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Comparing deliantra/server/include/object.h (file contents):
Revision 1.117 by root, Mon May 7 04:21:11 2007 UTC vs.
Revision 1.125 by root, Sat May 19 00:08:11 2007 UTC

30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34 34
35#define NUM_BODY_LOCATIONS 14 35enum {
36#define BODY_ARMS 1 36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
37 59
38/* See common/item.c */ 60/* See common/item.c */
39 61
40typedef struct Body_Locations 62typedef struct Body_Locations
41{ 63{
252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
253 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
255 277
256 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
279 void post_load_check (); // do some adjustments after parsing
257 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.
258 bool write (object_freezer &f); 281 bool write (object_freezer &f);
259 282
283 MTH int slottype () const;
260 MTH static object *create (); 284 MTH static object *create ();
261 object &operator =(const object &src); 285 object &operator =(const object &src);
262 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
263 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
264 void do_destroy (); 288 void do_destroy ();
285 && can_merge_slow (op1, op2); 309 && can_merge_slow (op1, op2);
286 } 310 }
287 311
288 MTH void set_owner (object *owner); 312 MTH void set_owner (object *owner);
289 MTH void set_speed (float speed); 313 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob); 314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
291 316
292 MTH void open_container (object *new_container); 317 MTH void open_container (object *new_container);
293 MTH void close_container () 318 MTH void close_container ()
294 { 319 {
295 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 }
296 } 333 }
297 334
298 MTH void instantiate (); 335 MTH void instantiate ();
299 336
300 // recalculate all stats 337 // recalculate all stats
465 502
466 object (); 503 object ();
467 ~object (); 504 ~object ();
468}; 505};
469 506
507// move this object to the top of its env's inventory to speed up
508// searches for it.
509static object *
510splay (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
470typedef object_vector<object, &object::index > objectvec; 526typedef object_vector<object, &object::index > objectvec;
471typedef object_vector<object, &object::active> activevec; 527typedef object_vector<object, &object::active> activevec;
472 528
473extern objectvec objects; 529extern objectvec objects;
474extern activevec actives; 530extern activevec actives;
491{ /* Used to link together several object links */ 547{ /* Used to link together several object links */
492 struct oblnk *link; 548 struct oblnk *link;
493 long value; /* Used as connected value in buttons/gates */ 549 long value; /* Used as connected value in buttons/gates */
494 struct oblinkpt *next; 550 struct oblinkpt *next;
495} oblinkpt; 551} oblinkpt;
552
553object *find_skill_by_name (object *who, const char *name);
554object *find_skill_by_name (object *who, const shstr &sh);
555object *find_skill_by_number (object *who, int skillno);
496 556
497/* 557/*
498 * 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
499 * objects which point to archetypes. 559 * objects which point to archetypes.
500 * 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

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