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Comparing deliantra/server/include/object.h (file contents):
Revision 1.34 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.49 by root, Tue Dec 12 21:39:56 2006 UTC

63 uint64 seq; 63 uint64 seq;
64}; 64};
65 65
66extern void init_uuid (); 66extern void init_uuid ();
67extern UUID gen_uuid (); 67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
68 69
69/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 71 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 72 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 73 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 78#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
79 80
80/* However, if you're keeping a pointer of some sort, you probably 81/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 82 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 83 * e.g. ->copy_to ()
83 */ 84 */
85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
84 88
85// these are not being copied 89// these are not being copied
86ACC_CLASS (object) 90ACC_CLASS (object)
87struct object_keep : refcounted 91struct object_keep : refcounted
88{ 92{
89 tag_t ACC (RW, count); /* Unique object number for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
91
92 /* These variables are not changed by copy_object() */ 93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 98 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 */ 99 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 */ 100 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' */ 101 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 */ 102 object *ACC (RW, active_prev);/* List. This is used in process_events */
98 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
99 /* need to be gone through. */ 104 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 105 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 */ 106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 107 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 110 * is only used by the player right now.
106 */ 111 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 112 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
109 */ 114 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 115 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 116 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 */ 117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 118};
114 119
115// these are being copied 120// these are being copied
116struct object_copy : attachable<object> 121struct object_copy : attachable<object>
117{ 122{
118 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
119 shstr ACC (RW, name); /* The name of the object, obviously... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
120 shstr ACC (RW, name_pl); /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
121 shstr ACC (RW, title); /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
122 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
123 shstr ACC (RW, slaying); /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
124 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
125 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 129 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
126 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
127 shstr ACC (RW, lore); /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
128 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
129 shstr ACC (RW, materialname); /* specific material name */ 133 shstr ACC (RW, materialname); /* specific material name */
130 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
131}; 142};
132 143
133// these are being copied and also cleared 144// these are being copied and also cleared
134struct object_pod 145struct object_pod
135{ 146{
147 New_Face *ACC (RW, face); /* Face with colors */
136 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
137 float ACC (RW, speed); /* The overall speed of this object */ 149 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
139 uint32 ACC (RW, nrof); /* How many of the objects */ 151 uint32 ACC (RW, nrof); /* How many of the objects */
140 New_Face *ACC (RW, face); /* Face with colors */
141 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
142 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
143 154
144 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
147 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
148 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
149 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
150 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
151 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
152 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
153 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, material); /* What materials this object consist of */
154 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
155 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
156 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
157 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 170 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
165 sint16 ACC (RW, level); /* Level of creature or object */ 176 sint16 ACC (RW, level); /* Level of creature or object */
166 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
167 sint8 ACC (RW, item_power); /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
168 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
169 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
170 sint32 ACC (RW, weight); /* Attributes of the object */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
171 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
172 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
173 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
175 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
176 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
177 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
178 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
179 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
181 191
182 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
183 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
184 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
189 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
190 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
191 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
192 sint32 ACC (RW, move_status); /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
193 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
194 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
195 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
198 201
199 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
201 * only used in spells. 204 * only used in spells.
202 */ 205 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 208 uint16 ACC (RW, start_holding);
206 struct object *ACC (RW, spell); /* Spell that was being cast */
207 char *ACC (RW, spellarg);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
212 214
213 /* Following are values used by any object */ 215 /* Following are values used by any object */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
216 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
217 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
218 uint16 ACC (RW, animation_id); /* An index into the animation array */ 222 uint16 ACC (RW, animation_id);/* An index into the animation array */
219 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
220 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
221 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
222 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
223 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
224 228
225 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
226 MoveType ACC (RW, move_block); /* What movement types this blocks */ 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
227 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
228 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
229 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
230 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
231 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */
233}; 236};
234 237
235struct object : zero_initialised, object_keep, object_copy, object_pod 238struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 239{
240 typedef unordered_vector<object *> vector;
241
242 static vector mortals;
243 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
237 static object *create (); 247 static object *create ();
248 void copy_to (object *dst);
238 void free (bool free_inventory = false); 249 void destroy (bool destroy_inventory = false);
250 void remove ();
251 object *insert (object *item); // insert into inventory
239 252
240 static void free_mortals (); 253 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2); 254 static bool can_merge (object *op1, object *op2);
242 255
243 void clear (); 256 void clear ();
244 void clone (object *destination); 257
258 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
245 259
246 void instantiate () 260 void instantiate ()
247 { 261 {
248 if (!uuid.seq) // HACK 262 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 263 uuid = gen_uuid ();
250 264
251 attachable<object>::instantiate (); 265 attachable<object>::instantiate ();
252 } 266 }
253 267
254 void set_owner (object *owner); 268 void set_owner (object *owner);
255 object *get_owner ();
256 269
257 // info must hold 256 * 3 bytes currently 270 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 271 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 272 const char *debug_desc () const;
260 273
301 314
302 object (); 315 object ();
303 ~object (); 316 ~object ();
304}; 317};
305 318
306#define get_object() object::create () 319// compatibility functions/macros
307#define free_object(op) (op)->free (0)
308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0 320#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner 321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
311#define clear_object(op) (op)->clear () 323#define clear_object(op) (op)->clear ()
312
313static inline object *
314get_owner (object *op)
315{
316 return op->get_owner ();
317}
318 324
319static inline void 325static inline void
320set_owner (object *op, object *owner) 326set_owner (object *op, object *owner)
321{ 327{
322 op->set_owner (owner); 328 op->set_owner (owner);
324 330
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
326 332
327typedef struct oblnk 333typedef struct oblnk
328{ /* Used to link together several objects */ 334{ /* Used to link together several objects */
329 object *ob; 335 object_ptr ob;
330 struct oblnk *next; 336 struct oblnk *next;
331 tag_t id;
332} objectlink; 337} objectlink;
333 338
334typedef struct oblinkpt 339typedef struct oblinkpt
335{ /* Used to link together several object links */ 340{ /* Used to link together several object links */
336 struct oblnk *link; 341 struct oblnk *link;
345 * be much left in the archetype - all it really is is a holder for the 350 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 352 * by the object structure
348 */ 353 */
349 354
350ACC_CLASS(archetype) 355ACC_CLASS (archetype)
351struct archetype : zero_initialised 356struct archetype : zero_initialised, refcounted
352{ 357{
353 archetype (); 358 archetype ();
354 ~archetype (); 359 ~archetype ();
355 360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 373 * in comparison to the head.
364 */ 374 */
365}; 375};
366 376
367extern object *objects; 377extern object *objects;
368extern object *active_objects; 378extern object *active_objects;
369 379
421#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
424 434
425#endif 435#endif
436

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