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Comparing deliantra/server/include/object.h (file contents):
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 213};
213 214
214struct object : zero_initialised, object_copy 215struct object : zero_initialised, object_copy
215{ 216{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
219 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 */
220 219
221 tag_t ACC (RW, count); /* Generation count for this object */
222 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
223 224
224 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 */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 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 */
232 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 */
233 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
234 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
235 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 234 * is only used by the player right now.
237 */ 235 */
238 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.
239 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
240 */ 238 */
241 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 */
242 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
243 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
244
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248 242
249 MTH static object *create (); 243 MTH static object *create ();
250 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
252 void do_destroy (); 246 void do_destroy ();
310 304
311 // temporary: wether the object can be saved in a map file 305 // temporary: wether the object can be saved in a map file
312 // contr => is a player 306 // contr => is a player
313 // head => only save head of a multitile object 307 // head => only save head of a multitile object
314 // owner => can not reference owner yet 308 // owner => can not reference owner yet
315 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]; }
316 310
317 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
318 * could be expanded. 312 * could be expanded.
319 */ 313 */
320 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]; }
337 331
338 // insert object at same map position as 'where' 332 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 333 // handles both inventory and map "positions"
340 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);
341 335
336 MTH void activate ();
337 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 338 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
344 343
345 void enter_exit (object *exit);//PERL 344 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y); 345 MTH void enter_map (maptile *newmap, int x, int y);
347 346
348 // returns the mapspace this object is in 347 // returns the mapspace this object is in
361 operator object *() const { return item; } 360 operator object *() const { return item; }
362 361
363 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
365 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
366 370
367 // depth-first recursive iterator 371 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
369 { 373 {
370 depth_iterator (object *container); 374 depth_iterator (object *container);
381 object *end () 385 object *end ()
382 { 386 {
383 return this; 387 return this;
384 } 388 }
385 389
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
386protected: 398protected:
387 friend struct archetype; 399 friend struct archetype;
388 400
389 void link (); 401 void link ();
390 void unlink (); 402 void unlink ();
391 403
392 object (); 404 object ();
393 ~object (); 405 ~object ();
394}; 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])
395 421
396typedef struct oblnk 422typedef struct oblnk
397{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
398 object_ptr ob; 424 object_ptr ob;
399 struct oblnk *next; 425 struct oblnk *next;
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
436 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
437 * in comparison to the head. 463 * in comparison to the head.
438 */ 464 */
439}; 465};
440
441extern object *objects;
442extern object *active_objects;
443
444extern int nrofallocobjects;
445
446/* This returns TRUE if the object is something that
447 * should be displayed in the look window
448 */
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
450 466
451/* 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
452 * being added or removed. 468 * being added or removed.
453 */ 469 */
454#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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