… | |
… | |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
124 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
125 | facetile *ACC (RW, face); /* Face with colors */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
129 | |
130 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
248 | MTH void destroy (bool destroy_inventory = false); |
249 | |
249 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH void remove (); |
|
|
253 | MTH object *insert (object *item); // insert into inventory |
252 | MTH object *insert (object *item); // insert into inventory |
|
|
253 | void remove_slow (); |
|
|
254 | MTH void remove () |
|
|
255 | { |
|
|
256 | if (!flag [FLAG_REMOVED]) |
|
|
257 | remove_slow (); |
|
|
258 | } |
254 | |
259 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
260 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
261 | |
257 | // this is often used in time-critical code, so optimise |
262 | // this is often used in time-critical code, so optimise |
258 | MTH static bool can_merge (object *op1, object *op2) |
263 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
284 | MTH void change_luck (int value); |
289 | MTH void change_luck (int value); |
285 | |
290 | |
286 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
292 | const char *debug_desc (char *info) const; |
288 | MTH const char *debug_desc () const; |
293 | MTH const char *debug_desc () const; |
|
|
294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
289 | const char *flag_desc (char *desc, int len) const; |
295 | const char *flag_desc (char *desc, int len) const; |
290 | |
296 | |
291 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |