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/cvs/deliantra/server/include/object.h
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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 1.126 by root, Sat May 26 15:44:04 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{
84#define WILL_APPLY_HANDLE 0x01 106#define WILL_APPLY_HANDLE 0x01
85#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
89
90/* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94 111
95struct body_slot 112struct body_slot
96{ 113{
97 signed char info:4; /* body info as loaded from the file */ 114 signed char info:4; /* body info as loaded from the file */
98 signed char used:4; /* Calculated value based on items equipped */ 115 signed char used:4; /* Calculated value based on items equipped */
252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 269 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? 270 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */ 271 key_value *key_values; /* Fields not explictly known by the loader. */
255 272
256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 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. 275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
258 bool write (object_freezer &f); 276 bool write (object_freezer &f);
259 277
278 MTH int slottype () const;
260 MTH static object *create (); 279 MTH static object *create ();
261 object &operator =(const object &src); 280 object &operator =(const object &src);
262 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
263 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
264 void do_destroy (); 283 void do_destroy ();
285 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
286 } 305 }
287 306
288 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
289 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob); 309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
291 311
292 MTH void open_container (object *new_container); 312 MTH void open_container (object *new_container);
293 MTH void close_container () 313 MTH void close_container ()
294 { 314 {
295 open_container (0); 315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
296 } 322 }
297 323
298 MTH void instantiate (); 324 MTH void instantiate ();
299 325
300 // recalculate all stats 326 // recalculate all stats
465 491
466 object (); 492 object ();
467 ~object (); 493 ~object ();
468}; 494};
469 495
496// move this object to the top of its env's inventory to speed up
497// searches for it.
498static object *
499splay (object *ob)
500{
501 if (ob->env && ob->env->inv != ob)
502 {
503 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above;
505
506 ob->above = 0;
507 ob->below = ob->env->inv;
508 ob->below->above = ob;
509 ob->env->inv = ob;
510 }
511
512 return ob;
513}
514
470typedef object_vector<object, &object::index > objectvec; 515typedef object_vector<object, &object::index > objectvec;
471typedef object_vector<object, &object::active> activevec; 516typedef object_vector<object, &object::active> activevec;
472 517
473extern objectvec objects; 518extern objectvec objects;
474extern activevec actives; 519extern activevec actives;
491{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
492 struct oblnk *link; 537 struct oblnk *link;
493 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
494 struct oblinkpt *next; 539 struct oblinkpt *next;
495} oblinkpt; 540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name);
543object *find_skill_by_name (object *who, const shstr &sh);
544object *find_skill_by_number (object *who, int skillno);
496 545
497/* 546/*
498 * The archetype structure is a set of rules on how to generate and manipulate 547 * The archetype structure is a set of rules on how to generate and manipulate
499 * objects which point to archetypes. 548 * objects which point to archetypes.
500 * This probably belongs in arch.h, but there really doesn't appear to 549 * This probably belongs in arch.h, but there really doesn't appear to

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