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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240 | */ |
241 | */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
242 | 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 |
243 | 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? |
244 | client_container *seen_by; // seen by which player/container currently? |
244 | |
245 | |
245 | static vector active; // active objects, not yet used |
246 | //static vector active_list; // active objects, not yet used |
246 | static vector objects; // not used yet, use first->next->... |
247 | //static vector object_list; // not used yet, use first->next->... |
247 | static object *first; // will be replaced by "objects" |
248 | static object *first; // will be replaced by "objects" |
248 | |
249 | |
249 | MTH static object *create (); |
250 | MTH static object *create (); |
250 | MTH void copy_to (object *dst); |
251 | MTH void copy_to (object *dst); |
251 | MTH object *clone (); // create + copy_to |
252 | MTH object *clone (); // create + copy_to |
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290 | MTH void change_luck (int value); |
291 | MTH void change_luck (int value); |
291 | |
292 | |
292 | // info must hold 256 * 3 bytes currently |
293 | // info must hold 256 * 3 bytes currently |
293 | const char *debug_desc (char *info) const; |
294 | const char *debug_desc (char *info) const; |
294 | MTH const char *debug_desc () const; |
295 | MTH const char *debug_desc () const; |
295 | const char *object::flag_desc (char *desc, int len) const; |
296 | const char *flag_desc (char *desc, int len) const; |
296 | |
297 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
301 | || type == BRACERS || type == GIRDLE; } |
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306 | || (type == SPELL_EFFECT |
307 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
308 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
308 | |
309 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
311 | |
311 | // temporary: wether the objetc can be saved in a map file |
312 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
313 | // contr => is a player |
313 | // head => only save head of a multitile object |
314 | // head => only save head of a multitile object |
314 | // owner => can not reference owner yet |
315 | // owner => can not reference owner yet |
315 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
316 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
316 | |
317 | |
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337 | |
338 | |
338 | // insert object at same map position as 'where' |
339 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
340 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | |
342 | |
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343 | MTH bool active () const; |
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344 | MTH void activate (); |
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345 | MTH void deactivate (); |
342 | MTH void activate (bool recursive = true); |
346 | MTH void activate_recursive (); |
343 | MTH void deactivate (bool recursive = true); |
347 | MTH void deactivate_recursive (); |
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348 | |
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349 | // set the givne flag on all objects in the inventory recursively |
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350 | MTH void set_flag_inv (int flag, int value = 1); |
344 | |
351 | |
345 | void enter_exit (object *exit);//PERL |
352 | void enter_exit (object *exit);//PERL |
346 | MTH void enter_map (maptile *newmap, int x, int y); |
353 | MTH void enter_map (maptile *newmap, int x, int y); |
347 | |
354 | |
348 | // returns the mapspace this object is in |
355 | // returns the mapspace this object is in |
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361 | operator object *() const { return item; } |
368 | operator object *() const { return item; } |
362 | |
369 | |
363 | object *operator ->() const { return item; } |
370 | object *operator ->() const { return item; } |
364 | object &operator * () const { return *item; } |
371 | object &operator * () const { return *item; } |
365 | }; |
372 | }; |
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373 | |
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374 | MTH unsigned int random_seed () const |
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375 | { |
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376 | return (unsigned int)uuid.seq; |
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377 | } |
366 | |
378 | |
367 | // depth-first recursive iterator |
379 | // depth-first recursive iterator |
368 | struct depth_iterator : iterator_base |
380 | struct depth_iterator : iterator_base |
369 | { |
381 | { |
370 | depth_iterator (object *container); |
382 | depth_iterator (object *container); |