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Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations
37{
42 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 41} Body_Locations;
46 42
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 44
49/* 45/*
54 * 50 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly. 52 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
58 */ 54 */
59struct key_value { 55struct key_value
56{
60 key_value *next; 57 key_value *next;
61 shstr key, value; 58 shstr key, value;
62}; 59};
63 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
64 68
65/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * sprinkled in the code. Note that some of these also replace fields 70 * sprinkled in the code. Note that some of these also replace fields
67 * that were in the can_apply area. What is the point of having both 71 * that were in the can_apply area. What is the point of having both
68 * can_apply and will_apply? 72 * can_apply and will_apply?
69 */ 73 */
70#define WILL_APPLY_HANDLE 0x1 74#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 75#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 76#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 77#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
75
76 79
77/* However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
78 * don't just want it copied, so you'll need to add to common/object.C, 81 * don't just want it copied, so you'll need to add to common/object.C,
79 * e.g. copy_object. 82 * e.g. copy_object.
80 */ 83 */
81 84
82struct object_simple : attachable<object> { 85typedef refptr<object> object_ptr;
83 tag_t count; /* Unique object number for this object */ 86typedef refptr<archetype> arch_ptr;
84 uint16 refcount; /* How many objects points to this object */
85 87
88// these are not being copied
89ACC_CLASS (object)
90struct object_keep : refcounted
91{
92 tag_t ACC (RW, count); /* Generation count for this object */
93 UUID uuid; // Unique Identifier, survives saves etc.
94
86 /* These variables are not changed by copy_object() */ 95 /* These variables are not changed by copy_object() */
87 struct pl *contr; /* Pointer to the player which control this object */ 96 player *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */ 97 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *active_next; /* Next & previous object in the 'active' */ 99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */ 100 object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */ 101 /* so that the entire object list does not */
93 /* need to be gone through. */ 102 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */ 103 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */ 104 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/ 105 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 106 object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this 107 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 108 * is only used by the player right now.
100 */ 109 */
101 struct object *env; /* Pointer to the object which is the environment. 110 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 111 * This is typically the container that the object is in.
103 */ 112 */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */ 114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 116};
108 117
109struct object_special { 118// these are being copied
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 119struct object_copy : attachable<object>
111 * All fields beow this point are automatically copied by memcpy. If 120{
112 * adding something that needs a refcount updated, make sure you modify
113 * copy_object to do so. Everything below here also gets cleared
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */ 121 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 122 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 123 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 124 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 125 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 126 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 127 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 129 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 130 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */
133 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
134 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
135 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
136 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
137 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
138 object_ptr ACC (RW, spell); /* Spell that was being cast */
139 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
140};
126 141
127 sint16 x,y; /* Position in the map for this object */ 142// these are being copied and also cleared
128 sint16 ox,oy; /* For debugging: Where it was last inserted */ 143struct object_pod
144{
145 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
129 float speed; /* The overall speed of this object */ 147 float ACC (RW, speed); /* The overall speed of this object */
130 float speed_left; /* How much speed is left to spend this round */ 148 float ACC (RW, speed_left); /* How much speed is left to spend this round */
131 uint32 nrof; /* How many of the objects */ 149 uint32 ACC (RW, nrof); /* How many of the objects */
132 New_Face *face; /* Face with colors */
133 sint8 direction; /* Means the object is moving that way. */ 150 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */ 151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135 152
136 /* This next big block are basically used for monsters and equipment */ 153 /* This next big block are basically used for monsters and equipment */
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
138 uint8 subtype; /* subtype of object */ 155 uint8 ACC (RW, subtype); /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */ 156 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */ 158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */ 159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */ 160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */ 161 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */ 162 uint16 ACC (RW, material); /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */ 163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */ 164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */ 165 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious 166 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp. 167 * meanings by some objects, eg, sp penalty, permanent exp.
153 */ 168 */
154 sint32 last_heal; /* Last healed. Depends on constitution */ 169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */ 170 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */ 171 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */ 172 sint16 ACC (RW, last_eat); /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */ 173 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
174 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 pick_up; /* See crossfire.doc */ 175 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */ 176 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 177 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */ 178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
166 living stats; /* Str, Con, Dex, etc */ 179 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */
167 sint64 perm_exp; /* Permanent exp */ 182 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */ 183 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */ 184 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 185 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 186 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 /* See the doc/Developers/objects for more info about body locations */ 188 /* See the doc/Developers/objects for more info about body locations */
174 189
175 /* Following mostly refers to fields only used for monsters */ 190 /* Following mostly refers to fields only used for monsters */
176 struct object *owner; /* Pointer to the object which controls this one */
177 /* Owner should not be referred to directly - */
178 /* get_owner should be used instead. */
179 tag_t ownercount; /* What count the owner had (in case owner */
180 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */ 191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */ 192 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */ 193 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */ 194 sint32 ACC (RW, move_status); /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */ 195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */ 196 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
196 199
197 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
199 * only used in spells. 202 * only used in spells.
200 */ 203 */
201 sint16 duration; /* How long the spell lasts */ 204 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */
206 uint16 ACC (RW, start_holding);
202 uint8 duration_modifier; /* how level modifies duration */ 207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding;
206 char *spellarg;
207 uint8 dam_modifier; /* How going up in level effects damage */ 208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */ 209 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */ 210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
211 char *ACC (RW, spellarg);
210 212
211 /* Following are values used by any object */ 213 /* Following are values used by any object */
212 struct archt *arch; /* Pointer to archetype */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */
216 uint16 animation_id; /* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/
221
222 MoveType move_type; /* Type of movement this object uses */
223 MoveType move_block; /* What movement types this blocks */
224 MoveType move_allow; /* What movement types explicitly allowd */
225 MoveType move_on; /* Move types affected moving on to this space */
226 MoveType move_off; /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */
229
230 shstr custom_name; /* Custom name assigned by player */
231 key_value *key_values; /* Fields not explictly known by the loader. */ 217 key_value *key_values; /* Fields not explictly known by the loader. */
232}; 218 /* this objects turns into or what this object creates */
219 uint32 flags[4]; /* various flags */
220 uint16 ACC (RW, animation_id); /* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233 226
234struct object : object_special, object_simple, zero_initialised { 227 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234};
235
236struct object : zero_initialised, object_keep, object_copy, object_pod
237{
238 typedef unordered_vector<object *> vector;
239
240 static vector mortals;
241 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects"
244
245 static object *create ();
246 void destroy (bool destroy_inventory = false);
247
248 static void free_mortals ();
249 static bool can_merge (object *op1, object *op2);
250
251 void clear ();
235 void clone (object *destination) 252 void clone (object *destination);
253
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
255
256 void instantiate ()
236 { 257 {
237 destination->attach = attach; 258 if (!uuid.seq) // HACK
259 uuid = gen_uuid ();
238 260
239 if (self || cb) 261 attachable<object>::instantiate ();
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
241 } 262 }
242};
243 263
244typedef struct oblnk { /* Used to link together several objects */ 264 void set_owner (object *owner);
265
266 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const;
268 const char *debug_desc () const;
269
270 // fully recursive iterator
271 struct iterator_base
272 {
273 object *item;
274
275 iterator_base (object *container)
276 : item (container)
277 {
278 }
279
280 operator object *() const { return item; }
281
282 object *operator ->() const { return item; }
283 object &operator * () const { return *item; }
284 };
285
286 // depth-first recursive iterator
287 struct depth_iterator : iterator_base
288 {
289 depth_iterator (object *container);
290 void next ();
291 object *operator ++( ) { next (); return item; }
292 object *operator ++(int) { object *i = item; next (); return i; }
293 };
294
295 object *begin ()
296 {
297 return this;
298 }
299
300 object *end ()
301 {
302 return this;
303 }
304
305protected:
306 friend struct archetype;
307
308 void link ();
309 void unlink ();
310
245 object *ob; 311 object ();
312 ~object ();
313};
314
315#define get_object() object::create ()
316#define free_object(op) (op)->destroy (0)
317#define free_object2(op, free_inv) (op)->destroy (free_inv)
318#define clear_owner(op) (op)->owner = 0
319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
321#define clear_object(op) (op)->clear ()
322
323static inline void
324set_owner (object *op, object *owner)
325{
326 op->set_owner (owner);
327}
328
329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
330
331typedef struct oblnk
332{ /* Used to link together several objects */
333 object_ptr ob;
246 struct oblnk *next; 334 struct oblnk *next;
247 tag_t id;
248} objectlink; 335} objectlink;
249 336
250typedef struct oblinkpt { /* Used to link together several object links */ 337typedef struct oblinkpt
338{ /* Used to link together several object links */
251 struct oblnk *link; 339 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 340 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 341 struct oblinkpt *next;
254} oblinkpt; 342} oblinkpt;
255 343
256/* 344/*
257 * The archetype structure is a set of rules on how to generate and manipulate 345 * The archetype structure is a set of rules on how to generate and manipulate
260 * be much left in the archetype - all it really is is a holder for the 348 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced 349 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 350 * by the object structure
263 */ 351 */
264 352
265typedef struct archt : zero_initialised 353ACC_CLASS (archetype)
354struct archetype : zero_initialised, refcounted
266{ 355{
356 archetype ();
357 ~archetype ();
358
359 static archetype *find (const char *arch);
360
361 void hash_add (); // add to hastable
362 void hash_del (); // remove from hashtable
363
267 shstr name; /* More definite name, like "generate_kobold" */ 364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */ 366 struct archetype *ACC (RW, head); /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */ 367 struct archetype *ACC (RW, more); /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */ 368 object ACC (RO, clone); /* An object from which to do copy_object() */
272 uint32 editable; /* editable flags (mainly for editor) */ 369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
274 * in comparison to the head. 371 * in comparison to the head.
275 */ 372 */
276} archetype; 373};
277 374
278extern object *objects; 375extern object *objects;
279extern object *active_objects; 376extern object *active_objects;
280extern object *free_objects;
281extern object objarray[STARTMAX];
282 377
283extern int nrofallocobjects; 378extern int nrofallocobjects;
284extern int nroffreeobjects;
285 379
286/* This returns TRUE if the object is something that 380/* This returns TRUE if the object is something that
287 * should be displayed in the look window 381 * should be displayed in the look window
288 */ 382 */
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 383#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
292 * being added or removed. 386 * being added or removed.
293 */ 387 */
294#define UP_OBJ_INSERT 1 388#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 389#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 390#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 391#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 392
299/* These are flags passed to insert_ob_in_map and 393/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 394 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 395 * for both functions.
302 * Most are fairly explanatory: 396 * Most are fairly explanatory:
335#define ARCH_DETECT_MAGIC "detect_magic" 429#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 430#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom" 431#define ARCH_SYMPTOM "symptom"
338 432
339#endif 433#endif
434

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