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Comparing deliantra/server/include/object.h (file contents):
Revision 1.118 by root, Mon May 7 06:01:48 2007 UTC vs.
Revision 1.122 by root, Mon May 14 21:32:26 2007 UTC

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,
49 body_waist, 49 body_waist,
50 NUM_BODY_LOCATIONS 50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
51}; 58};
52 59
53/* See common/item.c */ 60/* See common/item.c */
54 61
55typedef struct Body_Locations 62typedef struct Body_Locations
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
272 void post_load_check (); // do some adjustments after parsing 279 void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f); 281 bool write (object_freezer &f);
275 282
283 MTH int slottype () const;
276 MTH static object *create (); 284 MTH static object *create ();
277 object &operator =(const object &src); 285 object &operator =(const object &src);
278 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
280 void do_destroy (); 288 void do_destroy ();
289 { 297 {
290 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
291 do_remove (); 299 do_remove ();
292 } 300 }
293 301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *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 return this;
318 }
319
294 static bool can_merge_slow (object *op1, object *op2); 320 static bool can_merge_slow (object *op1, object *op2);
295 321
296 // this is often used in time-critical code, so optimise 322 // this is often used in time-critical code, so optimise
297 MTH static bool can_merge (object *op1, object *op2) 323 MTH static bool can_merge (object *op1, object *op2)
298 { 324 {
301 && can_merge_slow (op1, op2); 327 && can_merge_slow (op1, op2);
302 } 328 }
303 329
304 MTH void set_owner (object *owner); 330 MTH void set_owner (object *owner);
305 MTH void set_speed (float speed); 331 MTH void set_speed (float speed);
306 MTH void set_weapon (object *ob); 332 MTH bool change_weapon (object *ob);
307 333
308 MTH void open_container (object *new_container); 334 MTH void open_container (object *new_container);
309 MTH void close_container () 335 MTH void close_container ()
310 { 336 {
311 open_container (0); 337 open_container (0);
507{ /* Used to link together several object links */ 533{ /* Used to link together several object links */
508 struct oblnk *link; 534 struct oblnk *link;
509 long value; /* Used as connected value in buttons/gates */ 535 long value; /* Used as connected value in buttons/gates */
510 struct oblinkpt *next; 536 struct oblinkpt *next;
511} oblinkpt; 537} oblinkpt;
538
539object *find_skill_by_name (object *who, const char *name);
540object *find_skill_by_name (object *who, const shstr &sh);
541object *find_skill_by_number (object *who, int skillno);
542int change_skill (object *who, object *new_skill, int flag);
512 543
513/* 544/*
514 * The archetype structure is a set of rules on how to generate and manipulate 545 * The archetype structure is a set of rules on how to generate and manipulate
515 * objects which point to archetypes. 546 * objects which point to archetypes.
516 * This probably belongs in arch.h, but there really doesn't appear to 547 * This probably belongs in arch.h, but there really doesn't appear to

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