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88 | { |
88 | { |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
91 | |
91 | |
92 | /* These variables are not changed by copy_object() */ |
92 | /* These variables are not changed by copy_object() */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
93 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
94 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
95 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
96 | object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
97 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
97 | object *ACC (RW, active_prev); /* List. This is used in process_events */ |
98 | /* so that the entire object list does not */ |
98 | /* so that the entire object list does not */ |
99 | /* need to be gone through. */ |
99 | /* need to be gone through. */ |
100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
100 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
101 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
101 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
102 | /* Note: stacked in the *same* environment */ |
102 | /* Note: stacked in the *same* environment */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
103 | object *inv; /* Pointer to the first object in the inventory */ |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
104 | object *ACC (RW, container); /* Current container being used. I think this |
105 | * is only used by the player right now. |
105 | * is only used by the player right now. |
106 | */ |
106 | */ |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
107 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
108 | * This is typically the container that the object is in. |
108 | * This is typically the container that the object is in. |
109 | */ |
109 | */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
110 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
111 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
112 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
113 | }; |
113 | }; |
114 | |
114 | |
115 | // these are being copied |
115 | // these are being copied |
116 | struct object_copy : attachable<object> |
116 | struct object_copy : attachable<object> |
117 | { |
117 | { |
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206 | sint8 ACC (RW, range); /* Range of the spell */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
208 | char *ACC (RW, spellarg); |
208 | char *ACC (RW, spellarg); |
209 | |
209 | |
210 | /* Following are values used by any object */ |
210 | /* Following are values used by any object */ |
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
211 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
212 | archetype *ACC (RW, arch); /* Pointer to archetype */ |
213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
213 | archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
215 | /* this objects turns into or what this object creates */ |
215 | /* this objects turns into or what this object creates */ |
216 | uint32 flags[4]; /* various flags */ |
216 | uint32 flags[4]; /* various flags */ |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |