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Comparing deliantra/server/include/object.h (file contents):
Revision 1.180 by root, Thu Aug 28 19:31:46 2008 UTC vs.
Revision 1.196 by root, Thu Jan 8 03:03:24 2009 UTC

136{ 136{
137 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
139}; 139};
140 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
141INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
142// these are being copied 155// these are being copied
143struct object_copy : attachable 156struct object_copy : attachable
144{ 157{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 159
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 sint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
181 194
182 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 211 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
207 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
219 237
220 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 239
223 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
232 * only used in spells. 249 * only used in spells.
233 */ 250 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 253
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg); 271 char *ACC (RW, spellarg);
254 272
255 /* Following are values used by any object */ 273 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 276
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 294};
271 295
272struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
273{ 297{
274 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
276 300
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count); 302 int ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
298 client_container *seen_by; // seen by which player/container currently? 322 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */ 323 key_value *key_values; /* Fields not explictly known by the loader. */
300 324
301 // privates / perl 325 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 326 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 327 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 328 void kv_set (shstr_tmp key, shstr_tmp value);
305 329
306 // custom extra fields management 330 // custom extra fields management
307 struct key_value_access_proxy 331 struct key_value_access_proxy
308 { 332 {
309 object &ob; 333 object &ob;
310 shstr key; 334 shstr_tmp key;
311 335
312 key_value_access_proxy (object &ob, const shstr &key) 336 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 337 : ob (ob), key (key)
314 { 338 {
315 } 339 }
316 340
317 const key_value_access_proxy &operator =(const shstr &value) const 341 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 342 {
319 ob.kv_set (key, value); 343 ob.kv_set (key, value);
320 return *this; 344 return *this;
321 } 345 }
322 346
323 operator const shstr &() const { return ob.kv_get (key); } 347 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 348 operator const char *() const { return ob.kv_get (key); }
325 349
326 private: 350 private:
327 void operator =(int); 351 void operator =(int);
328 }; 352 };
329 353
330 // operator [] is too annoying to use 354 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 355 const key_value_access_proxy kv (shstr_tmp key)
332 { 356 {
333 return key_value_access_proxy (*this, key); 357 return key_value_access_proxy (*this, key);
334 } 358 }
335 359
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
344 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 369 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 370 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 371 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
350 379
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
353 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 383 MTH void play_sound (faceidx sound);
367 remove (); 396 remove ();
368 *this = pos; 397 *this = pos;
369 insert_at (this, this); 398 insert_at (this, this);
370 } 399 }
371 400
401 // high-level move functions, return true if successful
402 int move (int dir, object *originator);
403
404 int move (int dir)
405 {
406 return move (dir, this);
407 }
408
372 static bool can_merge_slow (object *op1, object *op2); 409 static bool can_merge_slow (object *op1, object *op2);
373 410
374 // this is often used in time-critical code, so optimise 411 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 412 MTH static bool can_merge (object *op1, object *op2)
376 { 413 {
388 MTH void close_container () 425 MTH void close_container ()
389 { 426 {
390 open_container (0); 427 open_container (0);
391 } 428 }
392 429
393 MTH object *force_find (const shstr name); 430 MTH object *force_find (shstr_tmp name);
394 MTH void force_add (const shstr name, int duration = 0); 431 MTH object *force_add (shstr_tmp name, int duration = 0);
432
433 oblinkpt *find_link () const;
434 MTH void add_link (maptile *map, shstr_tmp id);
435 MTH void remove_link ();
395 436
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 437 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 438 bool should_invoke (event_type event)
398 { 439 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 440 return ev_want_event [event] || ev_want_type [type] || cb;
435 const materialtype_t *dominant_material () const; 476 const materialtype_t *dominant_material () const;
436 477
437 // return the volume of this object in cm³ 478 // return the volume of this object in cm³
438 MTH uint64 volume () const 479 MTH uint64 volume () const
439 { 480 {
440 return total_weight () 481 return (uint64)total_weight ()
441 * 1000 482 * 1000
442 * (type == CONTAINER ? 1000 : 1) 483 * (type == CONTAINER ? 1000 : 1)
443 / dominant_material ()->density; 484 / dominant_material ()->density;
444 } 485 }
445 486
487 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 488 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 489 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES 490 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; } 491 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER 492 MTH bool is_alive () const { return (type == PLAYER
472 MTH bool has_dialogue () const { return *&msg == '@'; } 514 MTH bool has_dialogue () const { return *&msg == '@'; }
473 515
474 // returns the outermost owner, never returns 0 516 // returns the outermost owner, never returns 0
475 MTH object *outer_owner () 517 MTH object *outer_owner ()
476 { 518 {
519 object *op;
520
477 for (object *op = this; ; op = op->owner) 521 for (op = this; op->owner; op = op->owner)
478 if (!op->owner) 522 ;
523
479 return op; 524 return op;
480 } 525 }
481 526
482 // returns the outermost environment, never returns 0 527 // returns the outermost environment, never returns 0
483 MTH object *outer_env () 528 MTH object *outer_env ()
484 { 529 {
530 object *op;
531
485 for (object *op = this; ; op = op->env) 532 for (op = this; op->env; op = op->env)
486 if (!op->env) 533 ;
534
487 return op; 535 return op;
488 } 536 }
489 537
490 // returns the player that has this object in his inventory, or 0 538 // returns the player that has this object in his inventory, or 0
491 // we assume the player is always the outer env 539 // we assume the player is always the outer env
492 MTH object *in_player () 540 MTH object *in_player ()
508 } 556 }
509 557
510 MTH bool is_on_map () const 558 MTH bool is_on_map () const
511 { 559 {
512 return !env && !flag [FLAG_REMOVED]; 560 return !env && !flag [FLAG_REMOVED];
561 }
562
563 MTH bool is_inserted () const
564 {
565 return !flag [FLAG_REMOVED];
566 }
567
568 MTH bool is_player () const
569 {
570 return !!contr;
571 }
572
573 MTH bool affects_los () const
574 {
575 return glow_radius || flag [FLAG_BLOCKSVIEW];
576 }
577
578 MTH bool has_carried_lights () const
579 {
580 return glow_radius;
513 } 581 }
514 582
515 // returns the player that cna see this object, if any 583 // returns the player that cna see this object, if any
516 MTH object *visible_to () const; 584 MTH object *visible_to () const;
517 585
610 const char *query_inventory (object *who = 0, const char *indent = ""); 678 const char *query_inventory (object *who = 0, const char *indent = "");
611 679
612 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 680 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
613 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 681 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
614 682
683 // make some noise with given item into direction dir,
684 // currently only used for players to make them temporarily visible
685 // when they are invisible.
686 MTH void make_noise ();
687
615protected: 688protected:
616 void link (); 689 void link ();
617 void unlink (); 690 void unlink ();
618 691
619 object (); 692 object ();
641 } 714 }
642 715
643 return ob; 716 return ob;
644} 717}
645 718
646typedef struct oblnk
647{ /* Used to link together several objects */
648 object_ptr ob;
649 struct oblnk *next;
650} objectlink;
651
652typedef struct oblinkpt
653{ /* Used to link together several object links */
654 struct oblnk *link;
655 sint32 value; /* Used as connected value in buttons/gates */
656 struct oblinkpt *next;
657} oblinkpt;
658
659object *find_skill_by_name (object *who, const char *name); 719object *find_skill_by_name_fuzzy (object *who, const char *name);
660object *find_skill_by_name (object *who, const shstr &sh); 720object *find_skill_by_name (object *who, shstr_cmp sh);
661object *find_skill_by_number (object *who, int skillno); 721object *find_skill_by_number (object *who, int skillno);
662 722
663/* 723/*
664 * The archetype structure is a set of rules on how to generate and manipulate 724 * The archetype structure is a set of rules on how to generate and manipulate
665 * objects which point to archetypes. 725 * objects which point to archetypes.
719extern objectvec objects; 779extern objectvec objects;
720extern activevec actives; 780extern activevec actives;
721extern archvec archetypes; 781extern archvec archetypes;
722 782
723// "safely" iterate over inv in a way such that the current item is removable 783// "safely" iterate over inv in a way such that the current item is removable
724// quite horrible, thats why its hidden in some macro 784// quite horrible, that's why its hidden in some macro
725#define for_inv_removable(op,var) \ 785#define for_inv_removable(op,var) \
726 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 786 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
727 787
728#define for_all_objects(var) \ 788#define for_all_objects(var) \
729 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 789 for (unsigned _i = 0; _i < objects.size (); ++_i) \

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