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> |
… | |
… | |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
124 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
125 | facetile *ACC (RW, face); /* Face with colors */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
129 | |
130 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
226 | |
226 | |
227 | 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 */ |
228 | 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 */ |
229 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
230 | 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 |
231 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object *ACC (RW, container); /* Current container being used. I think this |
232 | * is only used by the player right now. |
234 | * is only used by the player right now. |
233 | */ |
235 | */ |
234 | 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. |
235 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
236 | */ |
238 | */ |
237 | 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 */ |
238 | 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 |
239 | client_container *seen_by; // seen by which player/container currently? |
241 | client_container *seen_by; // seen by which player/container currently? |
240 | |
242 | |
241 | //static vector active_list; // active objects, not yet used |
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242 | //static vector object_list; // not used yet, use first->next->... |
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243 | static object *first; // will be replaced by "objects" |
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244 | |
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245 | MTH static object *create (); |
243 | MTH static object *create (); |
246 | MTH void copy_to (object *dst); |
244 | MTH void copy_to (object *dst); |
247 | MTH object *clone (); // create + copy_to |
245 | MTH object *clone (); // create + copy_to |
248 | void do_destroy (); |
246 | void do_destroy (); |
249 | void gather_callbacks (AV *&callbacks, event_type event) const; |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
250 | MTH void destroy (bool destroy_inventory = false); |
248 | MTH void destroy (bool destroy_inventory = false); |
251 | |
249 | |
252 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
253 | MTH void destroy_inv (bool drop_to_ground = false); |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
254 | MTH void remove (); |
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255 | MTH object *insert (object *item); // insert into inventory |
252 | MTH object *insert (object *item); // insert into inventory |
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253 | void do_remove (); |
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254 | MTH void remove () |
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255 | { |
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256 | if (!flag [FLAG_REMOVED]) |
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257 | do_remove (); |
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258 | } |
256 | |
259 | |
257 | static bool can_merge_slow (object *op1, object *op2); |
260 | static bool can_merge_slow (object *op1, object *op2); |
258 | |
261 | |
259 | // this is often used in time-critical code, so optimise |
262 | // this is often used in time-critical code, so optimise |
260 | MTH static bool can_merge (object *op1, object *op2) |
263 | MTH static bool can_merge (object *op1, object *op2) |
… | |
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286 | MTH void change_luck (int value); |
289 | MTH void change_luck (int value); |
287 | |
290 | |
288 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
289 | const char *debug_desc (char *info) const; |
292 | const char *debug_desc (char *info) const; |
290 | MTH const char *debug_desc () const; |
293 | MTH const char *debug_desc () const; |
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294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
291 | const char *flag_desc (char *desc, int len) const; |
295 | const char *flag_desc (char *desc, int len) const; |
292 | |
296 | |
293 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
294 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
295 | || type == CLOAK || type == BOOTS || type == GLOVES |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
… | |
… | |
306 | |
310 | |
307 | // temporary: wether the object can be saved in a map file |
311 | // temporary: wether the object can be saved in a map file |
308 | // contr => is a player |
312 | // contr => is a player |
309 | // head => only save head of a multitile object |
313 | // head => only save head of a multitile object |
310 | // owner => can not reference owner yet |
314 | // owner => can not reference owner yet |
311 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
312 | |
316 | |
313 | /* This return true if object has still randomitems which |
317 | /* This return true if object has still randomitems which |
314 | * could be expanded. |
318 | * could be expanded. |
315 | */ |
319 | */ |
316 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
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386 | |
390 | |
387 | object *end () |
391 | object *end () |
388 | { |
392 | { |
389 | return this; |
393 | return this; |
390 | } |
394 | } |
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395 | |
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396 | /* This returns TRUE if the object is something that |
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397 | * should be displayed in the floorbox/inventory window |
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398 | */ |
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399 | MTH bool client_visible () const |
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400 | { |
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401 | return !invisible && type != PLAYER; |
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402 | } |
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403 | |
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404 | MTH struct region *region () const; |
391 | |
405 | |
392 | protected: |
406 | protected: |
393 | friend struct archetype; |
407 | friend struct archetype; |
394 | |
408 | |
395 | void link (); |
409 | void link (); |
… | |
… | |
440 | { |
454 | { |
441 | archetype (); |
455 | archetype (); |
442 | ~archetype (); |
456 | ~archetype (); |
443 | void gather_callbacks (AV *&callbacks, event_type event) const; |
457 | void gather_callbacks (AV *&callbacks, event_type event) const; |
444 | |
458 | |
445 | static archetype *find (const char *arch); |
459 | static archetype *find (const char *name); |
446 | |
460 | |
447 | void hash_add (); // add to hashtable |
461 | void hash_add (); // add to hashtable |
448 | void hash_del (); // remove from hashtable |
462 | void hash_del (); // remove from hashtable |
449 | |
463 | |
450 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
464 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
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455 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
469 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
456 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
470 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
457 | * in comparison to the head. |
471 | * in comparison to the head. |
458 | */ |
472 | */ |
459 | }; |
473 | }; |
460 | |
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461 | /* This returns TRUE if the object is something that |
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462 | * should be displayed in the floorbox window |
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463 | */ |
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464 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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465 | |
474 | |
466 | /* Used by update_object to know if the object being passed is |
475 | /* Used by update_object to know if the object being passed is |
467 | * being added or removed. |
476 | * being added or removed. |
468 | */ |
477 | */ |
469 | #define UP_OBJ_INSERT 1 |
478 | #define UP_OBJ_INSERT 1 |