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59 | |
59 | |
60 | /* See common/item.c */ |
60 | /* See common/item.c */ |
61 | |
61 | |
62 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
63 | { |
63 | { |
64 | const char *save_name; /* Name used to load/save it to disk */ |
64 | keyword save_name; /* Name used to load/save it to disk */ |
65 | const char *use_name; /* Name used when describing an item we can use */ |
65 | const char *use_name; /* Name used when describing an item we can use */ |
66 | const char *nonuse_name; /* Name to describe objects we can't use */ |
66 | const char *nonuse_name; /* Name to describe objects we can't use */ |
67 | } Body_Locations; |
67 | } Body_Locations; |
68 | |
68 | |
69 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
69 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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106 | #define WILL_APPLY_HANDLE 0x01 |
106 | #define WILL_APPLY_HANDLE 0x01 |
107 | #define WILL_APPLY_TREASURE 0x02 |
107 | #define WILL_APPLY_TREASURE 0x02 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
109 | #define WILL_APPLY_DOOR 0x08 |
109 | #define WILL_APPLY_DOOR 0x08 |
110 | #define WILL_APPLY_FOOD 0x10 |
110 | #define WILL_APPLY_FOOD 0x10 |
111 | |
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112 | /* However, if you're keeping a pointer of some sort, you probably |
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113 | * don't just want it copied, so you'll need to add to common/object.C, |
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114 | * e.g. ->copy_to () |
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115 | */ |
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116 | |
111 | |
117 | struct body_slot |
112 | struct body_slot |
118 | { |
113 | { |
119 | signed char info:4; /* body info as loaded from the file */ |
114 | signed char info:4; /* body info as loaded from the file */ |
120 | signed char used:4; /* Calculated value based on items equipped */ |
115 | signed char used:4; /* Calculated value based on items equipped */ |
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297 | { |
292 | { |
298 | if (!flag [FLAG_REMOVED]) |
293 | if (!flag [FLAG_REMOVED]) |
299 | do_remove (); |
294 | do_remove (); |
300 | } |
295 | } |
301 | |
296 | |
302 | // move this object to the top of its env's inventory to speed up |
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303 | // searches for it. |
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304 | MTH object *inv_splay () |
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305 | { |
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306 | if (env && env->inv != this) |
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307 | { |
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308 | if (above) above->below = below; |
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309 | if (below) below->above = above; |
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310 | |
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311 | above = 0; |
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312 | below = env->inv; |
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313 | below->above = this; |
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314 | env->inv = this; |
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315 | } |
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316 | |
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317 | return this; |
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318 | } |
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319 | |
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320 | static bool can_merge_slow (object *op1, object *op2); |
297 | static bool can_merge_slow (object *op1, object *op2); |
321 | |
298 | |
322 | // this is often used in time-critical code, so optimise |
299 | // this is often used in time-critical code, so optimise |
323 | MTH static bool can_merge (object *op1, object *op2) |
300 | MTH static bool can_merge (object *op1, object *op2) |
324 | { |
301 | { |
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328 | } |
305 | } |
329 | |
306 | |
330 | MTH void set_owner (object *owner); |
307 | MTH void set_owner (object *owner); |
331 | MTH void set_speed (float speed); |
308 | MTH void set_speed (float speed); |
332 | MTH bool change_weapon (object *ob); |
309 | MTH bool change_weapon (object *ob); |
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310 | MTH bool change_skill (object *ob); |
333 | |
311 | |
334 | MTH void open_container (object *new_container); |
312 | MTH void open_container (object *new_container); |
335 | MTH void close_container () |
313 | MTH void close_container () |
336 | { |
314 | { |
337 | open_container (0); |
315 | open_container (0); |
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316 | } |
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317 | |
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318 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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319 | bool should_invoke (event_type event) |
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320 | { |
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321 | return ev_want_event [event] || ev_want_type [type] || cb; |
338 | } |
322 | } |
339 | |
323 | |
340 | MTH void instantiate (); |
324 | MTH void instantiate (); |
341 | |
325 | |
342 | // recalculate all stats |
326 | // recalculate all stats |
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507 | |
491 | |
508 | object (); |
492 | object (); |
509 | ~object (); |
493 | ~object (); |
510 | }; |
494 | }; |
511 | |
495 | |
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496 | // move this object to the top of its env's inventory to speed up |
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497 | // searches for it. |
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498 | static object * |
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499 | splay (object *ob) |
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500 | { |
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501 | if (ob->env && ob->env->inv != ob) |
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502 | { |
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503 | if (ob->above) ob->above->below = ob->below; |
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504 | if (ob->below) ob->below->above = ob->above; |
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505 | |
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506 | ob->above = 0; |
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507 | ob->below = ob->env->inv; |
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508 | ob->below->above = ob; |
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509 | ob->env->inv = ob; |
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510 | } |
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511 | |
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512 | return ob; |
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513 | } |
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514 | |
512 | typedef object_vector<object, &object::index > objectvec; |
515 | typedef object_vector<object, &object::index > objectvec; |
513 | typedef object_vector<object, &object::active> activevec; |
516 | typedef object_vector<object, &object::active> activevec; |
514 | |
517 | |
515 | extern objectvec objects; |
518 | extern objectvec objects; |
516 | extern activevec actives; |
519 | extern activevec actives; |
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537 | } oblinkpt; |
540 | } oblinkpt; |
538 | |
541 | |
539 | object *find_skill_by_name (object *who, const char *name); |
542 | object *find_skill_by_name (object *who, const char *name); |
540 | object *find_skill_by_name (object *who, const shstr &sh); |
543 | object *find_skill_by_name (object *who, const shstr &sh); |
541 | object *find_skill_by_number (object *who, int skillno); |
544 | object *find_skill_by_number (object *who, int skillno); |
542 | int change_skill (object *who, object *new_skill, int flag); |
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543 | |
545 | |
544 | /* |
546 | /* |
545 | * The archetype structure is a set of rules on how to generate and manipulate |
547 | * The archetype structure is a set of rules on how to generate and manipulate |
546 | * objects which point to archetypes. |
548 | * objects which point to archetypes. |
547 | * This probably belongs in arch.h, but there really doesn't appear to |
549 | * This probably belongs in arch.h, but there really doesn't appear to |