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Comparing deliantra/server/include/object.h (file contents):
Revision 1.86 by root, Thu Jan 11 23:17:04 2007 UTC vs.
Revision 1.91 by root, Tue Jan 23 01:05:18 2007 UTC

1/* 1/*-999
2 * CrossFire, A Multiplayer Online RPG 2 * CrossFire, A Multiplayer Online RPG
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
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
304 310
305 // temporary: wether the object can be saved in a map file 311 // temporary: wether the object can be saved in a map file
306 // contr => is a player 312 // contr => is a player
307 // head => only save head of a multitile object 313 // head => only save head of a multitile object
308 // owner => can not reference owner yet 314 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } 315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
310 316
311 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
312 * could be expanded. 318 * could be expanded.
313 */ 319 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }

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