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Comparing deliantra/server/include/object.h (file contents):
Revision 1.119 by root, Sat May 12 13:27:37 2007 UTC vs.
Revision 1.126 by root, Sat May 26 15:44:04 2007 UTC

31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34 34
35enum { 35enum {
36 body_skill,
37 body_combat,
36 body_range, 38 body_range,
37 body_shield, 39 body_shield,
38 body_combat,
39 body_arm, 40 body_arm,
40 body_torso, 41 body_torso,
41 body_head, 42 body_head,
42 body_neck, 43 body_neck,
43 body_skill,
44 body_finger, 44 body_finger,
45 body_shoulder, 45 body_shoulder,
46 body_foot, 46 body_foot,
47 body_hand, 47 body_hand,
48 body_wrist, 48 body_wrist,
49 body_waist, 49 body_waist,
50 NUM_BODY_LOCATIONS 50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
51}; 58};
52 59
53/* See common/item.c */ 60/* See common/item.c */
54 61
55typedef struct Body_Locations 62typedef struct Body_Locations
99#define WILL_APPLY_HANDLE 0x01 106#define WILL_APPLY_HANDLE 0x01
100#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
101#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
102#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
103#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
104
105/* However, if you're keeping a pointer of some sort, you probably
106 * don't just want it copied, so you'll need to add to common/object.C,
107 * e.g. ->copy_to ()
108 */
109 111
110struct body_slot 112struct body_slot
111{ 113{
112 signed char info:4; /* body info as loaded from the file */ 114 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */ 115 signed char used:4; /* Calculated value based on items equipped */
271 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
272 void post_load_check (); // do some adjustments after parsing 274 void post_load_check (); // do some adjustments after parsing
273 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.
274 bool write (object_freezer &f); 276 bool write (object_freezer &f);
275 277
278 MTH int slottype () const;
276 MTH static object *create (); 279 MTH static object *create ();
277 object &operator =(const object &src); 280 object &operator =(const object &src);
278 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
280 void do_destroy (); 283 void do_destroy ();
289 { 292 {
290 if (!flag [FLAG_REMOVED]) 293 if (!flag [FLAG_REMOVED])
291 do_remove (); 294 do_remove ();
292 } 295 }
293 296
294 // move this object to the top of its env's inventory to speed up
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302
303 above = 0;
304 below = env->inv;
305 below->above = this;
306 env->inv = this;
307 }
308 }
309
310 static bool can_merge_slow (object *op1, object *op2); 297 static bool can_merge_slow (object *op1, object *op2);
311 298
312 // this is often used in time-critical code, so optimise 299 // this is often used in time-critical code, so optimise
313 MTH static bool can_merge (object *op1, object *op2) 300 MTH static bool can_merge (object *op1, object *op2)
314 { 301 {
317 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
318 } 305 }
319 306
320 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
322 MTH void set_weapon (object *ob); 309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
323 311
324 MTH void open_container (object *new_container); 312 MTH void open_container (object *new_container);
325 MTH void close_container () 313 MTH void close_container ()
326 { 314 {
327 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;
328 } 322 }
329 323
330 MTH void instantiate (); 324 MTH void instantiate ();
331 325
332 // recalculate all stats 326 // recalculate all stats
497 491
498 object (); 492 object ();
499 ~object (); 493 ~object ();
500}; 494};
501 495
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
502typedef object_vector<object, &object::index > objectvec; 515typedef object_vector<object, &object::index > objectvec;
503typedef object_vector<object, &object::active> activevec; 516typedef object_vector<object, &object::active> activevec;
504 517
505extern objectvec objects; 518extern objectvec objects;
506extern activevec actives; 519extern activevec actives;
523{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
524 struct oblnk *link; 537 struct oblnk *link;
525 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
526 struct oblinkpt *next; 539 struct oblinkpt *next;
527} 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);
528 545
529/* 546/*
530 * 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
531 * objects which point to archetypes. 548 * objects which point to archetypes.
532 * 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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