1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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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 |
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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 | |
32 | typedef uint32 tag_t; |
33 | typedef 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 | |
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211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | }; |
213 | }; |
213 | |
214 | |
214 | struct object : zero_initialised, object_copy |
215 | struct object : zero_initialised, object_copy |
215 | { |
216 | { |
216 | typedef unordered_vector<object *> vector; |
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217 | |
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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 */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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221 | int ACC (RO, count); |
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222 | int ACC (RO, index); // index into objects |
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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 */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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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 */ |
235 | object *ACC (RW, container); /* Current container being used. I think this |
231 | object *ACC (RW, container); /* Current container being used. I think this |
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240 | */ |
236 | */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
237 | 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 |
238 | 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? |
239 | client_container *seen_by; // seen by which player/container currently? |
244 | |
240 | |
245 | static vector active; // active objects, not yet used |
241 | //static vector active_list; // active objects, not yet used |
246 | static vector objects; // not used yet, use first->next->... |
242 | //static vector object_list; // not used yet, use first->next->... |
247 | static object *first; // will be replaced by "objects" |
243 | static object *first; // will be replaced by "objects" |
248 | |
244 | |
249 | MTH static object *create (); |
245 | MTH static object *create (); |
250 | MTH void copy_to (object *dst); |
246 | MTH void copy_to (object *dst); |
251 | MTH object *clone (); // create + copy_to |
247 | MTH object *clone (); // create + copy_to |
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267 | && op1->name == op2->name |
263 | && op1->name == op2->name |
268 | && can_merge_slow (op1, op2); |
264 | && can_merge_slow (op1, op2); |
269 | } |
265 | } |
270 | |
266 | |
271 | MTH void set_owner (object *owner); |
267 | MTH void set_owner (object *owner); |
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268 | MTH void set_speed (float speed); |
272 | |
269 | |
273 | MTH void instantiate () |
270 | MTH void instantiate () |
274 | { |
271 | { |
275 | if (!uuid.seq) // HACK |
272 | if (!uuid.seq) // HACK |
276 | uuid = gen_uuid (); |
273 | uuid = gen_uuid (); |
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287 | MTH void drain_stat (); |
284 | MTH void drain_stat (); |
288 | MTH void drain_specific_stat (int deplete_stats); |
285 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
286 | MTH void change_luck (int value); |
290 | |
287 | |
291 | // info must hold 256 * 3 bytes currently |
288 | // info must hold 256 * 3 bytes currently |
292 | MTH const char *debug_desc (char *info) const; |
289 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
290 | MTH const char *debug_desc () const; |
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291 | const char *flag_desc (char *desc, int len) const; |
294 | |
292 | |
295 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
293 | 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 |
294 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
297 | || type == CLOAK || type == BOOTS || type == GLOVES |
295 | || type == CLOAK || type == BOOTS || type == GLOVES |
298 | || type == BRACERS || type == GIRDLE; } |
296 | || type == BRACERS || type == GIRDLE; } |
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302 | && !flag [FLAG_IS_A_TEMPLATE]; } |
300 | && !flag [FLAG_IS_A_TEMPLATE]; } |
303 | MTH bool is_arrow () const { return type == ARROW |
301 | MTH bool is_arrow () const { return type == ARROW |
304 | || (type == SPELL_EFFECT |
302 | || (type == SPELL_EFFECT |
305 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
303 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
306 | |
304 | |
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305 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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306 | |
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307 | // temporary: wether the object can be saved in a map file |
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308 | // contr => is a player |
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309 | // head => only save head of a multitile object |
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310 | // owner => can not reference owner yet |
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311 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
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312 | |
307 | /* This return true if object has still randomitems which |
313 | /* This return true if object has still randomitems which |
308 | * could be expanded. |
314 | * could be expanded. |
309 | */ |
315 | */ |
310 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
316 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
311 | |
317 | |
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317 | return op; |
323 | return op; |
318 | |
324 | |
319 | return 0; |
325 | return 0; |
320 | } |
326 | } |
321 | |
327 | |
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328 | // "temporary" helper function |
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329 | MTH object *head_ () |
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330 | { |
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331 | return head ? head : this; |
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332 | } |
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333 | |
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334 | // insert object at same map position as 'where' |
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335 | // handles both inventory and map "positions" |
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336 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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337 | |
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338 | MTH void activate (); |
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339 | MTH void deactivate (); |
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340 | MTH void activate_recursive (); |
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341 | MTH void deactivate_recursive (); |
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342 | |
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343 | // set the givne flag on all objects in the inventory recursively |
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344 | MTH void set_flag_inv (int flag, int value = 1); |
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345 | |
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346 | void enter_exit (object *exit);//PERL |
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347 | MTH void enter_map (maptile *newmap, int x, int y); |
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348 | |
322 | // returns the mapspace this object is in |
349 | // returns the mapspace this object is in |
323 | mapspace &ms () const; |
350 | mapspace &ms () const; |
324 | |
351 | |
325 | // fully recursive iterator |
352 | // fully recursive iterator |
326 | struct iterator_base |
353 | struct iterator_base |
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335 | operator object *() const { return item; } |
362 | operator object *() const { return item; } |
336 | |
363 | |
337 | object *operator ->() const { return item; } |
364 | object *operator ->() const { return item; } |
338 | object &operator * () const { return *item; } |
365 | object &operator * () const { return *item; } |
339 | }; |
366 | }; |
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367 | |
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368 | MTH unsigned int random_seed () const |
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369 | { |
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370 | return (unsigned int)uuid.seq; |
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371 | } |
340 | |
372 | |
341 | // depth-first recursive iterator |
373 | // depth-first recursive iterator |
342 | struct depth_iterator : iterator_base |
374 | struct depth_iterator : iterator_base |
343 | { |
375 | { |
344 | depth_iterator (object *container); |
376 | depth_iterator (object *container); |
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364 | void unlink (); |
396 | void unlink (); |
365 | |
397 | |
366 | object (); |
398 | object (); |
367 | ~object (); |
399 | ~object (); |
368 | }; |
400 | }; |
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401 | |
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402 | typedef object_vector<object, &object::index > objectvec; |
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403 | typedef object_vector<object, &object::active> activevec; |
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404 | |
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405 | extern objectvec objects; |
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406 | extern activevec actives; |
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407 | |
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408 | #define for_all_objects(var) \ |
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409 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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410 | declvar (object *, var, objects [_i]) |
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411 | |
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412 | #define for_all_actives(var) \ |
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413 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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414 | declvar (object *, var, actives [_i]) |
369 | |
415 | |
370 | typedef struct oblnk |
416 | typedef struct oblnk |
371 | { /* Used to link together several objects */ |
417 | { /* Used to link together several objects */ |
372 | object_ptr ob; |
418 | object_ptr ob; |
373 | struct oblnk *next; |
419 | struct oblnk *next; |
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410 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
456 | 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. |
457 | * in comparison to the head. |
412 | */ |
458 | */ |
413 | }; |
459 | }; |
414 | |
460 | |
415 | extern object *objects; |
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416 | extern object *active_objects; |
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417 | |
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418 | extern int nrofallocobjects; |
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419 | |
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420 | /* This returns TRUE if the object is something that |
461 | /* This returns TRUE if the object is something that |
421 | * should be displayed in the look window |
462 | * should be displayed in the floorbox window |
422 | */ |
463 | */ |
423 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
464 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
424 | |
465 | |
425 | /* Used by update_object to know if the object being passed is |
466 | /* Used by update_object to know if the object being passed is |
426 | * being added or removed. |
467 | * being added or removed. |