--- deliantra/server/include/object.h 2010/04/13 03:44:21 1.242 +++ deliantra/server/include/object.h 2010/04/16 02:37:50 1.246 @@ -569,6 +569,12 @@ MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } + /* need_identify returns true if the item should be identified. This + * function really should not exist - by default, any item not identified + * should need it. + */ + MTH bool need_identify () const; + // returns the outermost owner, never returns 0 MTH object *outer_owner () { @@ -645,7 +651,7 @@ return glow_radius; } - // returns the player that cna see this object, if any + // returns the player that can see this object, if any MTH object *visible_to () const; MTH std::string long_desc (object *who = 0); // query_name . " " . describe @@ -670,6 +676,7 @@ // and also makes it innate if can_use is true. // returns the new skill or 0 if no such skill exists. MTH object *give_skill (shstr_cmp name, bool can_use = false); + MTH void become_follower (object *new_god); // insert object at same map position as 'where' // handles both inventory and map "positions" @@ -691,6 +698,8 @@ void player_goto (const_utf8_string path, int x, int y); // only for players MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0 + MTH object *mark () const; + // returns the mapspace this object is in mapspace &ms () const; @@ -750,14 +759,14 @@ MTH struct region *region () const; - void statusmsg (const_utf8_string msg, int color = NDI_BLACK); - void failmsg (const_utf8_string msg, int color = NDI_RED); + MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK); + MTH void failmsg (const_utf8_string msg, int color = NDI_RED); void failmsgf (const_utf8_string format, ...); // always NDI_RED... - const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = ""); + MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = ""); MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference - static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible + static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible // make some noise with given item into direction dir, // currently only used for players to make them temporarily visible