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Comparing deliantra/server/include/object.h (file contents):
Revision 1.74 by elmex, Sat Dec 30 21:07:46 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 MTH static object *create (); 243 MTH static object *create ();
250 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
251 MTH 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;
290 MTH void change_luck (int value); 284 MTH void change_luck (int value);
291 285
292 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *object::flag_desc (char *desc, int len) const; 290 const char *flag_desc (char *desc, int len) const;
296 291
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 294 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 295 || type == BRACERS || type == GIRDLE; }
306 || (type == SPELL_EFFECT 301 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308 303
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 305
311 // temporary: wether the objetc can be saved in a map file 306 // temporary: wether the object can be saved in a map file
312 // contr => is a player 307 // contr => is a player
313 // head => only save head of a multitile object 308 // head => only save head of a multitile object
314 // owner => can not reference owner yet 309 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
316 311
317 /* This return true if object has still randomitems which 312 /* This return true if object has still randomitems which
318 * could be expanded. 313 * could be expanded.
319 */ 314 */
320 MTH 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]; }
337 332
338 // insert object at same map position as 'where' 333 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 334 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 336
337 MTH void activate ();
338 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 339 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 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);
344 344
345 void enter_exit (object *exit);//PERL 345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y); 346 MTH void enter_map (maptile *newmap, int x, int y);
347 347
348 // returns the mapspace this object is in 348 // returns the mapspace this object is in
361 operator object *() const { return item; } 361 operator object *() const { return item; }
362 362
363 object *operator ->() const { return item; } 363 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 364 object &operator * () const { return *item; }
365 }; 365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
366 371
367 // depth-first recursive iterator 372 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 373 struct depth_iterator : iterator_base
369 { 374 {
370 depth_iterator (object *container); 375 depth_iterator (object *container);
381 object *end () 386 object *end ()
382 { 387 {
383 return this; 388 return this;
384 } 389 }
385 390
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
386protected: 399protected:
387 friend struct archetype; 400 friend struct archetype;
388 401
389 void link (); 402 void link ();
390 void unlink (); 403 void unlink ();
391 404
392 object (); 405 object ();
393 ~object (); 406 ~object ();
394}; 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])
395 422
396typedef struct oblnk 423typedef struct oblnk
397{ /* Used to link together several objects */ 424{ /* Used to link together several objects */
398 object_ptr ob; 425 object_ptr ob;
399 struct oblnk *next; 426 struct oblnk *next;
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 462 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
436 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
437 * in comparison to the head. 464 * in comparison to the head.
438 */ 465 */
439}; 466};
440
441extern object *objects;
442extern object *active_objects;
443
444extern int nrofallocobjects;
445
446/* This returns TRUE if the object is something that
447 * should be displayed in the look window
448 */
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
450 467
451/* 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
452 * being added or removed. 469 * being added or removed.
453 */ 470 */
454#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1

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