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Comparing deliantra/server/include/object.h (file contents):
Revision 1.13 by root, Thu Aug 31 09:19:34 2006 UTC vs.
Revision 1.26 by root, Mon Sep 11 11:15:21 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.13 2006/08/31 09:19:34 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
31 26
32#include "cfperl.h" 27#include "cfperl.h"
33#include "shstr.h" 28#include "shstr.h"
34 29
35typedef uint32 tag_t; 30typedef uint32 tag_t;
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
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 44
58/* 45/*
59 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 48 *
63 * 50 *
64 * 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
65 * accessing the list directly. 52 * accessing the list directly.
66 * 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.
67 */ 54 */
68typedef struct _key_value { 55struct key_value
69 const char * key; 56{
70 const char * value;
71 struct _key_value * next; 57 key_value *next;
72} key_value; 58 shstr key, value;
59};
73 60
74 61
75/* Definition for WILL_APPLY values. Replaces having harcoded values 62/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 63 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 64 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 65 * can_apply and will_apply?
79 */ 66 */
80#define WILL_APPLY_HANDLE 0x1 67#define WILL_APPLY_HANDLE 0x1
81#define WILL_APPLY_TREASURE 0x2 68#define WILL_APPLY_TREASURE 0x2
82#define WILL_APPLY_EARTHWALL 0x4 69#define WILL_APPLY_EARTHWALL 0x4
83#define WILL_APPLY_DOOR 0x8 70#define WILL_APPLY_DOOR 0x8
84#define WILL_APPLY_FOOD 0x10 71#define WILL_APPLY_FOOD 0x10
85 72
86 73
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 74/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 75 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 76 * e.g. copy_object.
95 * 77 */
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103 78
104struct object_simple : attachable<object> { 79// these are not being copied
80ACC_CLASS (object)
81struct object_keep
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 sint32 ACC (RW, refcount); /* How many objects points to this object */
85
105 /* These variables are not changed by copy_object() */ 86 /* These variables are not changed by copy_object() */
106 struct pl *contr; /* Pointer to the player which control this object */ 87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
107 struct object *next; /* Pointer to the next object in the free/used list */ 88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
108 struct object *prev; /* Pointer to the previous object in the free/used list*/ 89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
109 struct object *active_next; /* Next & previous object in the 'active' */ 90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
110 struct object *active_prev; /* List. This is used in process_events */ 91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
111 /* so that the entire object list does not */ 92 /* so that the entire object list does not */
112 /* need to be gone through. */ 93 /* need to be gone through. */
113 struct object *below; /* Pointer to the object stacked below this one */ 94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
114 struct object *above; /* Pointer to the object stacked above this one */ 95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
115 /* Note: stacked in the *same* environment*/ 96 /* Note: stacked in the *same* environment */
116 struct object *inv; /* Pointer to the first object in the inventory */ 97 struct object *inv; /* Pointer to the first object in the inventory */
117 struct object *container; /* Current container being used. I think this 98 struct object *ACC (RW, container); /* Current container being used. I think this
118 * is only used by the player right now. 99 * is only used by the player right now.
119 */ 100 */
120 struct object *env; /* Pointer to the object which is the environment. 101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
121 * This is typically the container that the object is in. 102 * This is typically the container that the object is in.
122 */ 103 */
123 struct object *more; /* Pointer to the rest of a large body of objects */ 104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
124 struct object *head; /* Points to the main object of a large body */ 105 struct object *ACC (RW, head); /* Points to the main object of a large body */
125 struct mapstruct *map; /* Pointer to the map in which this object is present */ 106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
126
127 tag_t count; /* Unique object number for this object */
128 uint16 refcount; /* How many objects points to this object */
129}; 107};
130 108
131struct object_special { 109// these are being copied
110struct object_copy : attachable<object>
111{
132 /* These get an extra add_refcount(), after having been copied by memcpy(). 112 /* These get an extra add_refcount(), after having been copied by memcpy().
133 * All fields beow this point are automatically copied by memcpy. If 113 * All fields beow this point are automatically copied by memcpy. If
134 * adding something that needs a refcount updated, make sure you modify 114 * adding something that needs a refcount updated, make sure you modify
135 * copy_object to do so. Everything below here also gets cleared 115 * copy_object to do so. Everything below here also gets cleared
136 * by clear_object() 116 * by clear_object()
137 */ 117 */
138 const char *name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
139 const char *name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
140 const char *title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
141 const char *race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
142 const char *slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
143 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
144 const char *skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
145 const char *msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
146 const char *lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
147 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130};
148 131
132// these are being copied and also cleared
133struct object_pod
134{
149 sint16 x,y; /* Position in the map for this object */ 135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
150 sint16 ox,oy; /* For debugging: Where it was last inserted */
151 float speed; /* The overall speed of this object */ 136 float ACC (RW, speed); /* The overall speed of this object */
152 float speed_left; /* How much speed is left to spend this round */ 137 float ACC (RW, speed_left); /* How much speed is left to spend this round */
153 uint32 nrof; /* How many of the objects */ 138 uint32 ACC (RW, nrof); /* How many of the objects */
154 New_Face *face; /* Face with colors */ 139 New_Face *ACC (RW, face); /* Face with colors */
155 sint8 direction; /* Means the object is moving that way. */ 140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
156 sint8 facing; /* Object is oriented/facing that way. */ 141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
157 142
158 /* This next big block are basically used for monsters and equipment */ 143 /* This next big block are basically used for monsters and equipment */
159 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
160 uint8 subtype; /* subtype of object */ 145 uint8 ACC (RW, subtype); /* subtype of object */
161 uint16 client_type; /* Public type information. see doc/Developers/objects */ 146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
162 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
163 uint32 attacktype; /* Bitmask of attacks this object does */ 148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
164 uint32 path_attuned; /* Paths the object is attuned to */ 149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
165 uint32 path_repelled; /* Paths the object is repelled from */ 150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
166 uint32 path_denied; /* Paths the object is denied access to */ 151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
167 uint16 material; /* What materials this object consist of */ 152 uint16 ACC (RW, material); /* What materials this object consist of */
168 const char *materialname; /* specific material name */
169 sint8 magic; /* Any magical bonuses to this item */ 153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
170 uint8 state; /* How the object was last drawn (animation) */ 154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
171 sint32 value; /* How much money it is worth (or contains) */ 155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
172 sint16 level; /* Level of creature or object */
173 /* Note that the last_.. values are sometimes used for non obvious 156 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 157 * meanings by some objects, eg, sp penalty, permanent exp.
175 */ 158 */
176 sint32 last_heal; /* Last healed. Depends on constitution */ 159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 last_sp; /* As last_heal, but for spell points */ 160 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 last_grace; /* as last_sp, except for grace */ 161 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 last_eat; /* How long since we last ate */ 162 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 invisible; /* How much longer the object will be invis */ 163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */
181 uint8 pick_up; /* See crossfire.doc */ 165 uint8 ACC (RW, pick_up); /* See crossfire.doc */
182 sint8 item_power; /* power rating of the object */ 166 sint8 ACC (RW, item_power); /* power rating of the object */
183 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
184 sint32 weight; /* Attributes of the object */
185 sint32 weight_limit; /* Weight-limit of object */
186 sint32 carrying; /* How much weight this object contains */
187 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */
188 living stats; /* Str, Con, Dex, etc */ 172 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 sint64 perm_exp; /* Permanent exp */ 173 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 struct object *current_weapon; /* Pointer to the weapon currently used */ 174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
191 uint32 weapontype; /* type of weapon */ 175 uint32 ACC (RW, weapontype); /* type of weapon */
192 uint32 tooltype; /* type of tool or build facility */ 176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
193 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
194 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */
195 /* See the doc/Developers/objects for more info about body locations */ 180 /* See the doc/Developers/objects for more info about body locations */
196 181
197 /* Following mostly refers to fields only used for monsters */ 182 /* Following mostly refers to fields only used for monsters */
198 struct object *owner; /* Pointer to the object which controls this one */ 183 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
199 /* Owner should not be referred to directly - */ 184 /* Owner should not be referred to directly - */
200 /* get_owner should be used instead. */ 185 /* get_owner should be used instead. */
201 tag_t ownercount; /* What count the owner had (in case owner */ 186 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
202 /* has been freed) */ 187 /* has been freed) */
203 struct object *enemy; /* Monster/player to follow even if not closest */ 188 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
204 struct object *attacked_by; /* This object start to attack us! only player & monster */ 189 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
205 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 190 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
206 struct treasureliststruct *randomitems; /* Items to be generated */ 191 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
207 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
208 struct object *chosen_skill; /* the skill chosen to use */ 192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
209 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
210 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
211 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
212 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
213 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
214 uint8 will_apply; /* See crossfire.doc */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
215 struct object *spellitem; /* Spell ability monster is choosing to use */ 199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
216 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
217 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
218 202
219 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
220 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
221 * only used in spells. 205 * only used in spells.
222 */ 206 */
223 sint16 duration; /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
224 uint8 duration_modifier; /* how level modifies duration */
225 sint16 casting_time; /* time left before spell goes off */ 208 sint16 ACC (RW, casting_time); /* time left before spell goes off */
209 uint16 ACC (RW, start_holding);
226 struct object *spell; /* Spell that was being cast */ 210 struct object *ACC (RW, spell); /* Spell that was being cast */
227 uint16 start_holding; 211 char *ACC (RW, spellarg);
228 char *spellarg; 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
229 uint8 dam_modifier; /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
230 sint8 range; /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
231 uint8 range_modifier; /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
232 216
233 /* Following are values used by any object */ 217 /* Following are values used by any object */
234 struct archt *arch; /* Pointer to archetype */ 218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
235 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
236 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
237 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
238 uint16 animation_id; /* An index into the animation array */ 222 uint16 ACC (RW, animation_id); /* An index into the animation array */
239 uint8 anim_speed; /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240 uint8 last_anim; /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 sint32 elevation; /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
242 uint8 smoothlevel; /* how to smooth this square around*/ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 227
244 MoveType move_type; /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
245 MoveType move_block; /* What movement types this blocks */ 229 MoveType ACC (RW, move_block); /* What movement types this blocks */
246 MoveType move_allow; /* What movement types explicitly allowd */ 230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
247 MoveType move_on; /* Move types affected moving on to this space */ 231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType move_off; /* Move types affected moving off this space */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType move_slow; /* Movement types this slows down */ 233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 float move_slow_penalty; /* How much this slows down the object */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
251
252 event *events;
253
254 const char *custom_name; /* Custom name assigned by player */
255 key_value *key_values; /* Fields not explictly known by the loader. */ 235 key_value *key_values; /* Fields not explictly known by the loader. */
256}; 236};
257 237
258struct object : object_special, object_simple { 238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241
242struct object : zero_initialised, object_keep, object_copy, object_pod
243{
244 static object *create ();
245 void free (bool free_inventory = false);
246
247 static void free_mortals ();
248 static bool can_merge (object *op1, object *op2);
249
250 void clear ();
259 void clone (object *destination) 251 void clone (object *destination);
260 {
261 if (attach)
262 destination->attach = add_refcount (attach);
263 252
264 if (self || cb) 253protected:
265 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 254 friend struct archetype;
266 }
267};
268 255
256 void link ();
257 void unlink ();
258
259 object ();
260 ~object ();
261};
262
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265typedef struct oblnk
269typedef struct oblnk { /* Used to link together several objects */ 266{ /* Used to link together several objects */
270 object *ob; 267 object *ob;
271 struct oblnk *next; 268 struct oblnk *next;
272 tag_t id; 269 tag_t id;
273} objectlink; 270} objectlink;
274 271
275typedef struct oblinkpt { /* Used to link together several object links */ 272typedef struct oblinkpt
273{ /* Used to link together several object links */
276 struct oblnk *link; 274 struct oblnk *link;
277 long value; /* Used as connected value in buttons/gates */ 275 long value; /* Used as connected value in buttons/gates */
278 struct oblinkpt *next; 276 struct oblinkpt *next;
279} oblinkpt; 277} oblinkpt;
280 278
281/* 279/*
282 * The archetype structure is a set of rules on how to generate and manipulate 280 * The archetype structure is a set of rules on how to generate and manipulate
285 * be much left in the archetype - all it really is is a holder for the 283 * be much left in the archetype - all it really is is a holder for the
286 * object and pointers. This structure should get removed, and just replaced 284 * object and pointers. This structure should get removed, and just replaced
287 * by the object structure 285 * by the object structure
288 */ 286 */
289 287
290typedef struct archt { 288ACC_CLASS(archetype)
289struct archetype : zero_initialised
290{
291 archetype ();
292 ~archetype ();
293
291 const char *name; /* More definite name, like "generate_kobold" */ 294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
292 struct archt *next; /* Next archetype in a linked list */ 295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
293 struct archt *head; /* The main part of a linked object */ 296 struct archetype *ACC (RW, head); /* The main part of a linked object */
294 struct archt *more; /* Next part of a linked object */ 297 struct archetype *ACC (RW, more); /* Next part of a linked object */
295 object clone; /* An object from which to do copy_object() */ 298 object ACC (RO, clone); /* An object from which to do copy_object() */
296 uint32 editable; /* editable flags (mainly for editor) */ 299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
297 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
298 * in comparison to the head. 301 * in comparison to the head.
299 */ 302 */
300} archetype; 303};
301 304
302extern object *objects; 305extern object *objects;
303extern object *active_objects; 306extern object *active_objects;
304extern object *free_objects;
305extern object objarray[STARTMAX];
306 307
307extern int nrofallocobjects; 308extern int nrofallocobjects;
308extern int nroffreeobjects;
309 309
310/* This returns TRUE if the object is somethign that 310/* This returns TRUE if the object is something that
311 * should be displayed in the look window 311 * should be displayed in the look window
312 */ 312 */
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
314 314
315/* Used by update_object to know if the object being passed is 315/* Used by update_object to know if the object being passed is
316 * being added or removed. 316 * being added or removed.
317 */ 317 */
318#define UP_OBJ_INSERT 1 318#define UP_OBJ_INSERT 1
319#define UP_OBJ_REMOVE 2 319#define UP_OBJ_REMOVE 2
320#define UP_OBJ_CHANGE 3 320#define UP_OBJ_CHANGE 3
321#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 321#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
322 322
323/* These are flags passed to insert_ob_in_map and 323/* These are flags passed to insert_ob_in_map and
324 * insert_ob_in_ob. Note that all flags may not be meaningful 324 * insert_ob_in_ob. Note that all flags may not be meaningful
325 * for both functions. 325 * for both functions.
326 * Most are fairly explanatory: 326 * Most are fairly explanatory:
345 * are mutually exclusive. The behaviour for passing more than one 345 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens 346 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change 347 * right now if you pass more than one, that could very well change
348 * in future revisions of the code. 348 * in future revisions of the code.
349 */ 349 */
350#define INS_NO_MERGE 0x0001 350#define INS_NO_MERGE 0x0001
351#define INS_ABOVE_FLOOR_ONLY 0x0002 351#define INS_ABOVE_FLOOR_ONLY 0x0002
352#define INS_NO_WALK_ON 0x0004 352#define INS_NO_WALK_ON 0x0004
353#define INS_ON_TOP 0x0008 353#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 354#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020 355#define INS_MAP_LOAD 0x0020
356 356
357#define ARCH_SINGULARITY "singularity" 357#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11 358#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic" 359#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 360#define ARCH_DEPLETION "depletion"

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