--- deliantra/server/include/object.h 2006/12/30 21:18:29 1.76 +++ deliantra/server/include/object.h 2007/01/23 01:05:18 1.91 @@ -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 -*/ +/*-999 + * 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 @@ -121,7 +122,7 @@ 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 */ @@ -213,25 +214,22 @@ 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 +240,6 @@ 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; // active objects, not yet used - static vector objects; // 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 +249,13 @@ // 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 remove_slow (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + remove_slow (); + } static bool can_merge_slow (object *op1, object *op2); @@ -292,6 +291,7 @@ // 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; MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } @@ -312,7 +312,7 @@ // 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. @@ -339,8 +339,13 @@ // handles both inventory and map "positions" MTH object *insert_at (object *where, object *originator = 0, int flags = 0); - MTH void activate (bool recursive = true); - MTH void deactivate (bool recursive = true); + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); + + // set the givne flag on all objects in the inventory recursively + MTH void set_flag_inv (int flag, int value = 1); void enter_exit (object *exit);//PERL MTH void enter_map (maptile *newmap, int x, int y); @@ -364,6 +369,11 @@ object &operator * () const { return *item; } }; + MTH unsigned int random_seed () const + { + return (unsigned int)uuid.seq; + } + // depth-first recursive iterator struct depth_iterator : iterator_base { @@ -383,6 +393,14 @@ 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; + } + protected: friend struct archetype; @@ -393,6 +411,20 @@ ~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; @@ -438,16 +470,6 @@ */ }; -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. */