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Comparing deliantra/server/include/object.h (file contents):
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC vs.
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
34
33#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
34#define BODY_ARMS 1 36#define BODY_ARMS 1
35 37
36/* See common/item.c */ 38/* See common/item.c */
37 39
38typedef struct Body_Locations 40typedef struct Body_Locations
87 89
88/* However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
89 * don't just want it copied, so you'll need to add to common/object.C, 91 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 92 * e.g. ->copy_to ()
91 */ 93 */
94
95struct body_slot
96{
97 sint8 info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */
99};
92 100
93INTERFACE_CLASS (object) 101INTERFACE_CLASS (object)
94// these are being copied 102// these are being copied
95struct object_copy : attachable 103struct object_copy : attachable
96{ 104{
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 118 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 119 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 120 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 121 shstr ACC (RW, custom_name); /* Custom name assigned by player */
122// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 123 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 124 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 125 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 126 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 127 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 128 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 129 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 130 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 131 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 132
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 133 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 134 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 135 uint32 ACC (RW, nrof); /* How many of the objects */
128 136
129 /* This next big block are basically used for monsters and equipment */ 137 /* This next big block are basically used for monsters and equipment */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 146 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 150 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 151 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 165 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 166 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 167 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 168 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 169 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 170 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 171 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 172 /* See the pod/objects.pod for more info about body locations */
165 173
166 /* Following mostly refers to fields only used for monsters */ 174 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196 char *ACC (RW, spellarg); 204 char *ACC (RW, spellarg);
197 205
198 /* Following are values used by any object */ 206 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 207 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 208 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 209 flags_t flag; /* various flags */
203#if FOR_PERL 210#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 211 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 212#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 213 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 218 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 219};
213 220
214struct object : zero_initialised, object_copy 221struct object : zero_initialised, object_copy
215{ 222{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 223 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 225
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 int ACC (RO, count);
228 int ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives
223 230
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 232
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 233 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 234 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 235 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 236 object *inv; /* Pointer to the first object in the inventory */
237
238 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 239 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 240 * is only used by the player right now.
237 */ 241 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 242 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 243 * This is typically the container that the object is in.
240 */ 244 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 245 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 247 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */
244 249
245 static vector active; // active objects, not yet used 250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 252 bool write (object_freezer &f);
248 253
249 MTH static object *create (); 254 MTH static object *create ();
255 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 256 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 257 MTH object *clone (); // create + copy_to
252 void do_destroy (); 258 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 259 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 260 MTH void destroy (bool destroy_inventory = false);
255 261
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 263 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 264 MTH object *insert (object *item); // insert into inventory
265 void do_remove ();
266 MTH void remove ()
267 {
268 if (!flag [FLAG_REMOVED])
269 do_remove ();
270 }
260 271
261 static bool can_merge_slow (object *op1, object *op2); 272 static bool can_merge_slow (object *op1, object *op2);
262 273
263 // this is often used in time-critical code, so optimise 274 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 275 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 279 && can_merge_slow (op1, op2);
269 } 280 }
270 281
271 MTH void set_owner (object *owner); 282 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 283 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob);
273 285
286 MTH void open_container (object *new_container);
287 MTH void close_container ()
288 {
289 open_container (0);
290 }
291
274 MTH void instantiate () 292 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 293
282 // recalculate all stats 294 // recalculate all stats
283 MTH void update_stats (); 295 MTH void update_stats ();
284 MTH void roll_stats (); 296 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 297 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 301 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 302 MTH void change_luck (int value);
291 303
292 // info must hold 256 * 3 bytes currently 304 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 305 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *flag_desc (char *desc, int len) const; 307 const char *flag_desc (char *desc, int len) const;
308
309 int number_of () const
310 {
311 return nrof ? nrof : 1;
312 }
313
314 uint64 total_weight () const
315 {
316 return weight * number_of ();
317 }
318
319 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const;
321
322 // return the volume of this object in cm³
323 uint64 volume () const
324 {
325 return total_weight ()
326 * 1000
327 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density;
329 }
296 330
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 331 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 332 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 333 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 334 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 337 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 338 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 339 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 340 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 341 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 343
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 344 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 345
311 // temporary: wether the object can be saved in a map file 346 // temporary: wether the object can be saved in a map file
312 // contr => is a player 347 // contr => is a player
313 // head => only save head of a multitile object 348 // head => only save head of a multitile object
314 // owner => can not reference owner yet 349 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 351
317 /* This return true if object has still randomitems which 352 /* This return true if object has still randomitems which
318 * could be expanded. 353 * could be expanded.
319 */ 354 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 368 MTH object *head_ ()
334 { 369 {
335 return head ? head : this; 370 return head ? head : this;
336 } 371 }
337 372
373 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0);
377
378 // If this object has no extra parts but should have them,
379 // add them, effectively expanding heads into multipart
380 // objects. This method only works on objects not inserted
381 // anywhere.
382 MTH void expand_tail ();
383
384 MTH void create_treasure (treasurelist *tl, int flags = 0);
385
338 // insert object at same map position as 'where' 386 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 387 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 389
390 MTH void activate ();
391 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 392 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 393 MTH void deactivate_recursive ();
344 394
395 // set the givne flag on all objects in the inventory recursively
396 MTH void set_flag_inv (int flag, int value = 1);
397
345 void enter_exit (object *exit);//PERL 398 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 399 MTH void enter_map (maptile *newmap, int x, int y);
347 400
348 // returns the mapspace this object is in 401 // returns the mapspace this object is in
349 mapspace &ms () const; 402 mapspace &ms () const;
350 403
361 operator object *() const { return item; } 414 operator object *() const { return item; }
362 415
363 object *operator ->() const { return item; } 416 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 417 object &operator * () const { return *item; }
365 }; 418 };
419
420 MTH unsigned int random_seed () const
421 {
422 return (unsigned int)uuid.seq;
423 }
366 424
367 // depth-first recursive iterator 425 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 426 struct depth_iterator : iterator_base
369 { 427 {
370 depth_iterator (object *container); 428 depth_iterator (object *container);
381 object *end () 439 object *end ()
382 { 440 {
383 return this; 441 return this;
384 } 442 }
385 443
444 /* This returns TRUE if the object is something that
445 * should be displayed in the floorbox/inventory window
446 */
447 MTH bool client_visible () const
448 {
449 return !invisible && type != PLAYER;
450 }
451
452 MTH struct region *region () const;
453
386protected: 454protected:
387 friend struct archetype; 455 friend struct archetype;
388 456
389 void link (); 457 void link ();
390 void unlink (); 458 void unlink ();
391 459
392 object (); 460 object ();
393 ~object (); 461 ~object ();
394}; 462};
463
464typedef object_vector<object, &object::index > objectvec;
465typedef object_vector<object, &object::active> activevec;
466
467extern objectvec objects;
468extern activevec actives;
469
470#define for_all_objects(var) \
471 for (unsigned _i = 0; _i < objects.size (); ++_i) \
472 declvar (object *, var, objects [_i])
473
474#define for_all_actives(var) \
475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 declvar (object *, var, actives [_i])
395 477
396typedef struct oblnk 478typedef struct oblnk
397{ /* Used to link together several objects */ 479{ /* Used to link together several objects */
398 object_ptr ob; 480 object_ptr ob;
399 struct oblnk *next; 481 struct oblnk *next;
420{ 502{
421 archetype (); 503 archetype ();
422 ~archetype (); 504 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 505 void gather_callbacks (AV *&callbacks, event_type event) const;
424 506
507 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create
425 static archetype *find (const char *arch); 509 static archetype *find (const char *name);
426 510
427 void hash_add (); // add to hashtable 511 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable 512 void hash_del (); // remove from hashtable
429 513
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
432 struct archetype *ACC (RW, head); /* The main part of a linked object */ 516 struct archetype *ACC (RW, head); /* The main part of a linked object */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */ 517 struct archetype *ACC (RW, more); /* Next part of a linked object */
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
437 * in comparison to the head. 522 * in comparison to the head.
438 */ 523 */
439}; 524};
440
441extern object *objects;
442extern object *active_objects;
443
444extern int nrofallocobjects;
445
446/* This returns TRUE if the object is something that
447 * should be displayed in the look window
448 */
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
450 525
451/* Used by update_object to know if the object being passed is 526/* Used by update_object to know if the object being passed is
452 * being added or removed. 527 * being added or removed.
453 */ 528 */
454#define UP_OBJ_INSERT 1 529#define UP_OBJ_INSERT 1
489#define INS_ON_TOP 0x0008 564#define INS_ON_TOP 0x0008
490#define INS_BELOW_ORIGINATOR 0x0010 565#define INS_BELOW_ORIGINATOR 0x0010
491#define INS_MAP_LOAD 0x0020 566#define INS_MAP_LOAD 0x0020
492 567
493#define ARCH_SINGULARITY "singularity" 568#define ARCH_SINGULARITY "singularity"
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic" 569#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion" 570#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom" 571#define ARCH_SYMPTOM "symptom"
498 572
499#endif 573#endif

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