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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 |
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303 | // searches for it. |
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304 | MTH object *inv_splay () |
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305 | { |
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306 | if (env && env->inv != this) |
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307 | { |
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308 | if (above) above->below = below; |
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309 | if (below) below->above = above; |
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310 | |
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311 | above = 0; |
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312 | below = env->inv; |
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313 | below->above = this; |
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314 | env->inv = this; |
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315 | } |
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316 | |
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317 | return this; |
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318 | } |
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319 | |
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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); |
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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); |
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507 | |
490 | |
508 | object (); |
491 | object (); |
509 | ~object (); |
492 | ~object (); |
510 | }; |
493 | }; |
511 | |
494 | |
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495 | // move this object to the top of its env's inventory to speed up |
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496 | // searches for it. |
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497 | static object * |
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498 | splay (object *ob) |
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499 | { |
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500 | if (ob->env && ob->env->inv != ob) |
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501 | { |
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502 | if (ob->above) ob->above->below = ob->below; |
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503 | if (ob->below) ob->below->above = ob->above; |
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504 | |
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505 | ob->above = 0; |
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506 | ob->below = ob->env->inv; |
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507 | ob->below->above = ob; |
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508 | ob->env->inv = ob; |
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509 | } |
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510 | |
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511 | return ob; |
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512 | } |
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513 | |
512 | typedef object_vector<object, &object::index > objectvec; |
514 | typedef object_vector<object, &object::index > objectvec; |
513 | typedef object_vector<object, &object::active> activevec; |
515 | typedef object_vector<object, &object::active> activevec; |
514 | |
516 | |
515 | extern objectvec objects; |
517 | extern objectvec objects; |
516 | extern activevec actives; |
518 | extern activevec actives; |
… | |
… | |
537 | } oblinkpt; |
539 | } oblinkpt; |
538 | |
540 | |
539 | object *find_skill_by_name (object *who, const char *name); |
541 | object *find_skill_by_name (object *who, const char *name); |
540 | object *find_skill_by_name (object *who, const shstr &sh); |
542 | object *find_skill_by_name (object *who, const shstr &sh); |
541 | object *find_skill_by_number (object *who, int skillno); |
543 | object *find_skill_by_number (object *who, int skillno); |
542 | int change_skill (object *who, object *new_skill, int flag); |
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543 | |
544 | |
544 | /* |
545 | /* |
545 | * The archetype structure is a set of rules on how to generate and manipulate |
546 | * The archetype structure is a set of rules on how to generate and manipulate |
546 | * objects which point to archetypes. |
547 | * objects which point to archetypes. |
547 | * This probably belongs in arch.h, but there really doesn't appear to |
548 | * This probably belongs in arch.h, but there really doesn't appear to |