used by the player right now.
238 */ 235 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
241 */ 238 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
245
246 //static vector active_list; // active objects, not yet used
247 //static vector object_list; // not used yet, use first->next->...
248 static object *first; // will be replaced by "objects"
249 242
250 MTH static object *create (); 243 MTH static object *create ();
251 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
253 void do_destroy (); 246 void do_destroy ();
311 304
312 // temporary: wether the object can be saved in a map file 305 // temporary: wether the object can be saved in a map file
313 // contr => is a player 306 // contr => is a player
314 // head => only save head of a multitile object 307 // head => only save head of a multitile object
315 // owner => can not reference owner yet 308 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; } 309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
317 310
318 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
319 * could be expanded. 312 * could be expanded.
320 */ 313 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
338 331
339 // insert object at same map position as 'where' 332 // insert object at same map position as 'where'
340 // handles both inventory and map "positions" 333 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342 335
343 MTH bool active () const;
344 MTH void activate (); 336 MTH void activate ();
345 MTH void deactivate (); 337 MTH void deactivate ();
346 MTH void activate_recursive (); 338 MTH void activate_recursive ();
347 MTH void deactivate_recursive (); 339 MTH void deactivate_recursive ();
348 340
393 object *end () 385 object *end ()
394 { 386 {
395 return this; 387 return this;
396 } 388 }
397 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
398protected: 398protected:
399 friend struct archetype; 399 friend struct archetype;
400 400
401 void link (); 401 void link ();
402 void unlink (); 402 void unlink ();
403 403
404 object (); 404 object ();
405 ~object (); 405 ~object ();
406}; 406};
407
408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
407 421
408typedef struct oblnk 422typedef struct oblnk
409{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
410 object_ptr ob; 424 object_ptr ob;
411 struct oblnk *next; 425 struct oblnk *next;
447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 462 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
449 * in comparison to the head. 463 * in comparison to the head.
450 */ 464 */
451}; 465};
452
453extern object *objects;
454extern object *active_objects;
455
456extern int nrofallocobjects;
457
458/* This returns TRUE if the object is something that
459 * should be displayed in the look window
460 */
461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
462 466
463/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
464 * being added or removed. 468 * being added or removed.
465 */ 469 */
466#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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