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Comparing deliantra/server/include/object.h (file contents):
Revision 1.71 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.83 by root, Mon Jan 8 22:32:10 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 */
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 243 //static vector active_list; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->... 244 //static vector object_list; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects" 245 static object *first; // will be replaced by "objects"
248 246
249 MTH static object *create (); 247 MTH static object *create ();
250 MTH void copy_to (object *dst); 248 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 249 MTH object *clone (); // create + copy_to
288 MTH void drain_stat (); 286 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 287 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 288 MTH void change_luck (int value);
291 289
292 // info must hold 256 * 3 bytes currently 290 // info must hold 256 * 3 bytes currently
293 MTH const char *debug_desc (char *info) const; 291 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 292 MTH const char *debug_desc () const;
293 const char *flag_desc (char *desc, int len) const;
295 294
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 295 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 296 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES 297 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; } 298 || type == BRACERS || type == GIRDLE; }
303 && !flag [FLAG_IS_A_TEMPLATE]; } 302 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW 303 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT 304 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307 306
307 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
308
309 // temporary: wether the object can be saved in a map file
310 // contr => is a player
311 // head => only save head of a multitile object
312 // owner => can not reference owner yet
313 MTH bool can_map_save () const { return !contr && !head && !owner; }
314
308 /* This return true if object has still randomitems which 315 /* This return true if object has still randomitems which
309 * could be expanded. 316 * could be expanded.
310 */ 317 */
311 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 318 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
312 319
328 335
329 // insert object at same map position as 'where' 336 // insert object at same map position as 'where'
330 // handles both inventory and map "positions" 337 // handles both inventory and map "positions"
331 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 338 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
332 339
340 MTH void activate ();
341 MTH void deactivate ();
342 MTH void activate_recursive ();
343 MTH void deactivate_recursive ();
344
345 // set the givne flag on all objects in the inventory recursively
346 MTH void set_flag_inv (int flag, int value = 1);
347
348 void enter_exit (object *exit);//PERL
349 MTH void enter_map (maptile *newmap, int x, int y);
350
333 // returns the mapspace this object is in 351 // returns the mapspace this object is in
334 mapspace &ms () const; 352 mapspace &ms () const;
335 353
336 // fully recursive iterator 354 // fully recursive iterator
337 struct iterator_base 355 struct iterator_base
346 operator object *() const { return item; } 364 operator object *() const { return item; }
347 365
348 object *operator ->() const { return item; } 366 object *operator ->() const { return item; }
349 object &operator * () const { return *item; } 367 object &operator * () const { return *item; }
350 }; 368 };
369
370 MTH unsigned int random_seed () const
371 {
372 return (unsigned int)uuid.seq;
373 }
351 374
352 // depth-first recursive iterator 375 // depth-first recursive iterator
353 struct depth_iterator : iterator_base 376 struct depth_iterator : iterator_base
354 { 377 {
355 depth_iterator (object *container); 378 depth_iterator (object *container);
375 void unlink (); 398 void unlink ();
376 399
377 object (); 400 object ();
378 ~object (); 401 ~object ();
379}; 402};
403
404typedef object_vector<object, &object::index > objectvec;
405typedef object_vector<object, &object::active> activevec;
406
407extern objectvec objects;
408extern activevec actives;
409
410#define for_all_objects(var) \
411 for (int _i = 0; _i < objects.size (); ++_i) \
412 declvar (object *, var, objects [_i])
413
414#define for_all_actives(var) \
415 for (int _i = 0; _i < actives.size (); ++_i) \
416 declvar (object *, var, actives [_i])
380 417
381typedef struct oblnk 418typedef struct oblnk
382{ /* Used to link together several objects */ 419{ /* Used to link together several objects */
383 object_ptr ob; 420 object_ptr ob;
384 struct oblnk *next; 421 struct oblnk *next;
421 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 458 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
422 * in comparison to the head. 459 * in comparison to the head.
423 */ 460 */
424}; 461};
425 462
426extern object *objects;
427extern object *active_objects;
428
429extern int nrofallocobjects;
430
431/* This returns TRUE if the object is something that 463/* This returns TRUE if the object is something that
432 * should be displayed in the look window 464 * should be displayed in the floorbox window
433 */ 465 */
434#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 466#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
435 467
436/* 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
437 * being added or removed. 469 * being added or removed.

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