… | |
… | |
297 | { |
297 | { |
298 | if (!flag [FLAG_REMOVED]) |
298 | if (!flag [FLAG_REMOVED]) |
299 | do_remove (); |
299 | do_remove (); |
300 | } |
300 | } |
301 | |
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 | |
|
|
320 | static bool can_merge_slow (object *op1, object *op2); |
302 | static bool can_merge_slow (object *op1, object *op2); |
321 | |
303 | |
322 | // this is often used in time-critical code, so optimise |
304 | // this is often used in time-critical code, so optimise |
323 | MTH static bool can_merge (object *op1, object *op2) |
305 | MTH static bool can_merge (object *op1, object *op2) |
324 | { |
306 | { |
… | |
… | |
328 | } |
310 | } |
329 | |
311 | |
330 | MTH void set_owner (object *owner); |
312 | MTH void set_owner (object *owner); |
331 | MTH void set_speed (float speed); |
313 | MTH void set_speed (float speed); |
332 | MTH bool change_weapon (object *ob); |
314 | MTH bool change_weapon (object *ob); |
|
|
315 | MTH bool change_skill (object *ob); |
333 | |
316 | |
334 | MTH void open_container (object *new_container); |
317 | MTH void open_container (object *new_container); |
335 | MTH void close_container () |
318 | MTH void close_container () |
336 | { |
319 | { |
337 | open_container (0); |
320 | open_container (0); |
|
|
321 | } |
|
|
322 | |
|
|
323 | // overwrite the attachable invoke function with a version that also checks ev_want_type |
|
|
324 | bool invoke (event_type event, ...) |
|
|
325 | { |
|
|
326 | if (ev_want_event [event] || ev_want_type [type] || cb) |
|
|
327 | { |
|
|
328 | va_list ap; |
|
|
329 | va_start (ap, event); |
|
|
330 | vinvoke (event, ap); |
|
|
331 | va_end (ap); |
|
|
332 | } |
338 | } |
333 | } |
339 | |
334 | |
340 | MTH void instantiate (); |
335 | MTH void instantiate (); |
341 | |
336 | |
342 | // recalculate all stats |
337 | // recalculate all stats |
… | |
… | |
507 | |
502 | |
508 | object (); |
503 | object (); |
509 | ~object (); |
504 | ~object (); |
510 | }; |
505 | }; |
511 | |
506 | |
|
|
507 | // move this object to the top of its env's inventory to speed up |
|
|
508 | // searches for it. |
|
|
509 | static object * |
|
|
510 | splay (object *ob) |
|
|
511 | { |
|
|
512 | if (ob->env && ob->env->inv != ob) |
|
|
513 | { |
|
|
514 | if (ob->above) ob->above->below = ob->below; |
|
|
515 | if (ob->below) ob->below->above = ob->above; |
|
|
516 | |
|
|
517 | ob->above = 0; |
|
|
518 | ob->below = ob->env->inv; |
|
|
519 | ob->below->above = ob; |
|
|
520 | ob->env->inv = ob; |
|
|
521 | } |
|
|
522 | |
|
|
523 | return ob; |
|
|
524 | } |
|
|
525 | |
512 | typedef object_vector<object, &object::index > objectvec; |
526 | typedef object_vector<object, &object::index > objectvec; |
513 | typedef object_vector<object, &object::active> activevec; |
527 | typedef object_vector<object, &object::active> activevec; |
514 | |
528 | |
515 | extern objectvec objects; |
529 | extern objectvec objects; |
516 | extern activevec actives; |
530 | extern activevec actives; |
… | |
… | |
537 | } oblinkpt; |
551 | } oblinkpt; |
538 | |
552 | |
539 | object *find_skill_by_name (object *who, const char *name); |
553 | object *find_skill_by_name (object *who, const char *name); |
540 | object *find_skill_by_name (object *who, const shstr &sh); |
554 | object *find_skill_by_name (object *who, const shstr &sh); |
541 | object *find_skill_by_number (object *who, int skillno); |
555 | object *find_skill_by_number (object *who, int skillno); |
542 | int change_skill (object *who, object *new_skill, int flag); |
|
|
543 | |
556 | |
544 | /* |
557 | /* |
545 | * The archetype structure is a set of rules on how to generate and manipulate |
558 | * The archetype structure is a set of rules on how to generate and manipulate |
546 | * objects which point to archetypes. |
559 | * objects which point to archetypes. |
547 | * This probably belongs in arch.h, but there really doesn't appear to |
560 | * This probably belongs in arch.h, but there really doesn't appear to |