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Comparing deliantra/server/include/object.h (file contents):
Revision 1.69 by root, Tue Dec 26 05:44:15 2006 UTC vs.
Revision 1.82 by root, Mon Jan 8 14:11:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
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
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 */
235 object *ACC (RW, container); /* Current container being used. I think this 231 object *ACC (RW, container); /* Current container being used. I think this
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
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);
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 ();
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;
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; }
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
305 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
306
307 // temporary: wether the object can be saved in a map file
308 // contr => is a player
309 // head => only save head of a multitile object
310 // owner => can not reference owner yet
311 MTH bool can_map_save () const { return !contr && !head && !owner; }
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
317 return op; 323 return op;
318 324
319 return 0; 325 return 0;
320 } 326 }
321 327
328 // "temporary" helper function
329 MTH object *head_ ()
330 {
331 return head ? head : this;
332 }
333
334 // insert object at same map position as 'where'
335 // handles both inventory and map "positions"
336 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
337
338 MTH void activate ();
339 MTH void deactivate ();
340 MTH void activate_recursive ();
341 MTH void deactivate_recursive ();
342
343 // set the givne flag on all objects in the inventory recursively
344 MTH void set_flag_inv (int flag, int value = 1);
345
346 void enter_exit (object *exit);//PERL
347 MTH void enter_map (maptile *newmap, int x, int y);
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
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 };
367
368 MTH unsigned int random_seed () const
369 {
370 return (unsigned int)uuid.seq;
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);
364 void unlink (); 396 void unlink ();
365 397
366 object (); 398 object ();
367 ~object (); 399 ~object ();
368}; 400};
401
402typedef object_vector<object, &object::index > objectvec;
403typedef object_vector<object, &object::active> activevec;
404
405extern objectvec objects;
406extern activevec actives;
407
408#define for_all_objects(var) \
409 for (int _i = 0; _i < objects.size (); ++_i) \
410 declvar (object *, var, objects [_i])
411
412#define for_all_actives(var) \
413 for (int _i = 0; _i < actives.size (); ++_i) \
414 declvar (object *, var, actives [_i])
369 415
370typedef struct oblnk 416typedef 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;
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
415extern object *objects;
416extern object *active_objects;
417
418extern int nrofallocobjects;
419
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.

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