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Comparing deliantra/server/include/object.h (file contents):
Revision 1.82 by root, Mon Jan 8 14:11:05 2007 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) 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>
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 */
226 226
227 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 */
228 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 */
229 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
230 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
231 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
232 * is only used by the player right now. 234 * is only used by the player right now.
233 */ 235 */
234 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.
235 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
236 */ 238 */
237 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 */
238 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
239 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
240 242
241 //static vector active_list; // active objects, not yet used
242 //static vector object_list; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects"
244
245 MTH static object *create (); 243 MTH static object *create ();
246 MTH void copy_to (object *dst); 244 MTH void copy_to (object *dst);
247 MTH object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
248 void do_destroy (); 246 void do_destroy ();
249 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
250 MTH void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
251 249
252 // 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
253 MTH void destroy_inv (bool drop_to_ground = false); 251 MTH void destroy_inv (bool drop_to_ground = false);
254 MTH void remove ();
255 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 }
256 259
257 static bool can_merge_slow (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
258 261
259 // this is often used in time-critical code, so optimise 262 // this is often used in time-critical code, so optimise
260 MTH static bool can_merge (object *op1, object *op2) 263 MTH static bool can_merge (object *op1, object *op2)
286 MTH void change_luck (int value); 289 MTH void change_luck (int value);
287 290
288 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
289 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
290 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
291 const char *flag_desc (char *desc, int len) const; 295 const char *flag_desc (char *desc, int len) const;
292 296
293 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; }
294 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
295 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
306 310
307 // temporary: wether the object can be saved in a map file 311 // temporary: wether the object can be saved in a map file
308 // contr => is a player 312 // contr => is a player
309 // head => only save head of a multitile object 313 // head => only save head of a multitile object
310 // owner => can not reference owner yet 314 // owner => can not reference owner yet
311 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]; }
312 316
313 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
314 * could be expanded. 318 * could be expanded.
315 */ 319 */
316 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]; }
385 } 389 }
386 390
387 object *end () 391 object *end ()
388 { 392 {
389 return this; 393 return this;
394 }
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;
390 } 402 }
391 403
392protected: 404protected:
393 friend struct archetype; 405 friend struct archetype;
394 406
455 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
456 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
457 * in comparison to the head. 469 * in comparison to the head.
458 */ 470 */
459}; 471};
460
461/* This returns TRUE if the object is something that
462 * should be displayed in the floorbox window
463 */
464#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
465 472
466/* 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
467 * being added or removed. 474 * being added or removed.
468 */ 475 */
469#define UP_OBJ_INSERT 1 476#define UP_OBJ_INSERT 1

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