1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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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 |
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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 | |
32 | typedef uint32 tag_t; |
33 | typedef 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 | |
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211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | }; |
213 | }; |
213 | |
214 | |
214 | struct object : zero_initialised, object_copy |
215 | struct object : zero_initialised, object_copy |
215 | { |
216 | { |
216 | typedef unordered_vector<object *> vector; |
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217 | |
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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 */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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221 | int ACC (RO, count); |
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222 | int ACC (RO, index); // index into objects |
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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 */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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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 */ |
235 | object *ACC (RW, container); /* Current container being used. I think this |
231 | object *ACC (RW, container); /* Current container being used. I think this |
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337 | |
333 | |
338 | // insert object at same map position as 'where' |
334 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
335 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
336 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | |
337 | |
342 | MTH bool active () const; |
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343 | MTH void activate (); |
338 | MTH void activate (); |
344 | MTH void deactivate (); |
339 | MTH void deactivate (); |
345 | MTH void activate_recursive (); |
340 | MTH void activate_recursive (); |
346 | MTH void deactivate_recursive (); |
341 | MTH void deactivate_recursive (); |
347 | |
342 | |
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401 | void unlink (); |
396 | void unlink (); |
402 | |
397 | |
403 | object (); |
398 | object (); |
404 | ~object (); |
399 | ~object (); |
405 | }; |
400 | }; |
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401 | |
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402 | typedef object_vector<object, &object::index > objectvec; |
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403 | typedef object_vector<object, &object::active> activevec; |
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404 | |
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405 | extern objectvec objects; |
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406 | extern activevec actives; |
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407 | |
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408 | #define for_all_objects(var) \ |
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409 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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410 | declvar (object *, var, objects [_i]) |
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411 | |
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412 | #define for_all_actives(var) \ |
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413 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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414 | declvar (object *, var, actives [_i]) |
406 | |
415 | |
407 | typedef struct oblnk |
416 | typedef struct oblnk |
408 | { /* Used to link together several objects */ |
417 | { /* Used to link together several objects */ |
409 | object_ptr ob; |
418 | object_ptr ob; |
410 | struct oblnk *next; |
419 | struct oblnk *next; |
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447 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
456 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
448 | * in comparison to the head. |
457 | * in comparison to the head. |
449 | */ |
458 | */ |
450 | }; |
459 | }; |
451 | |
460 | |
452 | extern object *objects; |
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453 | extern object *active_objects; |
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454 | |
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455 | extern int nrofallocobjects; |
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456 | |
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457 | /* This returns TRUE if the object is something that |
461 | /* This returns TRUE if the object is something that |
458 | * should be displayed in the look window |
462 | * should be displayed in the floorbox window |
459 | */ |
463 | */ |
460 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
464 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
461 | |
465 | |
462 | /* Used by update_object to know if the object being passed is |
466 | /* Used by update_object to know if the object being passed is |
463 | * being added or removed. |
467 | * being added or removed. |