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Comparing deliantra/server/include/object.h (file contents):
Revision 1.191 by pippijn, Tue Dec 23 18:52:57 2008 UTC vs.
Revision 1.212 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
136{ 137{
137 signed char info:4; /* body info as loaded from the file */ 138 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 139 signed char used:4; /* Calculated value based on items equipped */
139}; 140};
140 141
142typedef struct oblnk
143{ /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146} objectlink;
147
148typedef struct oblinkpt
149{ /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153} oblinkpt;
154
141INTERFACE_CLASS (object) 155INTERFACE_CLASS (object)
142// these are being copied 156// these are being copied
143struct object_copy : attachable 157struct object_copy : attachable
144{ 158{
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 159 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 191
178 float ACC (RW, speed); /* The overall speed of this object */ 192 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 */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
180 sint32 ACC (RW, nrof); /* How many of the objects */ 195 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 196 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185 199
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 204
191 uint16 ACC (RW, materials); /* What materials this object consists of */ 205 uint16 ACC (RW, materials); /* What materials this object consists of */
192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
196 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
197 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
198 */ 212 */
199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
202 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
205 220
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 222 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
215 230
216 body_slot slot [NUM_BODY_LOCATIONS]; 231 body_slot slot [NUM_BODY_LOCATIONS];
217 232
218 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
221 sint64 ACC (RW, perm_exp); /* Permanent exp */ 238 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */ 239 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
224 241
225 /* Following mostly refers to fields only used for monsters */ 242 /* Following mostly refers to fields only used for monsters */
226
227 /* allows different movement patterns for attackers */
228 sint32 ACC (RW, move_status); /* What stage in attack mode */
229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
232 /* races/classes can need less/more exp to gain levels */
233 243
234 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
236 * only used in spells. 246 * only used in spells.
237 */ 247 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
239 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 249 uint8 ACC (RW, casting_time); /* time left before spell goes off */
240
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
245 256
257 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */ 259 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253 265
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits 266 // 8 free bits
256 267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259 272
260 /* Following are values used by any object */ 273 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263 276
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 277 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 285 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 /* allows different movement patterns for attackers */
287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
271 289
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 290 //16+ free bits
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274 291
275 // rarely-accessed members should be at the end 292 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object 293 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */ 295 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */ 296 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281}; 298};
299
300const char *query_weight (const object *op);
301const char *query_short_name (const object *op);
302const char *query_name (const object *op);
303const char *query_base_name (const object *op, int plural);
282 304
283struct object : zero_initialised, object_copy 305struct object : zero_initialised, object_copy
284{ 306{
285 // These variables are not changed by ->copy_to 307 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 330 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently? 331 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */ 332 key_value *key_values; /* Fields not explictly known by the loader. */
311 333
312 // privates / perl 334 // privates / perl
313 const shstr &kv_get (const shstr &key) const; 335 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (const shstr &key); 336 void kv_del (shstr_tmp key);
315 void kv_set (const shstr &key, const shstr &value); 337 void kv_set (shstr_tmp key, shstr_tmp value);
316 338
317 // custom extra fields management 339 // custom extra fields management
318 struct key_value_access_proxy 340 struct key_value_access_proxy
319 { 341 {
320 object &ob; 342 object &ob;
321 shstr key; 343 shstr_tmp key;
322 344
323 key_value_access_proxy (object &ob, const shstr &key) 345 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key) 346 : ob (ob), key (key)
325 { 347 {
326 } 348 }
327 349
328 const key_value_access_proxy &operator =(const shstr &value) const 350 const key_value_access_proxy &operator =(shstr_tmp value) const
329 { 351 {
330 ob.kv_set (key, value); 352 ob.kv_set (key, value);
331 return *this; 353 return *this;
332 } 354 }
333 355
334 operator const shstr &() const { return ob.kv_get (key); } 356 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); } 357 operator const char *() const { return ob.kv_get (key); }
336 358
337 private: 359 private:
338 void operator =(int); 360 void operator =(int);
339 }; 361 };
340 362
341 // operator [] is too annoying to use 363 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key) 364 const key_value_access_proxy kv (shstr_tmp key)
343 { 365 {
344 return key_value_access_proxy (*this, key); 366 return key_value_access_proxy (*this, key);
345 } 367 }
346 368
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 369 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
365 } 387 }
366 388
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 389 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false); 390 MTH void destroy_inv (bool drop_to_ground = false);
369 MTH object *insert (object *item); // insert into inventory 391 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound); 392 MTH void play_sound (faceidx sound) const;
393 MTH void say_msg (const char *msg) const;
371 394
372 void do_remove (); 395 void do_remove ();
373 MTH void remove () 396 MTH void remove ()
374 { 397 {
375 if (!flag [FLAG_REMOVED]) 398 if (!flag [FLAG_REMOVED])
383 remove (); 406 remove ();
384 *this = pos; 407 *this = pos;
385 insert_at (this, this); 408 insert_at (this, this);
386 } 409 }
387 410
411 // high-level move functions, return true if successful
412 int move (int dir, object *originator);
413
414 int move (int dir)
415 {
416 return move (dir, this);
417 }
418
388 static bool can_merge_slow (object *op1, object *op2); 419 static bool can_merge_slow (object *op1, object *op2);
389 420
390 // this is often used in time-critical code, so optimise 421 // this is often used in time-critical code, so optimise
391 MTH static bool can_merge (object *op1, object *op2) 422 MTH static bool can_merge (object *op1, object *op2)
392 { 423 {
395 && can_merge_slow (op1, op2); 426 && can_merge_slow (op1, op2);
396 } 427 }
397 428
398 MTH void set_owner (object *owner); 429 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed); 430 MTH void set_speed (float speed);
431 MTH void set_glow_radius (sint8 rad);
400 MTH bool change_weapon (object *ob); 432 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob); 433 MTH bool change_skill (object *ob);
402 434
403 MTH void open_container (object *new_container); 435 MTH void open_container (object *new_container);
404 MTH void close_container () 436 MTH void close_container ()
405 { 437 {
406 open_container (0); 438 open_container (0);
407 } 439 }
408 440
409 MTH object *force_find (const shstr name); 441 MTH object *force_find (shstr_tmp name);
442 MTH void force_set_timer (int duration);
410 MTH object *force_add (const shstr name, int duration = 0); 443 MTH object *force_add (shstr_tmp name, int duration = 0);
444
445 oblinkpt *find_link () const;
446 MTH void add_link (maptile *map, shstr_tmp id);
447 MTH void remove_link ();
411 448
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 449 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event) 450 bool should_invoke (event_type event)
414 { 451 {
415 return ev_want_event [event] || ev_want_type [type] || cb; 452 return ev_want_event [event] || ev_want_type [type] || cb;
451 const materialtype_t *dominant_material () const; 488 const materialtype_t *dominant_material () const;
452 489
453 // return the volume of this object in cm³ 490 // return the volume of this object in cm³
454 MTH uint64 volume () const 491 MTH uint64 volume () const
455 { 492 {
456 return total_weight () 493 return (uint64)total_weight ()
457 * 1000 494 * 1000
458 * (type == CONTAINER ? 1000 : 1) 495 * (type == CONTAINER ? 1000 : 1)
459 / dominant_material ()->density; 496 / dominant_material ()->density;
460 } 497 }
498
499 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
461 500
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 501 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 502 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 503 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
465 || type == CLOAK || type == BOOTS || type == GLOVES 504 || type == CLOAK || type == BOOTS || type == GLOVES
484 /* This return true if object has still randomitems which 523 /* This return true if object has still randomitems which
485 * could be expanded. 524 * could be expanded.
486 */ 525 */
487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 526 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
488 527
489 MTH bool has_dialogue () const { return *&msg == '@'; } 528 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
529
530 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
490 531
491 // returns the outermost owner, never returns 0 532 // returns the outermost owner, never returns 0
492 MTH object *outer_owner () 533 MTH object *outer_owner ()
493 { 534 {
494 object *op; 535 object *op;
498 539
499 return op; 540 return op;
500 } 541 }
501 542
502 // returns the outermost environment, never returns 0 543 // returns the outermost environment, never returns 0
503 MTH object *outer_env () 544 MTH object *outer_env_or_self () const
504 { 545 {
505 object *op; 546 const object *op;
506 547
507 for (op = this; op->env; op = op->env) 548 for (op = this; op->env; op = op->env)
508 ; 549 ;
509 550
510 return op; 551 return const_cast<object *>(op);
552 }
553
554 // returns the outermost environment, may return 0
555 MTH object *outer_env () const
556 {
557 return env ? outer_env_or_self () : 0;
511 } 558 }
512 559
513 // returns the player that has this object in his inventory, or 0 560 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env 561 // we assume the player is always the outer env
515 MTH object *in_player () 562 MTH object *in_player () const
516 { 563 {
517 object *op = outer_env (); 564 object *op = outer_env_or_self ();
518 565
519 return op->type == PLAYER ? op : 0; 566 return op->type == PLAYER ? op : 0;
520 } 567 }
521 568
522 // "temporary" helper function 569 // "temporary" helper function
523 MTH object *head_ () 570 MTH object *head_ () const
524 { 571 {
525 return head ? head : this; 572 return head ? head : const_cast<object *>(this);
526 } 573 }
527 574
528 MTH bool is_head () 575 MTH bool is_head () const
529 { 576 {
530 return head_ () == this; 577 return head_ () == this;
531 } 578 }
532 579
533 MTH bool is_on_map () const 580 MTH bool is_on_map () const
546 } 593 }
547 594
548 MTH bool affects_los () const 595 MTH bool affects_los () const
549 { 596 {
550 return glow_radius || flag [FLAG_BLOCKSVIEW]; 597 return glow_radius || flag [FLAG_BLOCKSVIEW];
598 }
599
600 MTH bool has_carried_lights () const
601 {
602 return glow_radius;
551 } 603 }
552 604
553 // returns the player that cna see this object, if any 605 // returns the player that cna see this object, if any
554 MTH object *visible_to () const; 606 MTH object *visible_to () const;
555 607
556 MTH std::string long_desc (object *who = 0); 608 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
557 MTH std::string describe_monster (object *who = 0); 609 MTH std::string describe_monster (object *who = 0);
558 MTH std::string describe_item (object *who = 0); 610 MTH std::string describe_item (object *who = 0);
559 MTH std::string describe (object *who = 0); 611 MTH std::string describe (object *who = 0); // long description, without name
612
613 MTH const char *query_weight () { return ::query_weight (this); }
614 MTH const char *query_name () { return ::query_name (this); }
615 MTH const char *query_short_name () { return ::query_short_name (this); }
616 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
560 617
561 // If this object has no extra parts but should have them, 618 // If this object has no extra parts but should have them,
562 // add them, effectively expanding heads into multipart 619 // add them, effectively expanding heads into multipart
563 // objects. This method only works on objects not inserted 620 // objects. This method only works on objects not inserted
564 // anywhere. 621 // anywhere.
653 // make some noise with given item into direction dir, 710 // make some noise with given item into direction dir,
654 // currently only used for players to make them temporarily visible 711 // currently only used for players to make them temporarily visible
655 // when they are invisible. 712 // when they are invisible.
656 MTH void make_noise (); 713 MTH void make_noise ();
657 714
715 /* animation */
716 MTH bool has_anim () const { return animation_id; }
717 const animation &anim () const { return animations [animation_id]; }
718 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
719 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
720 /* anim_frames () returns the number of animations allocated. The last
721 * usuable animation will be anim_frames () - 1 (for example, if an object
722 * has 8 animations, anim_frames () will return 8, but the values will
723 * range from 0 through 7.
724 */
725 MTH int anim_frames () const { return anim ().num_animations; }
726 MTH int anim_facings () const { return anim ().facings; }
727
728 MTH char *as_string ();
729
658protected: 730protected:
659 void link (); 731 void link ();
660 void unlink (); 732 void unlink ();
661 733
662 object (); 734 object ();
670// move this object to the top of its env's inventory to speed up 742// move this object to the top of its env's inventory to speed up
671// searches for it. 743// searches for it.
672static object * 744static object *
673splay (object *ob) 745splay (object *ob)
674{ 746{
675 if (ob->env && ob->env->inv != ob) 747 if (ob->above && ob->env)
676 { 748 {
677 if (ob->above) ob->above->below = ob->below; 749 if (ob->above) ob->above->below = ob->below;
678 if (ob->below) ob->below->above = ob->above; 750 if (ob->below) ob->below->above = ob->above;
679 751
680 ob->above = 0; 752 ob->above = 0;
684 } 756 }
685 757
686 return ob; 758 return ob;
687} 759}
688 760
689typedef struct oblnk
690{ /* Used to link together several objects */
691 object_ptr ob;
692 struct oblnk *next;
693} objectlink;
694
695typedef struct oblinkpt
696{ /* Used to link together several object links */
697 struct oblnk *link;
698 sint32 value; /* Used as connected value in buttons/gates */
699 struct oblinkpt *next;
700} oblinkpt;
701
702object *find_skill_by_name (object *who, const char *name); 761object *find_skill_by_name_fuzzy (object *who, const char *name);
703object *find_skill_by_name (object *who, const shstr &sh); 762object *find_skill_by_name (object *who, shstr_cmp sh);
704object *find_skill_by_number (object *who, int skillno); 763object *find_skill_by_number (object *who, int skillno);
705 764
706/* 765/*
707 * The archetype structure is a set of rules on how to generate and manipulate 766 * The archetype structure is a set of rules on how to generate and manipulate
708 * objects which point to archetypes. 767 * objects which point to archetypes.

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