--- deliantra/server/include/object.h 2006/12/27 13:13:47 1.72 +++ deliantra/server/include/object.h 2007/01/08 14:11:05 1.82 @@ -1,6 +1,7 @@ /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -29,7 +30,7 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; +typedef int tag_t; #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 @@ -213,21 +214,16 @@ 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 */ @@ -242,8 +238,8 @@ 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? - static vector active; // active objects, not yet used - static vector objects; // not used yet, use first->next->... + //static vector active_list; // active objects, not yet used + //static vector object_list; // not used yet, use first->next->... static object *first; // will be replaced by "objects" MTH static object *create (); @@ -290,8 +286,9 @@ MTH void change_luck (int value); // info must hold 256 * 3 bytes currently - MTH const char *debug_desc (char *info) const; + const char *debug_desc (char *info) const; MTH const char *debug_desc () const; + const char *flag_desc (char *desc, int len) const; MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET @@ -305,7 +302,9 @@ || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } - // temporary: wether the objetc can be saved in a map file + 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 @@ -336,6 +335,17 @@ // 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; @@ -355,6 +365,11 @@ 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 { @@ -384,6 +399,20 @@ ~object (); }; +typedef object_vector objectvec; +typedef object_vector activevec; + +extern objectvec objects; +extern activevec actives; + +#define for_all_objects(var) \ + for (int _i = 0; _i < objects.size (); ++_i) \ + declvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (int _i = 0; _i < actives.size (); ++_i) \ + declvar (object *, var, actives [_i]) + typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -429,13 +458,8 @@ */ }; -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 + * should be displayed in the floorbox window */ #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)