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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 1.99 by root, Sat Feb 10 01:52:27 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
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 125
124 New_Face *ACC (RW, face); /* Face with colors */ 126 facetile *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
128 130
129 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 214};
213 215
214struct object : zero_initialised, object_copy 216struct object : zero_initialised, object_copy
215{ 217{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
223 225
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 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 */ 227
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 */ 228 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 */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 235 * is only used by the player right now.
237 */ 236 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
240 */ 239 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 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 241 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? 242 client_container *seen_by; // seen by which player/container currently?
244 243
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 (); 244 MTH static object *create ();
250 MTH void copy_to (object *dst); 245 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 246 MTH object *clone (); // create + copy_to
252 void do_destroy (); 247 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 248 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
255 250
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 252 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
254 void do_remove ();
255 MTH void remove ()
256 {
257 if (!flag [FLAG_REMOVED])
258 do_remove ();
259 }
260 260
261 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
262 262
263 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
269 } 269 }
270 270
271 MTH void set_owner (object *owner); 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 272 MTH void set_speed (float speed);
273
274 MTH void open_container (object *new_container);
275 MTH void close_container ()
276 {
277 open_container (0);
278 }
273 279
274 MTH void instantiate () 280 MTH void instantiate ()
275 { 281 {
276 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
277 uuid = gen_uuid (); 283 uuid = gen_uuid ();
290 MTH void change_luck (int value); 296 MTH void change_luck (int value);
291 297
292 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 300 MTH const char *debug_desc () const;
301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *object::flag_desc (char *desc, int len) const; 302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
296 325
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 326 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 327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 328 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 329 || type == BRACERS || type == GIRDLE; }
306 || (type == SPELL_EFFECT 335 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 336 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308 337
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 338 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 339
311 // temporary: wether the objetc can be saved in a map file 340 // temporary: wether the object can be saved in a map file
312 // contr => is a player 341 // contr => is a player
313 // head => only save head of a multitile object 342 // head => only save head of a multitile object
314 // owner => can not reference owner yet 343 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 344 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 345
317 /* This return true if object has still randomitems which 346 /* This return true if object has still randomitems which
318 * could be expanded. 347 * could be expanded.
319 */ 348 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 349 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
337 366
338 // insert object at same map position as 'where' 367 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 368 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 369 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 370
371 MTH void activate ();
372 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 373 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 374 MTH void deactivate_recursive ();
375
376 // set the givne flag on all objects in the inventory recursively
377 MTH void set_flag_inv (int flag, int value = 1);
344 378
345 void enter_exit (object *exit);//PERL 379 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y); 380 MTH void enter_map (maptile *newmap, int x, int y);
347 381
348 // returns the mapspace this object is in 382 // returns the mapspace this object is in
361 operator object *() const { return item; } 395 operator object *() const { return item; }
362 396
363 object *operator ->() const { return item; } 397 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 398 object &operator * () const { return *item; }
365 }; 399 };
400
401 MTH unsigned int random_seed () const
402 {
403 return (unsigned int)uuid.seq;
404 }
366 405
367 // depth-first recursive iterator 406 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 407 struct depth_iterator : iterator_base
369 { 408 {
370 depth_iterator (object *container); 409 depth_iterator (object *container);
381 object *end () 420 object *end ()
382 { 421 {
383 return this; 422 return this;
384 } 423 }
385 424
425 /* This returns TRUE if the object is something that
426 * should be displayed in the floorbox/inventory window
427 */
428 MTH bool client_visible () const
429 {
430 return !invisible && type != PLAYER;
431 }
432
433 MTH struct region *region () const;
434
386protected: 435protected:
387 friend struct archetype; 436 friend struct archetype;
388 437
389 void link (); 438 void link ();
390 void unlink (); 439 void unlink ();
391 440
392 object (); 441 object ();
393 ~object (); 442 ~object ();
394}; 443};
444
445typedef object_vector<object, &object::index > objectvec;
446typedef object_vector<object, &object::active> activevec;
447
448extern objectvec objects;
449extern activevec actives;
450
451#define for_all_objects(var) \
452 for (int _i = 0; _i < objects.size (); ++_i) \
453 declvar (object *, var, objects [_i])
454
455#define for_all_actives(var) \
456 for (int _i = 0; _i < actives.size (); ++_i) \
457 declvar (object *, var, actives [_i])
395 458
396typedef struct oblnk 459typedef struct oblnk
397{ /* Used to link together several objects */ 460{ /* Used to link together several objects */
398 object_ptr ob; 461 object_ptr ob;
399 struct oblnk *next; 462 struct oblnk *next;
420{ 483{
421 archetype (); 484 archetype ();
422 ~archetype (); 485 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 486 void gather_callbacks (AV *&callbacks, event_type event) const;
424 487
425 static archetype *find (const char *arch); 488 static archetype *find (const char *name);
426 489
427 void hash_add (); // add to hashtable 490 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable 491 void hash_del (); // remove from hashtable
429 492
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 493 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 498 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 499 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. 500 * in comparison to the head.
438 */ 501 */
439}; 502};
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)
450 503
451/* Used by update_object to know if the object being passed is 504/* Used by update_object to know if the object being passed is
452 * being added or removed. 505 * being added or removed.
453 */ 506 */
454#define UP_OBJ_INSERT 1 507#define UP_OBJ_INSERT 1

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