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 */ |
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231 | |
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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 |
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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; |
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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; } |
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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 | |
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307 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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308 | |
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309 | // temporary: wether the object can be saved in a map file |
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310 | // contr => is a player |
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311 | // head => only save head of a multitile object |
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312 | // owner => can not reference owner yet |
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313 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
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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 | |
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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 | |
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340 | MTH void activate (); |
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341 | MTH void deactivate (); |
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342 | MTH void activate_recursive (); |
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343 | MTH void deactivate_recursive (); |
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344 | |
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345 | // set the givne flag on all objects in the inventory recursively |
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346 | MTH void set_flag_inv (int flag, int value = 1); |
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347 | |
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348 | void enter_exit (object *exit);//PERL |
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349 | MTH void enter_map (maptile *newmap, int x, int y); |
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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 |
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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 | }; |
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369 | |
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370 | MTH unsigned int random_seed () const |
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371 | { |
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372 | return (unsigned int)uuid.seq; |
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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); |
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375 | void unlink (); |
398 | void unlink (); |
376 | |
399 | |
377 | object (); |
400 | object (); |
378 | ~object (); |
401 | ~object (); |
379 | }; |
402 | }; |
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403 | |
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404 | typedef object_vector<object, &object::index > objectvec; |
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405 | typedef object_vector<object, &object::active> activevec; |
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406 | |
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407 | extern objectvec objects; |
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408 | extern activevec actives; |
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409 | |
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410 | #define for_all_objects(var) \ |
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411 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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412 | declvar (object *, var, objects [_i]) |
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413 | |
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414 | #define for_all_actives(var) \ |
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415 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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416 | declvar (object *, var, actives [_i]) |
380 | |
417 | |
381 | typedef struct oblnk |
418 | typedef 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; |
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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 | |
426 | extern object *objects; |
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427 | extern object *active_objects; |
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428 | |
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429 | extern int nrofallocobjects; |
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430 | |
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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. |