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175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
177 | |
177 | |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
180 | uint32 ACC (RW, nrof); /* How many of the objects */ |
180 | sint32 ACC (RW, nrof); /* How many of the objects */ |
181 | |
181 | |
182 | /* This next big block is basically used for monsters and equipment */ |
182 | /* This next big block is basically used for monsters and equipment */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
184 | |
184 | |
185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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260 | bool ACC (RW, flag[NUM_FLAGS]); |
260 | bool ACC (RW, flag[NUM_FLAGS]); |
261 | #endif |
261 | #endif |
262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
265 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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266 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
265 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
267 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
266 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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267 | uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
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268 | uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
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269 | uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
268 | }; |
270 | }; |
269 | |
271 | |
270 | struct object : zero_initialised, object_copy |
272 | struct object : zero_initialised, object_copy |
271 | { |
273 | { |
272 | // These variables are not changed by ->copy_to |
274 | // These variables are not changed by ->copy_to |
273 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
275 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
274 | |
276 | |
275 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
277 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
276 | int ACC (RO, count); |
278 | int ACC (RO, count); |
277 | object_vector_index ACC (RO, index); // index into objects |
279 | object_vector_index ACC (RO, index); // index into objects |
278 | object_vector_index ACC (RO, active); // index into actives |
280 | object_vector_index ACC (RO, active); // index into actives |
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342 | MTH void copy_to (object *dst); |
344 | MTH void copy_to (object *dst); |
343 | MTH object *clone (); // create + copy_to a single object |
345 | MTH object *clone (); // create + copy_to a single object |
344 | MTH object *deep_clone (); // copy whole more chain and inventory |
346 | MTH object *deep_clone (); // copy whole more chain and inventory |
345 | void do_destroy (); |
347 | void do_destroy (); |
346 | void gather_callbacks (AV *&callbacks, event_type event) const; |
348 | void gather_callbacks (AV *&callbacks, event_type event) const; |
347 | MTH void destroy (bool destroy_inventory = false); |
349 | MTH void destroy (); |
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350 | MTH void drop_and_destroy () |
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351 | { |
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352 | destroy_inv (true); |
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353 | destroy (); |
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354 | } |
348 | |
355 | |
349 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
356 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
350 | MTH void destroy_inv (bool drop_to_ground = false); |
357 | MTH void destroy_inv (bool drop_to_ground = false); |
351 | MTH object *insert (object *item); // insert into inventory |
358 | MTH object *insert (object *item); // insert into inventory |
352 | MTH void play_sound (faceidx sound); |
359 | MTH void play_sound (faceidx sound); |
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439 | * 1000 |
446 | * 1000 |
440 | * (type == CONTAINER ? 1000 : 1) |
447 | * (type == CONTAINER ? 1000 : 1) |
441 | / dominant_material ()->density; |
448 | / dominant_material ()->density; |
442 | } |
449 | } |
443 | |
450 | |
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451 | MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
444 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
452 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
445 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
453 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
446 | || type == CLOAK || type == BOOTS || type == GLOVES |
454 | || type == CLOAK || type == BOOTS || type == GLOVES |
447 | || type == BRACERS || type == GIRDLE; } |
455 | || type == BRACERS || type == GIRDLE; } |
448 | MTH bool is_alive () const { return (type == PLAYER |
456 | MTH bool is_alive () const { return (type == PLAYER |
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465 | /* This return true if object has still randomitems which |
473 | /* This return true if object has still randomitems which |
466 | * could be expanded. |
474 | * could be expanded. |
467 | */ |
475 | */ |
468 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
476 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
469 | |
477 | |
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478 | MTH bool has_dialogue () const { return *&msg == '@'; } |
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479 | |
470 | // returns the outermost owner, never returns 0 |
480 | // returns the outermost owner, never returns 0 |
471 | MTH object *outer_owner () |
481 | MTH object *outer_owner () |
472 | { |
482 | { |
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483 | object *op; |
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484 | |
473 | for (object *op = this; ; op = op->owner) |
485 | for (op = this; op->owner; op = op->owner) |
474 | if (!op->owner) |
486 | ; |
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487 | |
475 | return op; |
488 | return op; |
476 | } |
489 | } |
477 | |
490 | |
478 | // returns the outermost environment, never returns 0 |
491 | // returns the outermost environment, never returns 0 |
479 | MTH object *outer_env () |
492 | MTH object *outer_env () |
480 | { |
493 | { |
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494 | object *op; |
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495 | |
481 | for (object *op = this; ; op = op->env) |
496 | for (op = this; op->env; op = op->env) |
482 | if (!op->env) |
497 | ; |
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498 | |
483 | return op; |
499 | return op; |
484 | } |
500 | } |
485 | |
501 | |
486 | // returns the player that has this object in his inventory, or 0 |
502 | // returns the player that has this object in his inventory, or 0 |
487 | // we assume the player is always the outer env |
503 | // we assume the player is always the outer env |
488 | MTH object *in_player () |
504 | MTH object *in_player () |
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504 | } |
520 | } |
505 | |
521 | |
506 | MTH bool is_on_map () const |
522 | MTH bool is_on_map () const |
507 | { |
523 | { |
508 | return !env && !flag [FLAG_REMOVED]; |
524 | return !env && !flag [FLAG_REMOVED]; |
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525 | } |
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526 | |
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527 | MTH bool is_inserted () const |
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528 | { |
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529 | return !flag [FLAG_REMOVED]; |
509 | } |
530 | } |
510 | |
531 | |
511 | // returns the player that cna see this object, if any |
532 | // returns the player that cna see this object, if any |
512 | MTH object *visible_to () const; |
533 | MTH object *visible_to () const; |
513 | |
534 | |