--- deliantra/server/include/object.h 2006/12/23 06:30:49 1.65 +++ deliantra/server/include/object.h 2006/12/23 15:49:40 1.67 @@ -130,7 +130,7 @@ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ @@ -158,8 +158,8 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ + sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the doc/Developers/objects for more info about body locations */ @@ -190,7 +190,10 @@ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ key_value *key_values; /* Fields not explictly known by the loader. */ - flags_t flags; /* various flags */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ @@ -292,9 +295,9 @@ || type == CLOAK || type == BOOTS || type == GLOVES || type == BRACERS || type == GIRDLE; } bool is_alive () const { return (type == PLAYER - || flags [FLAG_MONSTER] - || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) - && !flags [FLAG_IS_A_TEMPLATE]; } + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } @@ -302,7 +305,7 @@ /* This return true if object has still randomitems which * could be expanded. */ - bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } + bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } // returns the player that has this object in his inventory, or 0 object *in_player () const