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Comparing deliantra/server/include/object.h (file contents):
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC vs.
Revision 1.91 by root, Tue Jan 23 01:05:18 2007 UTC

1/* 1/*-999
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
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 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 */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 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 */
123 124
124 New_Face *ACC (RW, face); /* Face with colors */ 125 facetile *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 126 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 */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
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;
254 MTH 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 MTH void destroy_inv (bool drop_to_ground = false); 251 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 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 }
260 259
261 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
262 261
263 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
290 MTH void change_luck (int value); 289 MTH void change_luck (int value);
291 290
292 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
294 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
295 const char *flag_desc (char *desc, int len) const; 295 const char *flag_desc (char *desc, int len) const;
296 296
297 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; }
298 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
299 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
310 310
311 // temporary: wether the object can be saved in a map file 311 // temporary: wether the object can be saved in a map file
312 // contr => is a player 312 // contr => is a player
313 // head => only save head of a multitile object 313 // head => only save head of a multitile object
314 // owner => can not reference owner yet 314 // owner => can not reference owner yet
315 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]; }
316 316
317 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
318 * could be expanded. 318 * could be expanded.
319 */ 319 */
320 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]; }
337 337
338 // insert object at same map position as 'where' 338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 339 // handles both inventory and map "positions"
340 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);
341 341
342 MTH void activate ();
343 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 344 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 345 MTH void deactivate_recursive ();
346
347 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1);
344 349
345 void enter_exit (object *exit);//PERL 350 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y); 351 MTH void enter_map (maptile *newmap, int x, int y);
347 352
348 // returns the mapspace this object is in 353 // returns the mapspace this object is in
361 operator object *() const { return item; } 366 operator object *() const { return item; }
362 367
363 object *operator ->() const { return item; } 368 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 369 object &operator * () const { return *item; }
365 }; 370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
366 376
367 // depth-first recursive iterator 377 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 378 struct depth_iterator : iterator_base
369 { 379 {
370 depth_iterator (object *container); 380 depth_iterator (object *container);
381 object *end () 391 object *end ()
382 { 392 {
383 return this; 393 return this;
384 } 394 }
385 395
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
386protected: 404protected:
387 friend struct archetype; 405 friend struct archetype;
388 406
389 void link (); 407 void link ();
390 void unlink (); 408 void unlink ();
391 409
392 object (); 410 object ();
393 ~object (); 411 ~object ();
394}; 412};
413
414typedef object_vector<object, &object::index > objectvec;
415typedef object_vector<object, &object::active> activevec;
416
417extern objectvec objects;
418extern activevec actives;
419
420#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i])
423
424#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i])
395 427
396typedef struct oblnk 428typedef struct oblnk
397{ /* Used to link together several objects */ 429{ /* Used to link together several objects */
398 object_ptr ob; 430 object_ptr ob;
399 struct oblnk *next; 431 struct oblnk *next;
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 467 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 468 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. 469 * in comparison to the head.
438 */ 470 */
439}; 471};
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)
450 472
451/* Used by update_object to know if the object being passed is 473/* Used by update_object to know if the object being passed is
452 * being added or removed. 474 * being added or removed.
453 */ 475 */
454#define UP_OBJ_INSERT 1 476#define UP_OBJ_INSERT 1

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