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> |
29 | |
29 | |
30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
34 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
35 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
36 | |
36 | |
37 | /* See common/item.c */ |
37 | /* See common/item.c */ |
38 | |
38 | |
… | |
… | |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
213 | }; |
213 | }; |
214 | |
214 | |
215 | struct object : zero_initialised, object_copy |
215 | struct object : zero_initialised, object_copy |
216 | { |
216 | { |
217 | typedef unordered_vector<object *> vector; |
|
|
218 | |
|
|
219 | // These variables are not changed by ->copy_to |
217 | // These variables are not changed by ->copy_to |
220 | 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 */ |
221 | |
219 | |
222 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
223 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
221 | int ACC (RO, count); |
|
|
222 | int ACC (RO, index); // index into objects |
|
|
223 | int ACC (RO, active); // index into actives |
224 | |
224 | |
225 | 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 */ |
226 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
226 | |
227 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
228 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
229 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
230 | /* so that the entire object list does not */ |
|
|
231 | /* need to be gone through. */ |
|
|
232 | 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 */ |
233 | 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 */ |
234 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
235 | 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 |
236 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object *ACC (RW, container); /* Current container being used. I think this |
237 | * is only used by the player right now. |
234 | * is only used by the player right now. |
238 | */ |
235 | */ |
239 | 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. |
240 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
241 | */ |
238 | */ |
242 | 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 */ |
243 | 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 |
244 | client_container *seen_by; // seen by which player/container currently? |
241 | client_container *seen_by; // seen by which player/container currently? |
245 | |
242 | |
246 | //static vector active_list; // active objects, not yet used |
|
|
247 | //static vector object_list; // not used yet, use first->next->... |
|
|
248 | static object *first; // will be replaced by "objects" |
|
|
249 | |
|
|
250 | MTH static object *create (); |
243 | MTH static object *create (); |
251 | MTH void copy_to (object *dst); |
244 | MTH void copy_to (object *dst); |
252 | MTH object *clone (); // create + copy_to |
245 | MTH object *clone (); // create + copy_to |
253 | void do_destroy (); |
246 | void do_destroy (); |
254 | void gather_callbacks (AV *&callbacks, event_type event) const; |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
255 | MTH void destroy (bool destroy_inventory = false); |
248 | MTH void destroy (bool destroy_inventory = false); |
256 | |
249 | |
257 | // 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 |
258 | MTH void destroy_inv (bool drop_to_ground = false); |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
259 | MTH void remove (); |
|
|
260 | MTH object *insert (object *item); // insert into inventory |
252 | MTH object *insert (object *item); // insert into inventory |
|
|
253 | void remove_slow (); |
|
|
254 | MTH void remove () |
|
|
255 | { |
|
|
256 | if (!flag [FLAG_REMOVED]) |
|
|
257 | remove_slow (); |
|
|
258 | } |
261 | |
259 | |
262 | static bool can_merge_slow (object *op1, object *op2); |
260 | static bool can_merge_slow (object *op1, object *op2); |
263 | |
261 | |
264 | // this is often used in time-critical code, so optimise |
262 | // this is often used in time-critical code, so optimise |
265 | MTH static bool can_merge (object *op1, object *op2) |
263 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
291 | MTH void change_luck (int value); |
289 | MTH void change_luck (int value); |
292 | |
290 | |
293 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
294 | const char *debug_desc (char *info) const; |
292 | const char *debug_desc (char *info) const; |
295 | 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 |
296 | const char *flag_desc (char *desc, int len) const; |
295 | const char *flag_desc (char *desc, int len) const; |
297 | |
296 | |
298 | 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; } |
299 | 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 |
300 | || type == CLOAK || type == BOOTS || type == GLOVES |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
… | |
… | |
311 | |
310 | |
312 | // temporary: wether the object can be saved in a map file |
311 | // temporary: wether the object can be saved in a map file |
313 | // contr => is a player |
312 | // contr => is a player |
314 | // head => only save head of a multitile object |
313 | // head => only save head of a multitile object |
315 | // owner => can not reference owner yet |
314 | // owner => can not reference owner yet |
316 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } |
317 | |
316 | |
318 | /* This return true if object has still randomitems which |
317 | /* This return true if object has still randomitems which |
319 | * could be expanded. |
318 | * could be expanded. |
320 | */ |
319 | */ |
321 | 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]; } |
… | |
… | |
338 | |
337 | |
339 | // insert object at same map position as 'where' |
338 | // insert object at same map position as 'where' |
340 | // handles both inventory and map "positions" |
339 | // handles both inventory and map "positions" |
341 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
342 | |
341 | |
343 | MTH bool active () const; |
|
|
344 | MTH void activate (); |
342 | MTH void activate (); |
345 | MTH void deactivate (); |
343 | MTH void deactivate (); |
346 | MTH void activate_recursive (); |
344 | MTH void activate_recursive (); |
347 | MTH void deactivate_recursive (); |
345 | MTH void deactivate_recursive (); |
348 | |
346 | |
… | |
… | |
393 | object *end () |
391 | object *end () |
394 | { |
392 | { |
395 | return this; |
393 | return this; |
396 | } |
394 | } |
397 | |
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 | |
398 | protected: |
404 | protected: |
399 | friend struct archetype; |
405 | friend struct archetype; |
400 | |
406 | |
401 | void link (); |
407 | void link (); |
402 | void unlink (); |
408 | void unlink (); |
403 | |
409 | |
404 | object (); |
410 | object (); |
405 | ~object (); |
411 | ~object (); |
406 | }; |
412 | }; |
|
|
413 | |
|
|
414 | typedef object_vector<object, &object::index > objectvec; |
|
|
415 | typedef object_vector<object, &object::active> activevec; |
|
|
416 | |
|
|
417 | extern objectvec objects; |
|
|
418 | extern activevec actives; |
|
|
419 | |
|
|
420 | #define for_all_objects(var) \ |
|
|
421 | for (int _i = 0; _i < objects.size (); ++_i) \ |
|
|
422 | declvar (object *, var, objects [_i]) |
|
|
423 | |
|
|
424 | #define for_all_actives(var) \ |
|
|
425 | for (int _i = 0; _i < actives.size (); ++_i) \ |
|
|
426 | declvar (object *, var, actives [_i]) |
407 | |
427 | |
408 | typedef struct oblnk |
428 | typedef struct oblnk |
409 | { /* Used to link together several objects */ |
429 | { /* Used to link together several objects */ |
410 | object_ptr ob; |
430 | object_ptr ob; |
411 | struct oblnk *next; |
431 | struct oblnk *next; |
… | |
… | |
447 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
467 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
448 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
468 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
449 | * in comparison to the head. |
469 | * in comparison to the head. |
450 | */ |
470 | */ |
451 | }; |
471 | }; |
452 | |
|
|
453 | extern object *objects; |
|
|
454 | extern object *active_objects; |
|
|
455 | |
|
|
456 | extern int nrofallocobjects; |
|
|
457 | |
|
|
458 | /* This returns TRUE if the object is something that |
|
|
459 | * should be displayed in the look window |
|
|
460 | */ |
|
|
461 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
|
|
462 | |
472 | |
463 | /* Used by update_object to know if the object being passed is |
473 | /* Used by update_object to know if the object being passed is |
464 | * being added or removed. |
474 | * being added or removed. |
465 | */ |
475 | */ |
466 | #define UP_OBJ_INSERT 1 |
476 | #define UP_OBJ_INSERT 1 |