--- deliantra/server/include/object.h 2006/12/13 00:42:04 1.50 +++ deliantra/server/include/object.h 2006/12/20 09:14:22 1.60 @@ -18,12 +18,14 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ #ifndef OBJECT_H #define OBJECT_H +#include + #include "cfperl.h" #include "shstr.h" @@ -61,6 +63,11 @@ struct UUID { uint64 seq; + + UUID () { } + UUID (uint64 seq) : seq(seq) { } + operator uint64() { return seq; } + void operator =(uint64 seq) { this->seq = seq; } }; extern void init_uuid (); @@ -115,6 +122,7 @@ object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ + client_container *seen_by; // seen by which player/container currently? }; // these are being copied @@ -213,12 +221,12 @@ char *ACC (RW, spellarg); /* Following are values used by any object */ + /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ key_value *key_values; /* Fields not explictly known by the loader. */ - /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ + std::bitset flags; /* various flags */ uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ @@ -252,12 +260,22 @@ object *insert (object *item); // insert into inventory static void free_mortals (); - static bool can_merge (object *op1, object *op2); + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } void clear (); bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + void set_owner (object *owner); + void instantiate () { if (!uuid.seq) // HACK @@ -266,12 +284,37 @@ attachable::instantiate (); } - void set_owner (object *owner); - // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; const char *debug_desc () const; + bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + bool is_alive () const { return (type == PLAYER + || flags [FLAG_MONSTER] + || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) + && !flags [FLAG_IS_A_TEMPLATE]; } + bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + /* This return true if object has still randomitems which + * could be expanded. + */ + bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + // fully recursive iterator struct iterator_base { @@ -317,20 +360,6 @@ ~object (); }; -// compatibility functions/macros -#define clear_owner(op) (op)->owner = 0 -#define copy_owner(op,other) (op)->owner = (other)->owner -#define get_owner(op) (op)->owner -#define clear_object(op) (op)->clear () - -static inline void -set_owner (object *op, object *owner) -{ - op->set_owner (owner); -} - -#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) - typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -383,7 +412,7 @@ /* This returns TRUE if the object is something that * should be displayed in the look window */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed.