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Comparing deliantra/server/include/object.h (file contents):
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 213};
213 214
214struct object : zero_initialised, object_copy 215struct object : zero_initialised, object_copy
215{ 216{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
219 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 */
220 219
221 tag_t ACC (RW, count); /* Generation count for this object */
222 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
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 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 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 */
232 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 */
233 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
234 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
235 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 234 * is only used by the player right now.
237 */ 235 */
238 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.
239 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
240 */ 238 */
241 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 */
242 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
243 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
244 242
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 static object *create (); 243 MTH static object *create ();
250 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
252 void do_destroy (); 246 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
254 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
255 249
256 // 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
257 void destroy_inv (bool drop_to_ground = false); 251 MTH void destroy_inv (bool drop_to_ground = false);
258 void remove (); 252 MTH void remove ();
259 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
260 254
261 static bool can_merge_slow (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
262 256
263 // this is often used in time-critical code, so optimise 257 // this is often used in time-critical code, so optimise
264 static bool can_merge (object *op1, object *op2) 258 MTH static bool can_merge (object *op1, object *op2)
265 { 259 {
266 return op1->value == op2->value 260 return op1->value == op2->value
267 && op1->name == op2->name 261 && op1->name == op2->name
268 && can_merge_slow (op1, op2); 262 && can_merge_slow (op1, op2);
269 } 263 }
270 264
271 void set_owner (object *owner); 265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
272 267
273 void instantiate () 268 MTH void instantiate ()
274 { 269 {
275 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
276 uuid = gen_uuid (); 271 uuid = gen_uuid ();
277 272
278 attachable::instantiate (); 273 attachable::instantiate ();
279 } 274 }
280 275
281 // recalculate all stats 276 // recalculate all stats
282 void update_stats (); 277 MTH void update_stats ();
283 void roll_stats (); 278 MTH void roll_stats ();
284 void swap_stats (int a, int b); 279 MTH void swap_stats (int a, int b);
285 void add_statbonus (); 280 MTH void add_statbonus ();
286 void remove_statbonus (); 281 MTH void remove_statbonus ();
287 void drain_stat (); 282 MTH void drain_stat ();
288 void drain_specific_stat (int deplete_stats); 283 MTH void drain_specific_stat (int deplete_stats);
289 void change_luck (int value); 284 MTH void change_luck (int value);
290 285
291 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
293 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;
294 291
295 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES 294 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 295 || type == BRACERS || type == GIRDLE; }
299 bool is_alive () const { return (type == PLAYER 296 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER] 297 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 299 && !flag [FLAG_IS_A_TEMPLATE]; }
303 bool is_arrow () const { return type == ARROW 300 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 301 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
303
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305
306 // temporary: wether the object can be saved in a map file
307 // contr => is a player
308 // head => only save head of a multitile object
309 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
306 311
307 /* This return true if object has still randomitems which 312 /* This return true if object has still randomitems which
308 * could be expanded. 313 * could be expanded.
309 */ 314 */
310 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]; }
311 316
312 // returns the player that has this object in his inventory, or 0 317 // returns the player that has this object in his inventory, or 0
313 object *in_player () const 318 MTH object *in_player () const
314 { 319 {
315 for (object *op = env; op; op = op->env) 320 for (object *op = env; op; op = op->env)
316 if (op->type == PLAYER) 321 if (op->type == PLAYER)
317 return op; 322 return op;
318 323
319 return 0; 324 return 0;
320 } 325 }
326
327 // "temporary" helper function
328 MTH object *head_ ()
329 {
330 return head ? head : this;
331 }
332
333 // insert object at same map position as 'where'
334 // handles both inventory and map "positions"
335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
336
337 MTH void activate ();
338 MTH void deactivate ();
339 MTH void activate_recursive ();
340 MTH void deactivate_recursive ();
341
342 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
321 347
322 // returns the mapspace this object is in 348 // returns the mapspace this object is in
323 mapspace &ms () const; 349 mapspace &ms () const;
324 350
325 // fully recursive iterator 351 // fully recursive iterator
335 operator object *() const { return item; } 361 operator object *() const { return item; }
336 362
337 object *operator ->() const { return item; } 363 object *operator ->() const { return item; }
338 object &operator * () const { return *item; } 364 object &operator * () const { return *item; }
339 }; 365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
340 371
341 // depth-first recursive iterator 372 // depth-first recursive iterator
342 struct depth_iterator : iterator_base 373 struct depth_iterator : iterator_base
343 { 374 {
344 depth_iterator (object *container); 375 depth_iterator (object *container);
355 object *end () 386 object *end ()
356 { 387 {
357 return this; 388 return this;
358 } 389 }
359 390
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
360protected: 399protected:
361 friend struct archetype; 400 friend struct archetype;
362 401
363 void link (); 402 void link ();
364 void unlink (); 403 void unlink ();
365 404
366 object (); 405 object ();
367 ~object (); 406 ~object ();
368}; 407};
408
409typedef object_vector<object, &object::index > objectvec;
410typedef object_vector<object, &object::active> activevec;
411
412extern objectvec objects;
413extern activevec actives;
414
415#define for_all_objects(var) \
416 for (int _i = 0; _i < objects.size (); ++_i) \
417 declvar (object *, var, objects [_i])
418
419#define for_all_actives(var) \
420 for (int _i = 0; _i < actives.size (); ++_i) \
421 declvar (object *, var, actives [_i])
369 422
370typedef struct oblnk 423typedef struct oblnk
371{ /* Used to link together several objects */ 424{ /* Used to link together several objects */
372 object_ptr ob; 425 object_ptr ob;
373 struct oblnk *next; 426 struct oblnk *next;
409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 462 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
410 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
411 * in comparison to the head. 464 * in comparison to the head.
412 */ 465 */
413}; 466};
414
415extern object *objects;
416extern object *active_objects;
417
418extern int nrofallocobjects;
419
420/* This returns TRUE if the object is something that
421 * should be displayed in the look window
422 */
423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
424 467
425/* 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
426 * being added or removed. 469 * being added or removed.
427 */ 470 */
428#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1

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