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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.137 by root, Sat Jul 14 14:57:16 2007 UTC vs.
Revision 1.143 by root, Thu Aug 16 06:36:56 2007 UTC

184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS]; 188 body_slot slot [NUM_BODY_LOCATIONS];
189 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 */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 192 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 193 /* See the pod/objects.pod for more info about body locations */
192 194
193 /* Following mostly refers to fields only used for monsters */ 195 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 251 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 252 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 253 object_vector_index ACC (RO, active); // index into actives
252 254
253 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 */
254 256
255 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 */
256 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 */
257 /* Note: stacked in the *same* environment */ 259 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 260 object *inv; /* Pointer to the first object in the inventory */
284 MTH void destroy (bool destroy_inventory = false); 286 MTH void destroy (bool destroy_inventory = false);
285 287
286 // 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
287 MTH void destroy_inv (bool drop_to_ground = false); 289 MTH void destroy_inv (bool drop_to_ground = false);
288 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
289 void do_remove (); 293 void do_remove ();
290 MTH void remove () 294 MTH void remove ()
291 { 295 {
292 if (!flag [FLAG_REMOVED]) 296 if (!flag [FLAG_REMOVED])
293 do_remove (); 297 do_remove ();
488 { 492 {
489 return !invisible && type != PLAYER; 493 return !invisible && type != PLAYER;
490 } 494 }
491 495
492 MTH struct region *region () const; 496 MTH struct region *region () const;
497
498 void statusmsg (const char *msg, int color = NDI_BLACK);
499 void errormsg (const char *msg, int color = NDI_RED);
493 500
494protected: 501protected:
495 void link (); 502 void link ();
496 void unlink (); 503 void unlink ();
497 504

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