ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.93 by root, Sat Jan 27 23:59:29 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef uint32 tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
35#define BODY_ARMS 1 35#define BODY_ARMS 1
36 36
37/* See common/item.c */ 37/* See common/item.c */
38 38
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 124
125 New_Face *ACC (RW, face); /* Face with colors */ 125 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
129 129
130 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213}; 213};
214 214
215struct object : zero_initialised, object_copy 215struct object : zero_initialised, object_copy
216{ 216{
217 typedef unordered_vector<object *> vector;
218
219 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
220 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 */
221 219
222 tag_t ACC (RW, count); /* Generation count for this object */
223 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
224 224
225 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 */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 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 */
233 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 */
234 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
235 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
236 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now. 234 * is only used by the player right now.
238 */ 235 */
239 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.
240 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
241 */ 238 */
242 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 */
243 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
244 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
245 242
246 //static vector active_list; // active objects, not yet used
247 //static vector object_list; // not used yet, use first->next->...
248 static object *first; // will be replaced by "objects"
249
250 MTH static object *create (); 243 MTH static object *create ();
251 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
253 void do_destroy (); 246 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
256 249
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 251 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory 252 MTH object *insert (object *item); // insert into inventory
253 void remove_slow ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 remove_slow ();
258 }
261 259
262 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
263 261
264 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
265 MTH static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
291 MTH void change_luck (int value); 289 MTH void change_luck (int value);
292 290
293 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
294 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
295 MTH const char *debug_desc () const; 293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const; 295 const char *flag_desc (char *desc, int len) const;
297 296
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
311 310
312 // temporary: wether the object can be saved in a map file 311 // temporary: wether the object can be saved in a map file
313 // contr => is a player 312 // contr => is a player
314 // head => only save head of a multitile object 313 // head => only save head of a multitile object
315 // owner => can not reference owner yet 314 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; } 315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
317 316
318 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
319 * could be expanded. 318 * could be expanded.
320 */ 319 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
338 337
339 // insert object at same map position as 'where' 338 // insert object at same map position as 'where'
340 // handles both inventory and map "positions" 339 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342 341
343 MTH bool active () const;
344 MTH void activate (); 342 MTH void activate ();
345 MTH void deactivate (); 343 MTH void deactivate ();
346 MTH void activate_recursive (); 344 MTH void activate_recursive ();
347 MTH void deactivate_recursive (); 345 MTH void deactivate_recursive ();
348 346
393 object *end () 391 object *end ()
394 { 392 {
395 return this; 393 return this;
396 } 394 }
397 395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
404 MTH struct region *region () const;
405
398protected: 406protected:
399 friend struct archetype; 407 friend struct archetype;
400 408
401 void link (); 409 void link ();
402 void unlink (); 410 void unlink ();
403 411
404 object (); 412 object ();
405 ~object (); 413 ~object ();
406}; 414};
415
416typedef object_vector<object, &object::index > objectvec;
417typedef object_vector<object, &object::active> activevec;
418
419extern objectvec objects;
420extern activevec actives;
421
422#define for_all_objects(var) \
423 for (int _i = 0; _i < objects.size (); ++_i) \
424 declvar (object *, var, objects [_i])
425
426#define for_all_actives(var) \
427 for (int _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i])
407 429
408typedef struct oblnk 430typedef struct oblnk
409{ /* Used to link together several objects */ 431{ /* Used to link together several objects */
410 object_ptr ob; 432 object_ptr ob;
411 struct oblnk *next; 433 struct oblnk *next;
447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 469 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 470 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
449 * in comparison to the head. 471 * in comparison to the head.
450 */ 472 */
451}; 473};
452
453extern object *objects;
454extern object *active_objects;
455
456extern int nrofallocobjects;
457
458/* This returns TRUE if the object is something that
459 * should be displayed in the look window
460 */
461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
462 474
463/* Used by update_object to know if the object being passed is 475/* Used by update_object to know if the object being passed is
464 * being added or removed. 476 * being added or removed.
465 */ 477 */
466#define UP_OBJ_INSERT 1 478#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines