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Comparing deliantra/server/include/object.h (file contents):
Revision 1.176 by root, Mon May 5 15:54:39 2008 UTC vs.
Revision 1.184 by root, Mon Sep 29 10:31:32 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
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
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 (bool destroy_inventory = false);
350 MTH void drop_and_destroy ()
351 {
352 destroy_inv (true);
353 destroy ();
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);
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
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
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
478 MTH bool has_dialogue () const { return *&msg == '@'; }
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 {
483 object *op;
484
473 for (object *op = this; ; op = op->owner) 485 for (op = this; op->owner; op = op->owner)
474 if (!op->owner) 486 ;
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 {
494 object *op;
495
481 for (object *op = this; ; op = op->env) 496 for (op = this; op->env; op = op->env)
482 if (!op->env) 497 ;
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 ()
692 // support for archetype loading 708 // support for archetype loading
693 static archetype *read (object_thawer &f); 709 static archetype *read (object_thawer &f);
694 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 710 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
695 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 711 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
696}; 712};
713
714// compatbiility, remove once replaced by ->instance
715inline object *
716arch_to_object (archetype *at)
717{
718 return at->instance ();
719}
697 720
698inline void 721inline void
699object_freezer::put (keyword k, archetype *v) 722object_freezer::put (keyword k, archetype *v)
700{ 723{
701 put (k, v ? &v->archname : (const char *)0); 724 put (k, v ? &v->archname : (const char *)0);

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