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Comparing deliantra/server/include/object.h (file contents):
Revision 1.134 by root, Sun Jun 24 00:33:54 2007 UTC vs.
Revision 1.145 by root, Sat Aug 25 22:19:26 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS]; 188 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* Face with colors */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */ 192 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 193 /* See the pod/objects.pod for more info about body locations */
193 194
194 /* Following mostly refers to fields only used for monsters */ 195 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 251 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects 252 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives 253 object_vector_index ACC (RO, active); // index into actives
253 254
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 255 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 256
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 257 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 258 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 259 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 260 object *inv; /* Pointer to the first object in the inventory */
285 MTH void destroy (bool destroy_inventory = false); 286 MTH void destroy (bool destroy_inventory = false);
286 287
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 289 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory 290 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const;
292
290 void do_remove (); 293 void do_remove ();
291 MTH void remove () 294 MTH void remove ()
292 { 295 {
293 if (!flag [FLAG_REMOVED]) 296 if (!flag [FLAG_REMOVED])
294 do_remove (); 297 do_remove ();
312 MTH void open_container (object *new_container); 315 MTH void open_container (object *new_container);
313 MTH void close_container () 316 MTH void close_container ()
314 { 317 {
315 open_container (0); 318 open_container (0);
316 } 319 }
320
321 MTH object *force_find (const shstr name);
322 MTH void force_add (const shstr name, int duration = 0);
317 323
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event) 325 bool should_invoke (event_type event)
320 { 326 {
321 return ev_want_event [event] || ev_want_type [type] || cb; 327 return ev_want_event [event] || ev_want_type [type] || cb;
377 383
378 // temporary: wether the object can be saved in a map file 384 // temporary: wether the object can be saved in a map file
379 // contr => is a player 385 // contr => is a player
380 // head => only save head of a multitile object 386 // head => only save head of a multitile object
381 // owner => can not reference owner yet 387 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 388 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
383 389
384 /* This return true if object has still randomitems which 390 /* This return true if object has still randomitems which
385 * could be expanded. 391 * could be expanded.
386 */ 392 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
421 MTH void create_treasure (treasurelist *tl, int flags = 0); 427 MTH void create_treasure (treasurelist *tl, int flags = 0);
422 428
423 // insert object at same map position as 'where' 429 // insert object at same map position as 'where'
424 // handles both inventory and map "positions" 430 // handles both inventory and map "positions"
425 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
432 MTH void drop_unpaid_items ();
426 433
427 MTH void activate (); 434 MTH void activate ();
428 MTH void deactivate (); 435 MTH void deactivate ();
429 MTH void activate_recursive (); 436 MTH void activate_recursive ();
430 MTH void deactivate_recursive (); 437 MTH void deactivate_recursive ();
485 { 492 {
486 return !invisible && type != PLAYER; 493 return !invisible && type != PLAYER;
487 } 494 }
488 495
489 MTH struct region *region () const; 496 MTH struct region *region () const;
497
498 void statusmsg (const char *msg, int color = NDI_BLACK);
499 void failmsg (const char *msg, int color = NDI_RED);
490 500
491protected: 501protected:
492 void link (); 502 void link ();
493 void unlink (); 503 void unlink ();
494 504

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