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Comparing deliantra/server/include/object.h (file contents):
Revision 1.177 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.181 by root, Fri Sep 19 01:39:45 2008 UTC

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 */
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 */
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 */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268}; 270};
269 271
270struct object : zero_initialised, object_copy 272struct 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
465 /* This return true if object has still randomitems which 467 /* This return true if object has still randomitems which
466 * could be expanded. 468 * could be expanded.
467 */ 469 */
468 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
469 471
472 MTH bool has_dialogue () const { return *&msg == '@'; }
473
470 // returns the outermost owner, never returns 0 474 // returns the outermost owner, never returns 0
471 MTH object *outer_owner () 475 MTH object *outer_owner ()
472 { 476 {
477 object *op;
478
473 for (object *op = this; ; op = op->owner) 479 for (op = this; op->owner; op = op->owner)
474 if (!op->owner) 480 ;
481
475 return op; 482 return op;
476 } 483 }
477 484
478 // returns the outermost environment, never returns 0 485 // returns the outermost environment, never returns 0
479 MTH object *outer_env () 486 MTH object *outer_env ()
480 { 487 {
488 object *op;
489
481 for (object *op = this; ; op = op->env) 490 for (op = this; op->env; op = op->env)
482 if (!op->env) 491 ;
492
483 return op; 493 return op;
484 } 494 }
485 495
486 // returns the player that has this object in his inventory, or 0 496 // returns the player that has this object in his inventory, or 0
487 // we assume the player is always the outer env 497 // we assume the player is always the outer env
488 MTH object *in_player () 498 MTH object *in_player ()

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