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Comparing deliantra/server/include/object.h (file contents):
Revision 1.71 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.84 by root, Tue Jan 9 21:32:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
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
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;
288 MTH void drain_stat (); 282 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 283 MTH void drain_specific_stat (int deplete_stats);
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 MTH 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 *flag_desc (char *desc, int len) const;
295 290
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES 293 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; } 294 || type == BRACERS || type == GIRDLE; }
303 && !flag [FLAG_IS_A_TEMPLATE]; } 298 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW 299 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT 300 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307 302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner; }
310
308 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
309 * could be expanded. 312 * could be expanded.
310 */ 313 */
311 MTH 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]; }
312 315
328 331
329 // insert object at same map position as 'where' 332 // insert object at same map position as 'where'
330 // handles both inventory and map "positions" 333 // handles both inventory and map "positions"
331 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
332 335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
346
333 // returns the mapspace this object is in 347 // returns the mapspace this object is in
334 mapspace &ms () const; 348 mapspace &ms () const;
335 349
336 // fully recursive iterator 350 // fully recursive iterator
337 struct iterator_base 351 struct iterator_base
346 operator object *() const { return item; } 360 operator object *() const { return item; }
347 361
348 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
349 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
350 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
351 370
352 // depth-first recursive iterator 371 // depth-first recursive iterator
353 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
354 { 373 {
355 depth_iterator (object *container); 374 depth_iterator (object *container);
366 object *end () 385 object *end ()
367 { 386 {
368 return this; 387 return this;
369 } 388 }
370 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
371protected: 398protected:
372 friend struct archetype; 399 friend struct archetype;
373 400
374 void link (); 401 void link ();
375 void unlink (); 402 void unlink ();
376 403
377 object (); 404 object ();
378 ~object (); 405 ~object ();
379}; 406};
407
408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
380 421
381typedef struct oblnk 422typedef struct oblnk
382{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
383 object_ptr ob; 424 object_ptr ob;
384 struct oblnk *next; 425 struct oblnk *next;
420 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
421 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
422 * in comparison to the head. 463 * in comparison to the head.
423 */ 464 */
424}; 465};
425
426extern object *objects;
427extern object *active_objects;
428
429extern int nrofallocobjects;
430
431/* This returns TRUE if the object is something that
432 * should be displayed in the look window
433 */
434#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
435 466
436/* 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
437 * being added or removed. 468 * being added or removed.
438 */ 469 */
439#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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