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Comparing deliantra/server/include/object.h (file contents):
Revision 1.81 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.87 by root, Sun Jan 14 22:06:05 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
216{ 216{
217 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
218 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 */
219 219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); // index into objects 221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
222 int ACC (RO, active); // index into actives 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 */
225 226
226 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 */
227 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 */
228 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
229 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
230 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 234 * is only used by the player right now.
232 */ 235 */
233 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.
234 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
235 */ 238 */
236 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 */
237 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
238 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
239 242
240 //static vector active_list; // active objects, not yet used
241 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
244 MTH static object *create (); 243 MTH static object *create ();
245 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
247 void do_destroy (); 246 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void change_luck (int value); 284 MTH void change_luck (int value);
286 285
287 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *debug_desc2 () const; // another debug_desc, pure convinience function
290 const char *flag_desc (char *desc, int len) const; 290 const char *flag_desc (char *desc, int len) const;
291 291
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 294 || type == CLOAK || type == BOOTS || type == GLOVES
305 305
306 // temporary: wether the object can be saved in a map file 306 // temporary: wether the object can be saved in a map file
307 // contr => is a player 307 // contr => is a player
308 // head => only save head of a multitile object 308 // head => only save head of a multitile object
309 // owner => can not reference owner yet 309 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; } 310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
311 311
312 /* This return true if object has still randomitems which 312 /* This return true if object has still randomitems which
313 * could be expanded. 313 * could be expanded.
314 */ 314 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
386 object *end () 386 object *end ()
387 { 387 {
388 return this; 388 return this;
389 } 389 }
390 390
391 /* This returns TRUE if the object is something that
392 * should be displayed in the floorbox/inventory window
393 */
394 MTH bool client_visible () const
395 {
396 return !invisible && type != PLAYER;
397 }
398
391protected: 399protected:
392 friend struct archetype; 400 friend struct archetype;
393 401
394 void link (); 402 void link ();
395 void unlink (); 403 void unlink ();
396 404
397 object (); 405 object ();
398 ~object (); 406 ~object ();
399}; 407};
400 408
401typedef object_vector<object, &object::count > objectvec; 409typedef object_vector<object, &object::index > objectvec;
402typedef object_vector<object, &object::active> activevec; 410typedef object_vector<object, &object::active> activevec;
403 411
404extern objectvec objects; 412extern objectvec objects;
405extern activevec actives; 413extern activevec actives;
406 414
454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 462 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
455 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 463 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
456 * in comparison to the head. 464 * in comparison to the head.
457 */ 465 */
458}; 466};
459
460/* This returns TRUE if the object is something that
461 * should be displayed in the floorbox window
462 */
463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
464 467
465/* Used by update_object to know if the object being passed is 468/* Used by update_object to know if the object being passed is
466 * being added or removed. 469 * being added or removed.
467 */ 470 */
468#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1

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