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Comparing deliantra/server/include/object.h (file contents):
Revision 1.121 by root, Mon May 14 19:08:26 2007 UTC vs.
Revision 1.128 by root, Mon May 28 21:15:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34 34
35enum { 35enum {
36 body_skill,
37 body_combat,
36 body_range, 38 body_range,
37 body_shield, 39 body_shield,
38 body_combat,
39 body_arm, 40 body_arm,
40 body_torso, 41 body_torso,
41 body_head, 42 body_head,
42 body_neck, 43 body_neck,
43 body_skill,
44 body_finger, 44 body_finger,
45 body_shoulder, 45 body_shoulder,
46 body_foot, 46 body_foot,
47 body_hand, 47 body_hand,
48 body_wrist, 48 body_wrist,
59 59
60/* See common/item.c */ 60/* See common/item.c */
61 61
62typedef struct Body_Locations 62typedef 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
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
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
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116 111
117struct body_slot 112struct 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 */
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
303 // searches for it.
304 MTH void inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316 }
317
318 static bool can_merge_slow (object *op1, object *op2); 297 static bool can_merge_slow (object *op1, object *op2);
319 298
320 // this is often used in time-critical code, so optimise 299 // this is often used in time-critical code, so optimise
321 MTH static bool can_merge (object *op1, object *op2) 300 MTH static bool can_merge (object *op1, object *op2)
322 { 301 {
326 } 305 }
327 306
328 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
329 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
330 MTH bool change_weapon (object *ob); 309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
331 311
332 MTH void open_container (object *new_container); 312 MTH void open_container (object *new_container);
333 MTH void close_container () 313 MTH void close_container ()
334 { 314 {
335 open_container (0); 315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
336 } 322 }
337 323
338 MTH void instantiate (); 324 MTH void instantiate ();
339 325
340 // recalculate all stats 326 // recalculate all stats
505 491
506 object (); 492 object ();
507 ~object (); 493 ~object ();
508}; 494};
509 495
496// move this object to the top of its env's inventory to speed up
497// searches for it.
498static object *
499splay (object *ob)
500{
501 if (ob->env && ob->env->inv != ob)
502 {
503 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above;
505
506 ob->above = 0;
507 ob->below = ob->env->inv;
508 ob->below->above = ob;
509 ob->env->inv = ob;
510 }
511
512 return ob;
513}
514
510typedef object_vector<object, &object::index > objectvec; 515typedef object_vector<object, &object::index > objectvec;
511typedef object_vector<object, &object::active> activevec; 516typedef object_vector<object, &object::active> activevec;
512 517
513extern objectvec objects; 518extern objectvec objects;
514extern activevec actives; 519extern activevec actives;
531{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
532 struct oblnk *link; 537 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next; 539 struct oblinkpt *next;
535} oblinkpt; 540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name);
543object *find_skill_by_name (object *who, const shstr &sh);
544object *find_skill_by_number (object *who, int skillno);
536 545
537/* 546/*
538 * 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
539 * objects which point to archetypes. 548 * objects which point to archetypes.
540 * 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

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