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Comparing deliantra/server/include/object.h (file contents):
Revision 1.55 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.58 by elmex, Mon Dec 18 17:39:17 2006 UTC

21 The authors can be reached via e-mail at crossfire@schmorp.de 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
216 sint8 ACC (RW, range); /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 220 char *ACC (RW, spellarg);
219 221
220 /* Following are values used by any object */ 222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 228 std::bitset<NUM_FLAGS> flags; /* various flags */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 } 284 }
283 285
284 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
287 306
288 // fully recursive iterator 307 // fully recursive iterator
289 struct iterator_base 308 struct iterator_base
290 { 309 {
291 object *item; 310 object *item;

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