--- deliantra/server/include/object.h 2007/01/19 17:50:11 1.89 +++ deliantra/server/include/object.h 2007/02/10 01:52:27 1.99 @@ -112,6 +112,7 @@ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ +// materialtype_t *ACC (RW, material); /* What material this object consists of */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ @@ -136,7 +137,7 @@ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ - uint16 ACC (RW, material); /* What materials this object consist of */ + uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ @@ -230,7 +231,7 @@ object *inv; /* Pointer to the first object in the inventory */ //TODO: container must move into client - object *ACC (RW, container); /* Current container being used. I think this + object_ptr ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. @@ -250,11 +251,11 @@ // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); MTH object *insert (object *item); // insert into inventory - void remove_slow (); + void do_remove (); MTH void remove () { if (!flag [FLAG_REMOVED]) - remove_slow (); + do_remove (); } static bool can_merge_slow (object *op1, object *op2); @@ -270,6 +271,12 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH void open_container (object *new_container); + MTH void close_container () + { + open_container (0); + } + MTH void instantiate () { if (!uuid.seq) // HACK @@ -294,6 +301,28 @@ const char *debug_desc2 () const; // another debug_desc, pure convinience function const char *flag_desc (char *desc, int len) const; + int number_of () const + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; + + // return the volume of this object in cm³ + uint64 volume () const + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET || type == CLOAK || type == BOOTS || type == GLOVES @@ -312,7 +341,7 @@ // contr => is a player // head => only save head of a multitile object // owner => can not reference owner yet - MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. @@ -401,6 +430,8 @@ return !invisible && type != PLAYER; } + MTH struct region *region () const; + protected: friend struct archetype; @@ -454,7 +485,7 @@ ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *find (const char *arch); + static archetype *find (const char *name); void hash_add (); // add to hashtable void hash_del (); // remove from hashtable