--- deliantra/server/include/object.h 2007/05/27 23:56:21 1.127
+++ deliantra/server/include/object.h 2007/08/27 06:29:17 1.146
@@ -1,25 +1,24 @@
/*
- * 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
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT 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
+ * the Free Software Foundation, either version 3 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
+ * 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
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
#ifndef OBJECT_H
@@ -187,7 +186,9 @@
uint32 ACC (RW, weapontype); /* type of weapon */
uint32 ACC (RW, tooltype); /* type of tool or build facility */
body_slot slot [NUM_BODY_LOCATIONS];
- faceidx ACC (RW, face); /* Face with colors */
+ faceidx ACC (RW, face); /* the graphical face */
+ faceidx ACC (RW, sound); /* the sound face */
+ faceidx ACC (RW, sound_destroy); /* played on destroy */
living ACC (RO, stats); /* Str, Con, Dex, etc */
/* See the pod/objects.pod for more info about body locations */
@@ -248,10 +249,10 @@
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
+ object_vector_index ACC (RO, index); // index into objects
+ object_vector_index ACC (RO, active); // index into actives
- player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
+ player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
object *ACC (RW, below); /* Pointer to the object stacked below this one */
object *ACC (RW, above); /* Pointer to the object stacked above this one */
@@ -277,6 +278,7 @@
MTH int slottype () const;
MTH static object *create ();
+ const mapxy &operator =(const mapxy &pos);
object &operator =(const object &src);
MTH void copy_to (object *dst);
MTH object *clone (); // create + copy_to
@@ -287,6 +289,8 @@
// recursively destroy all objects in inventory, optionally dropping them to the ground instead
MTH void destroy_inv (bool drop_to_ground = false);
MTH object *insert (object *item); // insert into inventory
+ MTH void play_sound (faceidx sound) const;
+
void do_remove ();
MTH void remove ()
{
@@ -294,6 +298,13 @@
do_remove ();
}
+ void move_to (const mapxy &pos)
+ {
+ remove ();
+ *this = pos;
+ insert_at (this, this);
+ }
+
static bool can_merge_slow (object *op1, object *op2);
// this is often used in time-critical code, so optimise
@@ -315,6 +326,9 @@
open_container (0);
}
+ MTH object *force_find (const shstr name);
+ MTH void force_add (const shstr name, int duration = 0);
+
// overwrite the attachable should_invoke function with a version that also checks ev_want_type
bool should_invoke (event_type event)
{
@@ -379,7 +393,7 @@
// 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 && !flag [FLAG_NO_MAP_SAVE]; }
+ MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
/* This return true if object has still randomitems which
* could be expanded.
@@ -402,6 +416,11 @@
return head ? head : this;
}
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
MTH std::string long_desc (object *who = 0);
MTH std::string describe_monster (object *who = 0);
MTH std::string describe_item (object *who = 0);
@@ -418,6 +437,7 @@
// insert object at same map position as 'where'
// handles both inventory and map "positions"
MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
+ MTH void drop_unpaid_items ();
MTH void activate ();
MTH void deactivate ();
@@ -483,10 +503,11 @@
MTH struct region *region () const;
-protected:
- friend struct archetype;
+ void statusmsg (const char *msg, int color = NDI_BLACK);
+ void failmsg (const char *msg, int color = NDI_RED);
- void link ();
+protected:
+ void link ();
void unlink ();
object ();
@@ -512,20 +533,6 @@
return ob;
}
-typedef object_vector