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 |
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246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
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249 | static object *create (); |
243 | MTH static object *create (); |
250 | void copy_to (object *dst); |
244 | MTH void copy_to (object *dst); |
251 | 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; |
254 | void destroy (bool destroy_inventory = false); |
248 | MTH void destroy (bool destroy_inventory = false); |
255 | |
249 | |
256 | // 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 |
257 | void destroy_inv (bool drop_to_ground = false); |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
258 | void remove (); |
252 | MTH void remove (); |
259 | object *insert (object *item); // insert into inventory |
253 | MTH object *insert (object *item); // insert into inventory |
260 | |
254 | |
261 | static bool can_merge_slow (object *op1, object *op2); |
255 | static bool can_merge_slow (object *op1, object *op2); |
262 | |
256 | |
263 | // this is often used in time-critical code, so optimise |
257 | // this is often used in time-critical code, so optimise |
264 | static bool can_merge (object *op1, object *op2) |
258 | MTH static bool can_merge (object *op1, object *op2) |
265 | { |
259 | { |
266 | return op1->value == op2->value |
260 | return op1->value == op2->value |
267 | && op1->name == op2->name |
261 | && op1->name == op2->name |
268 | && can_merge_slow (op1, op2); |
262 | && can_merge_slow (op1, op2); |
269 | } |
263 | } |
270 | |
264 | |
271 | void set_owner (object *owner); |
265 | MTH void set_owner (object *owner); |
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266 | MTH void set_speed (float speed); |
272 | |
267 | |
273 | void instantiate () |
268 | MTH void instantiate () |
274 | { |
269 | { |
275 | if (!uuid.seq) // HACK |
270 | if (!uuid.seq) // HACK |
276 | uuid = gen_uuid (); |
271 | uuid = gen_uuid (); |
277 | |
272 | |
278 | attachable::instantiate (); |
273 | attachable::instantiate (); |
279 | } |
274 | } |
280 | |
275 | |
281 | // recalculate all stats |
276 | // recalculate all stats |
282 | void update_stats (); |
277 | MTH void update_stats (); |
283 | void roll_stats (); |
278 | MTH void roll_stats (); |
284 | void swap_stats (int a, int b); |
279 | MTH void swap_stats (int a, int b); |
285 | void add_statbonus (); |
280 | MTH void add_statbonus (); |
286 | void remove_statbonus (); |
281 | MTH void remove_statbonus (); |
287 | void drain_stat (); |
282 | MTH void drain_stat (); |
288 | void drain_specific_stat (int deplete_stats); |
283 | MTH void drain_specific_stat (int deplete_stats); |
289 | void change_luck (int value); |
284 | MTH void change_luck (int value); |
290 | |
285 | |
291 | // info must hold 256 * 3 bytes currently |
286 | // info must hold 256 * 3 bytes currently |
292 | const char *debug_desc (char *info) const; |
287 | const char *debug_desc (char *info) const; |
293 | const char *debug_desc () const; |
288 | MTH const char *debug_desc () const; |
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289 | const char *flag_desc (char *desc, int len) const; |
294 | |
290 | |
295 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
291 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
296 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
292 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
297 | || type == CLOAK || type == BOOTS || type == GLOVES |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
298 | || type == BRACERS || type == GIRDLE; } |
294 | || type == BRACERS || type == GIRDLE; } |
299 | bool is_alive () const { return (type == PLAYER |
295 | MTH bool is_alive () const { return (type == PLAYER |
300 | || flag [FLAG_MONSTER] |
296 | || flag [FLAG_MONSTER] |
301 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
297 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
302 | && !flag [FLAG_IS_A_TEMPLATE]; } |
298 | && !flag [FLAG_IS_A_TEMPLATE]; } |
303 | bool is_arrow () const { return type == ARROW |
299 | MTH bool is_arrow () const { return type == ARROW |
304 | || (type == SPELL_EFFECT |
300 | || (type == SPELL_EFFECT |
305 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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302 | |
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303 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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304 | |
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305 | // temporary: wether the object can be saved in a map file |
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306 | // contr => is a player |
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307 | // head => only save head of a multitile object |
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308 | // owner => can not reference owner yet |
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309 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
306 | |
310 | |
307 | /* This return true if object has still randomitems which |
311 | /* This return true if object has still randomitems which |
308 | * could be expanded. |
312 | * could be expanded. |
309 | */ |
313 | */ |
310 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
314 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
311 | |
315 | |
312 | // returns the player that has this object in his inventory, or 0 |
316 | // returns the player that has this object in his inventory, or 0 |
313 | object *in_player () const |
317 | MTH object *in_player () const |
314 | { |
318 | { |
315 | for (object *op = env; op; op = op->env) |
319 | for (object *op = env; op; op = op->env) |
316 | if (op->type == PLAYER) |
320 | if (op->type == PLAYER) |
317 | return op; |
321 | return op; |
318 | |
322 | |
319 | return 0; |
323 | return 0; |
320 | } |
324 | } |
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325 | |
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326 | // "temporary" helper function |
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327 | MTH object *head_ () |
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328 | { |
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329 | return head ? head : this; |
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330 | } |
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331 | |
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332 | // insert object at same map position as 'where' |
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333 | // handles both inventory and map "positions" |
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334 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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335 | |
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336 | MTH void activate (); |
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337 | MTH void deactivate (); |
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338 | MTH void activate_recursive (); |
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339 | MTH void deactivate_recursive (); |
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340 | |
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341 | // set the givne flag on all objects in the inventory recursively |
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342 | MTH void set_flag_inv (int flag, int value = 1); |
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343 | |
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344 | void enter_exit (object *exit);//PERL |
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345 | MTH void enter_map (maptile *newmap, int x, int y); |
321 | |
346 | |
322 | // returns the mapspace this object is in |
347 | // returns the mapspace this object is in |
323 | mapspace &ms () const; |
348 | mapspace &ms () const; |
324 | |
349 | |
325 | // fully recursive iterator |
350 | // fully recursive iterator |
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335 | operator object *() const { return item; } |
360 | operator object *() const { return item; } |
336 | |
361 | |
337 | object *operator ->() const { return item; } |
362 | object *operator ->() const { return item; } |
338 | object &operator * () const { return *item; } |
363 | object &operator * () const { return *item; } |
339 | }; |
364 | }; |
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365 | |
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366 | MTH unsigned int random_seed () const |
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367 | { |
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368 | return (unsigned int)uuid.seq; |
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369 | } |
340 | |
370 | |
341 | // depth-first recursive iterator |
371 | // depth-first recursive iterator |
342 | struct depth_iterator : iterator_base |
372 | struct depth_iterator : iterator_base |
343 | { |
373 | { |
344 | depth_iterator (object *container); |
374 | depth_iterator (object *container); |
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355 | object *end () |
385 | object *end () |
356 | { |
386 | { |
357 | return this; |
387 | return this; |
358 | } |
388 | } |
359 | |
389 | |
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390 | /* This returns TRUE if the object is something that |
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391 | * should be displayed in the floorbox/inventory window |
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392 | */ |
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393 | MTH bool client_visible () const |
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394 | { |
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395 | return !invisible && type != PLAYER; |
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396 | } |
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397 | |
360 | protected: |
398 | protected: |
361 | friend struct archetype; |
399 | friend struct archetype; |
362 | |
400 | |
363 | void link (); |
401 | void link (); |
364 | void unlink (); |
402 | void unlink (); |
365 | |
403 | |
366 | object (); |
404 | object (); |
367 | ~object (); |
405 | ~object (); |
368 | }; |
406 | }; |
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407 | |
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408 | typedef object_vector<object, &object::index > objectvec; |
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409 | typedef object_vector<object, &object::active> activevec; |
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410 | |
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411 | extern objectvec objects; |
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412 | extern activevec actives; |
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413 | |
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414 | #define for_all_objects(var) \ |
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415 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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416 | declvar (object *, var, objects [_i]) |
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417 | |
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418 | #define for_all_actives(var) \ |
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419 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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420 | declvar (object *, var, actives [_i]) |
369 | |
421 | |
370 | typedef struct oblnk |
422 | typedef struct oblnk |
371 | { /* Used to link together several objects */ |
423 | { /* Used to link together several objects */ |
372 | object_ptr ob; |
424 | object_ptr ob; |
373 | struct oblnk *next; |
425 | struct oblnk *next; |
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409 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
461 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
410 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
462 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
411 | * in comparison to the head. |
463 | * in comparison to the head. |
412 | */ |
464 | */ |
413 | }; |
465 | }; |
414 | |
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415 | extern object *objects; |
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416 | extern object *active_objects; |
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417 | |
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418 | extern int nrofallocobjects; |
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419 | |
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420 | /* This returns TRUE if the object is something that |
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421 | * should be displayed in the look window |
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422 | */ |
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423 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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424 | |
466 | |
425 | /* Used by update_object to know if the object being passed is |
467 | /* Used by update_object to know if the object being passed is |
426 | * being added or removed. |
468 | * being added or removed. |
427 | */ |
469 | */ |
428 | #define UP_OBJ_INSERT 1 |
470 | #define UP_OBJ_INSERT 1 |