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Comparing deliantra/server/include/object.h (file contents):
Revision 1.83 by root, Mon Jan 8 22:32:10 2007 UTC vs.
Revision 1.95 by root, Mon Feb 5 01:24:45 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>
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 */
238 */ 238 */
239 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 */
240 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
241 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
242 242
243 //static vector active_list; // active objects, not yet used
244 //static vector object_list; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 MTH static object *create (); 243 MTH static object *create ();
248 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
249 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
250 void do_destroy (); 246 void do_destroy ();
251 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
252 MTH void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
253 249
254 // 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
255 MTH void destroy_inv (bool drop_to_ground = false); 251 MTH void destroy_inv (bool drop_to_ground = false);
256 MTH void remove ();
257 MTH object *insert (object *item); // insert into inventory 252 MTH object *insert (object *item); // insert into inventory
253 void do_remove ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 do_remove ();
258 }
258 259
259 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
260 261
261 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
262 MTH static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
288 MTH void change_luck (int value); 289 MTH void change_luck (int value);
289 290
290 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
291 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
292 MTH const char *debug_desc () const; 293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
293 const char *flag_desc (char *desc, int len) const; 295 const char *flag_desc (char *desc, int len) const;
294 296
295 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; }
296 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
297 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
308 310
309 // temporary: wether the object can be saved in a map file 311 // temporary: wether the object can be saved in a map file
310 // contr => is a player 312 // contr => is a player
311 // head => only save head of a multitile object 313 // head => only save head of a multitile object
312 // owner => can not reference owner yet 314 // owner => can not reference owner yet
313 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]; }
314 316
315 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
316 * could be expanded. 318 * could be expanded.
317 */ 319 */
318 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]; }
388 390
389 object *end () 391 object *end ()
390 { 392 {
391 return this; 393 return this;
392 } 394 }
395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
404 MTH struct region *region () const;
393 405
394protected: 406protected:
395 friend struct archetype; 407 friend struct archetype;
396 408
397 void link (); 409 void link ();
442{ 454{
443 archetype (); 455 archetype ();
444 ~archetype (); 456 ~archetype ();
445 void gather_callbacks (AV *&callbacks, event_type event) const; 457 void gather_callbacks (AV *&callbacks, event_type event) const;
446 458
447 static archetype *find (const char *arch); 459 static archetype *find (const char *name);
448 460
449 void hash_add (); // add to hashtable 461 void hash_add (); // add to hashtable
450 void hash_del (); // remove from hashtable 462 void hash_del (); // remove from hashtable
451 463
452 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 464 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
457 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 469 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
458 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
459 * in comparison to the head. 471 * in comparison to the head.
460 */ 472 */
461}; 473};
462
463/* This returns TRUE if the object is something that
464 * should be displayed in the floorbox window
465 */
466#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
467 474
468/* 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
469 * being added or removed. 476 * being added or removed.
470 */ 477 */
471#define UP_OBJ_INSERT 1 478#define UP_OBJ_INSERT 1

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