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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 1.196 by root, Thu Jan 8 03:03:24 2009 UTC

136{ 136{
137 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
139}; 139};
140 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
141INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
142// these are being copied 155// these are being copied
143struct object_copy : attachable 156struct object_copy : attachable
144{ 157{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 159
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 190
178 float ACC (RW, speed); /* The overall speed of this object */ 191 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 */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
181 194
182 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
193 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) */
194 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 211 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
207 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
219 237
220 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 239
223 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
232 * only used in spells. 249 * only used in spells.
233 */ 250 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 253
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 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 */
263
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg); 271 char *ACC (RW, spellarg);
254 272
255 /* Following are values used by any object */ 273 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 276
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 294};
269 295
270struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
271{ 297{
272 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 300
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 302 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently? 322 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */ 323 key_value *key_values; /* Fields not explictly known by the loader. */
298 324
299 // privates / perl 325 // privates / perl
300 const shstr &kv_get (const shstr &key) const; 326 shstr_tmp kv_get (shstr_tmp key) const;
301 void kv_del (const shstr &key); 327 void kv_del (shstr_tmp key);
302 void kv_set (const shstr &key, const shstr &value); 328 void kv_set (shstr_tmp key, shstr_tmp value);
303 329
304 // custom extra fields management 330 // custom extra fields management
305 struct key_value_access_proxy 331 struct key_value_access_proxy
306 { 332 {
307 object &ob; 333 object &ob;
308 shstr key; 334 shstr_tmp key;
309 335
310 key_value_access_proxy (object &ob, const shstr &key) 336 key_value_access_proxy (object &ob, shstr_tmp key)
311 : ob (ob), key (key) 337 : ob (ob), key (key)
312 { 338 {
313 } 339 }
314 340
315 const key_value_access_proxy &operator =(const shstr &value) const 341 const key_value_access_proxy &operator =(shstr_tmp value) const
316 { 342 {
317 ob.kv_set (key, value); 343 ob.kv_set (key, value);
318 return *this; 344 return *this;
319 } 345 }
320 346
321 operator const shstr &() const { return ob.kv_get (key); } 347 operator const shstr_tmp () const { return ob.kv_get (key); }
322 operator const char *() const { return ob.kv_get (key); } 348 operator const char *() const { return ob.kv_get (key); }
323 349
324 private: 350 private:
325 void operator =(int); 351 void operator =(int);
326 }; 352 };
327 353
328 // operator [] is too annoying to use 354 // operator [] is too annoying to use
329 const key_value_access_proxy kv (const shstr &key) 355 const key_value_access_proxy kv (shstr_tmp key)
330 { 356 {
331 return key_value_access_proxy (*this, key); 357 return key_value_access_proxy (*this, key);
332 } 358 }
333 359
334 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
342 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
343 MTH object *clone (); // create + copy_to a single object 369 MTH object *clone (); // create + copy_to a single object
344 MTH object *deep_clone (); // copy whole more chain and inventory 370 MTH object *deep_clone (); // copy whole more chain and inventory
345 void do_destroy (); 371 void do_destroy ();
346 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
347 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
348 379
349 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
350 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
351 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound); 383 MTH void play_sound (faceidx sound);
365 remove (); 396 remove ();
366 *this = pos; 397 *this = pos;
367 insert_at (this, this); 398 insert_at (this, this);
368 } 399 }
369 400
401 // high-level move functions, return true if successful
402 int move (int dir, object *originator);
403
404 int move (int dir)
405 {
406 return move (dir, this);
407 }
408
370 static bool can_merge_slow (object *op1, object *op2); 409 static bool can_merge_slow (object *op1, object *op2);
371 410
372 // this is often used in time-critical code, so optimise 411 // this is often used in time-critical code, so optimise
373 MTH static bool can_merge (object *op1, object *op2) 412 MTH static bool can_merge (object *op1, object *op2)
374 { 413 {
386 MTH void close_container () 425 MTH void close_container ()
387 { 426 {
388 open_container (0); 427 open_container (0);
389 } 428 }
390 429
391 MTH object *force_find (const shstr name); 430 MTH object *force_find (shstr_tmp name);
392 MTH void force_add (const shstr name, int duration = 0); 431 MTH object *force_add (shstr_tmp name, int duration = 0);
432
433 oblinkpt *find_link () const;
434 MTH void add_link (maptile *map, shstr_tmp id);
435 MTH void remove_link ();
393 436
394 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 437 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
395 bool should_invoke (event_type event) 438 bool should_invoke (event_type event)
396 { 439 {
397 return ev_want_event [event] || ev_want_type [type] || cb; 440 return ev_want_event [event] || ev_want_type [type] || cb;
433 const materialtype_t *dominant_material () const; 476 const materialtype_t *dominant_material () const;
434 477
435 // return the volume of this object in cm³ 478 // return the volume of this object in cm³
436 MTH uint64 volume () const 479 MTH uint64 volume () const
437 { 480 {
438 return total_weight () 481 return (uint64)total_weight ()
439 * 1000 482 * 1000
440 * (type == CONTAINER ? 1000 : 1) 483 * (type == CONTAINER ? 1000 : 1)
441 / dominant_material ()->density; 484 / dominant_material ()->density;
442 } 485 }
443 486
487 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
444 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 488 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 489 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
446 || type == CLOAK || type == BOOTS || type == GLOVES 490 || type == CLOAK || type == BOOTS || type == GLOVES
447 || type == BRACERS || type == GIRDLE; } 491 || type == BRACERS || type == GIRDLE; }
448 MTH bool is_alive () const { return (type == PLAYER 492 MTH bool is_alive () const { return (type == PLAYER
465 /* This return true if object has still randomitems which 509 /* This return true if object has still randomitems which
466 * could be expanded. 510 * could be expanded.
467 */ 511 */
468 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 512 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
469 513
514 MTH bool has_dialogue () const { return *&msg == '@'; }
515
470 // returns the outermost owner, never returns 0 516 // returns the outermost owner, never returns 0
471 MTH object *outer_owner () 517 MTH object *outer_owner ()
472 { 518 {
519 object *op;
520
473 for (object *op = this; ; op = op->owner) 521 for (op = this; op->owner; op = op->owner)
474 if (!op->owner) 522 ;
523
475 return op; 524 return op;
476 } 525 }
477 526
478 // returns the outermost environment, never returns 0 527 // returns the outermost environment, never returns 0
479 MTH object *outer_env () 528 MTH object *outer_env ()
480 { 529 {
530 object *op;
531
481 for (object *op = this; ; op = op->env) 532 for (op = this; op->env; op = op->env)
482 if (!op->env) 533 ;
534
483 return op; 535 return op;
484 } 536 }
485 537
486 // returns the player that has this object in his inventory, or 0 538 // returns the player that has this object in his inventory, or 0
487 // we assume the player is always the outer env 539 // we assume the player is always the outer env
488 MTH object *in_player () 540 MTH object *in_player ()
504 } 556 }
505 557
506 MTH bool is_on_map () const 558 MTH bool is_on_map () const
507 { 559 {
508 return !env && !flag [FLAG_REMOVED]; 560 return !env && !flag [FLAG_REMOVED];
561 }
562
563 MTH bool is_inserted () const
564 {
565 return !flag [FLAG_REMOVED];
566 }
567
568 MTH bool is_player () const
569 {
570 return !!contr;
571 }
572
573 MTH bool affects_los () const
574 {
575 return glow_radius || flag [FLAG_BLOCKSVIEW];
576 }
577
578 MTH bool has_carried_lights () const
579 {
580 return glow_radius;
509 } 581 }
510 582
511 // returns the player that cna see this object, if any 583 // returns the player that cna see this object, if any
512 MTH object *visible_to () const; 584 MTH object *visible_to () const;
513 585
606 const char *query_inventory (object *who = 0, const char *indent = ""); 678 const char *query_inventory (object *who = 0, const char *indent = "");
607 679
608 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 680 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
609 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 681 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
610 682
683 // make some noise with given item into direction dir,
684 // currently only used for players to make them temporarily visible
685 // when they are invisible.
686 MTH void make_noise ();
687
611protected: 688protected:
612 void link (); 689 void link ();
613 void unlink (); 690 void unlink ();
614 691
615 object (); 692 object ();
637 } 714 }
638 715
639 return ob; 716 return ob;
640} 717}
641 718
642typedef struct oblnk
643{ /* Used to link together several objects */
644 object_ptr ob;
645 struct oblnk *next;
646} objectlink;
647
648typedef struct oblinkpt
649{ /* Used to link together several object links */
650 struct oblnk *link;
651 sint32 value; /* Used as connected value in buttons/gates */
652 struct oblinkpt *next;
653} oblinkpt;
654
655object *find_skill_by_name (object *who, const char *name); 719object *find_skill_by_name_fuzzy (object *who, const char *name);
656object *find_skill_by_name (object *who, const shstr &sh); 720object *find_skill_by_name (object *who, shstr_cmp sh);
657object *find_skill_by_number (object *who, int skillno); 721object *find_skill_by_number (object *who, int skillno);
658 722
659/* 723/*
660 * The archetype structure is a set of rules on how to generate and manipulate 724 * The archetype structure is a set of rules on how to generate and manipulate
661 * objects which point to archetypes. 725 * objects which point to archetypes.
715extern objectvec objects; 779extern objectvec objects;
716extern activevec actives; 780extern activevec actives;
717extern archvec archetypes; 781extern archvec archetypes;
718 782
719// "safely" iterate over inv in a way such that the current item is removable 783// "safely" iterate over inv in a way such that the current item is removable
720// quite horrible, thats why its hidden in some macro 784// quite horrible, that's why its hidden in some macro
721#define for_inv_removable(op,var) \ 785#define for_inv_removable(op,var) \
722 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 786 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
723 787
724#define for_all_objects(var) \ 788#define for_all_objects(var) \
725 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 789 for (unsigned _i = 0; _i < objects.size (); ++_i) \

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