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 */ |
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231 | |
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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 | |
242 | |
245 | static vector active; // active objects, not yet used |
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246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
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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 (); |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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290 | MTH void change_luck (int value); |
284 | MTH void change_luck (int value); |
291 | |
285 | |
292 | // info must hold 256 * 3 bytes currently |
286 | // info must hold 256 * 3 bytes currently |
293 | const char *debug_desc (char *info) const; |
287 | const char *debug_desc (char *info) const; |
294 | MTH const char *debug_desc () const; |
288 | MTH const char *debug_desc () const; |
295 | const char *object::flag_desc (char *desc, int len) const; |
289 | const char *flag_desc (char *desc, int len) const; |
296 | |
290 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
291 | 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 |
292 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
294 | || type == BRACERS || type == GIRDLE; } |
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306 | || (type == SPELL_EFFECT |
300 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
308 | |
302 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
303 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
304 | |
311 | // temporary: wether the objetc 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; } |
316 | |
310 | |
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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 | |
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336 | MTH void activate (); |
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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 (); |
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340 | |
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341 | // set the givne flag on all objects in the inventory recursively |
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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 |
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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 | }; |
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365 | |
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366 | MTH unsigned int random_seed () const |
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367 | { |
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368 | return (unsigned int)uuid.seq; |
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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); |
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381 | object *end () |
385 | object *end () |
382 | { |
386 | { |
383 | return this; |
387 | return this; |
384 | } |
388 | } |
385 | |
389 | |
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390 | /* This returns TRUE if the object is something that |
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391 | * should be displayed in the floorbox/inventory window |
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392 | */ |
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393 | MTH bool client_visible () const |
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394 | { |
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395 | return !invisible && type != PLAYER; |
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396 | } |
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397 | |
386 | protected: |
398 | protected: |
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 | }; |
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407 | |
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408 | typedef object_vector<object, &object::index > objectvec; |
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409 | typedef object_vector<object, &object::active> activevec; |
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410 | |
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411 | extern objectvec objects; |
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412 | extern activevec actives; |
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413 | |
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414 | #define for_all_objects(var) \ |
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415 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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416 | declvar (object *, var, objects [_i]) |
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417 | |
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418 | #define for_all_actives(var) \ |
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419 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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420 | declvar (object *, var, actives [_i]) |
395 | |
421 | |
396 | typedef struct oblnk |
422 | typedef 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; |
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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 | |
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441 | extern object *objects; |
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442 | extern object *active_objects; |
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443 | |
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444 | extern int nrofallocobjects; |
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445 | |
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446 | /* This returns TRUE if the object is something that |
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447 | * should be displayed in the look window |
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448 | */ |
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449 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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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 |