--- deliantra/server/include/object.h 2007/01/03 20:08:04 1.79 +++ deliantra/server/include/object.h 2007/02/07 23:50:01 1.98 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer Online RPG + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2001 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ #ifndef OBJECT_H #define OBJECT_H @@ -29,7 +30,7 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; +typedef int tag_t; #define NUM_BODY_LOCATIONS 12 #define BODY_ARMS 1 @@ -111,6 +112,7 @@ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ +// materialtype_t *ACC (RW, material); /* What material this object consists of */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ @@ -121,7 +123,7 @@ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ - New_Face *ACC (RW, face); /* Face with colors */ + facetile *ACC (RW, face); /* Face with colors */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ @@ -135,7 +137,7 @@ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ - uint16 ACC (RW, material); /* What materials this object consist of */ + uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ @@ -213,25 +215,22 @@ struct object : zero_initialised, object_copy { - typedef unordered_vector vector; - // These variables are not changed by ->copy_to maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ - tag_t ACC (RW, count); /* Generation count for this object */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + int ACC (RO, index); // index into objects + int ACC (RO, active); // index into actives player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ - object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - object *ACC (RW, active_next);/* Next & previous object in the 'active' */ - object *ACC (RW, active_prev);/* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ object *ACC (RW, above); /* Pointer to the object stacked above this one */ /* Note: stacked in the *same* environment */ object *inv; /* Pointer to the first object in the inventory */ + + //TODO: container must move into client object *ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ @@ -242,10 +241,6 @@ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different client_container *seen_by; // seen by which player/container currently? - //static vector active_list; // active objects, not yet used - //static vector object_list; // not used yet, use first->next->... - static object *first; // will be replaced by "objects" - MTH static object *create (); MTH void copy_to (object *dst); MTH object *clone (); // create + copy_to @@ -255,8 +250,13 @@ // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); - MTH void remove (); MTH object *insert (object *item); // insert into inventory + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } static bool can_merge_slow (object *op1, object *op2); @@ -292,8 +292,31 @@ // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; MTH const char *debug_desc () const; + const char *debug_desc2 () const; // another debug_desc, pure convinience function const char *flag_desc (char *desc, int len) const; + int number_of () const + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; + + // return the volume of this object in cm³ + uint64 volume () const + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET || type == CLOAK || type == BOOTS || type == GLOVES @@ -312,7 +335,7 @@ // contr => is a player // head => only save head of a multitile object // owner => can not reference owner yet - MTH bool can_map_save () const { return !contr && !head && !owner; } + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. @@ -339,7 +362,6 @@ // handles both inventory and map "positions" MTH object *insert_at (object *where, object *originator = 0, int flags = 0); - MTH bool active () const; MTH void activate (); MTH void deactivate (); MTH void activate_recursive (); @@ -394,6 +416,16 @@ return this; } + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + + MTH struct region *region () const; + protected: friend struct archetype; @@ -404,6 +436,20 @@ ~object (); }; +typedef object_vector objectvec; +typedef object_vector activevec; + +extern objectvec objects; +extern activevec actives; + +#define for_all_objects(var) \ + for (int _i = 0; _i < objects.size (); ++_i) \ + declvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (int _i = 0; _i < actives.size (); ++_i) \ + declvar (object *, var, actives [_i]) + typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; @@ -433,7 +479,7 @@ ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + static archetype *find (const char *name); void hash_add (); // add to hashtable void hash_del (); // remove from hashtable @@ -449,16 +495,6 @@ */ }; -extern object *objects; -extern object *active_objects; - -extern int nrofallocobjects; - -/* This returns TRUE if the object is something that - * should be displayed in the look window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) - /* Used by update_object to know if the object being passed is * being added or removed. */