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Comparing deliantra/server/include/object.h (file contents):
Revision 1.16 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.29 by root, Mon Sep 11 23:33:29 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.16 2006/09/03 14:33:48 elmex 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
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 44
49/* 45/*
54 * 50 *
55 * 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
56 * accessing the list directly. 52 * accessing the list directly.
57 * 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.
58 */ 54 */
59struct key_value { 55struct key_value
56{
60 key_value *next; 57 key_value *next;
61 shstr key, value; 58 shstr key, value;
62}; 59};
63 60
64 61
65/* Definition for WILL_APPLY values. Replaces having harcoded values 62/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 65 * can_apply and will_apply?
69 */ 66 */
70#define WILL_APPLY_HANDLE 0x1 67#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 68#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 69#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 70#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 71#define WILL_APPLY_FOOD 0x10
75 72
76 73
77/* 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
78 * 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,
79 * e.g. copy_object. 76 * e.g. copy_object.
80 */ 77 */
81 78
82struct object_simple : attachable<object> { 79// these are not being copied
80ACC_CLASS (object)
81struct object_keep : refcounted
82{
83 tag_t count; /* Unique object number for this object */ 83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 refcount; /* How many objects points to this object */
85 84
86 /* These variables are not changed by copy_object() */ 85 /* These variables are not changed by copy_object() */
87 struct pl *contr; /* Pointer to the player which control this object */ 86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */ 87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *active_next; /* Next & previous object in the 'active' */ 89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */ 90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */ 91 /* so that the entire object list does not */
93 /* need to be gone through. */ 92 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */ 93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */ 94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/ 95 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 96 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this 97 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 98 * is only used by the player right now.
100 */ 99 */
101 struct object *env; /* Pointer to the object which is the environment. 100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 101 * This is typically the container that the object is in.
103 */ 102 */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */ 104 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 106};
108 107
109struct object_special { 108// these are being copied
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 109struct object_copy : attachable<object>
111 * All fields beow this point are automatically copied by memcpy. If 110{
112 * adding something that needs a refcount updated, make sure you modify 111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
113 * copy_object to do so. Everything below here also gets cleared
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */ 112 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 113 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 114 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 115 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 116 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 117 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 120 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 121 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124};
126 125
127 sint16 x,y; /* Position in the map for this object */ 126// these are being copied and also cleared
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
128 float speed; /* The overall speed of this object */ 130 float ACC (RW, speed); /* The overall speed of this object */
129 float speed_left; /* How much speed is left to spend this round */ 131 float ACC (RW, speed_left); /* How much speed is left to spend this round */
130 uint32 nrof; /* How many of the objects */ 132 uint32 ACC (RW, nrof); /* How many of the objects */
131 New_Face *face; /* Face with colors */ 133 New_Face *ACC (RW, face); /* Face with colors */
132 sint8 direction; /* Means the object is moving that way. */ 134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
133 sint8 facing; /* Object is oriented/facing that way. */ 135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
134 136
135 /* This next big block are basically used for monsters and equipment */ 137 /* This next big block are basically used for monsters and equipment */
136 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
137 uint8 subtype; /* subtype of object */ 139 uint8 ACC (RW, subtype); /* subtype of object */
138 uint16 client_type; /* Public type information. see doc/Developers/objects */ 140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
139 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
140 uint32 attacktype; /* Bitmask of attacks this object does */ 142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
141 uint32 path_attuned; /* Paths the object is attuned to */ 143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
142 uint32 path_repelled; /* Paths the object is repelled from */ 144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
143 uint32 path_denied; /* Paths the object is denied access to */ 145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
144 uint16 material; /* What materials this object consist of */ 146 uint16 ACC (RW, material); /* What materials this object consist of */
145 shstr materialname; /* specific material name */
146 sint8 magic; /* Any magical bonuses to this item */ 147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
147 uint8 state; /* How the object was last drawn (animation) */ 148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
148 sint32 value; /* How much money it is worth (or contains) */ 149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
149 sint16 level; /* Level of creature or object */
150 /* Note that the last_.. values are sometimes used for non obvious 150 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 151 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 152 */
153 sint32 last_heal; /* Last healed. Depends on constitution */ 153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 last_sp; /* As last_heal, but for spell points */ 154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 last_grace; /* as last_sp, except for grace */ 155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 last_eat; /* How long since we last ate */ 156 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 invisible; /* How much longer the object will be invis */ 157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */
158 uint8 pick_up; /* See crossfire.doc */ 159 uint8 ACC (RW, pick_up); /* See crossfire.doc */
159 sint8 item_power; /* power rating of the object */ 160 sint8 ACC (RW, item_power); /* power rating of the object */
160 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
161 sint32 weight; /* Attributes of the object */
162 sint32 weight_limit; /* Weight-limit of object */
163 sint32 carrying; /* How much weight this object contains */
164 sint8 glow_radius; /* indicates the glow radius of the object */ 162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */
165 living stats; /* Str, Con, Dex, etc */ 166 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 sint64 perm_exp; /* Permanent exp */ 167 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 struct object *current_weapon; /* Pointer to the weapon currently used */ 168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
168 uint32 weapontype; /* type of weapon */ 169 uint32 ACC (RW, weapontype); /* type of weapon */
169 uint32 tooltype; /* type of tool or build facility */ 170 uint32 ACC (RW, tooltype); /* type of tool or build facility */
170 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
171 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */
172 /* See the doc/Developers/objects for more info about body locations */ 174 /* See the doc/Developers/objects for more info about body locations */
173 175
174 /* Following mostly refers to fields only used for monsters */ 176 /* Following mostly refers to fields only used for monsters */
175 struct object *owner; /* Pointer to the object which controls this one */ 177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
176 /* Owner should not be referred to directly - */
177 /* get_owner should be used instead. */
178 tag_t ownercount; /* What count the owner had (in case owner */
179 /* has been freed) */
180 struct object *enemy; /* Monster/player to follow even if not closest */ 178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
181 struct object *attacked_by; /* This object start to attack us! only player & monster */ 179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
182 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
183 struct treasureliststruct *randomitems; /* Items to be generated */ 181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
184 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
185 struct object *chosen_skill; /* the skill chosen to use */ 182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
186 uint32 hide; /* The object is hidden, not invisible */ 183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
187 /* changes made by kholland@sunlab.cit.cornell.edu */ 184 /* changes made by kholland@sunlab.cit.cornell.edu */
188 /* allows different movement patterns for attackers */ 185 /* allows different movement patterns for attackers */
189 sint32 move_status; /* What stage in attack mode */ 186 sint32 ACC (RW, move_status); /* What stage in attack mode */
190 uint16 attack_movement;/* What kind of attack movement */ 187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
191 uint8 will_apply; /* See crossfire.doc */ 188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *spellitem; /* Spell ability monster is choosing to use */ 189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
193 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
194 /* races/classes can need less/more exp to gain levels */ 191 /* races/classes can need less/more exp to gain levels */
195 192
196 /* Spell related information, may be useful elsewhere 193 /* Spell related information, may be useful elsewhere
197 * Note that other fields are used - these files are basically 194 * Note that other fields are used - these files are basically
198 * only used in spells. 195 * only used in spells.
199 */ 196 */
200 sint16 duration; /* How long the spell lasts */ 197 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */
199 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
201 uint8 duration_modifier; /* how level modifies duration */ 202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
202 sint16 casting_time; /* time left before spell goes off */
203 struct object *spell; /* Spell that was being cast */
204 uint16 start_holding;
205 char *spellarg;
206 uint8 dam_modifier; /* How going up in level effects damage */ 203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
207 sint8 range; /* Range of the spell */ 204 sint8 ACC (RW, range); /* Range of the spell */
208 uint8 range_modifier; /* How going up in level effects range */ 205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
209 206
210 /* Following are values used by any object */ 207 /* Following are values used by any object */
211 struct archt *arch; /* Pointer to archetype */ 208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
212 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
213 /* this objects turns into or what this object creates */ 210 /* this objects turns into or what this object creates */
214 uint32 flags[4]; /* various flags */ 211 uint32 flags[4]; /* various flags */
215 uint16 animation_id; /* An index into the animation array */ 212 uint16 ACC (RW, animation_id); /* An index into the animation array */
216 uint8 anim_speed; /* ticks between animation-frames */ 213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
217 uint8 last_anim; /* last sequence used to draw face */ 214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
218 sint32 elevation; /* elevation of this terrain - not currently used */ 215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
219 uint8 smoothlevel; /* how to smooth this square around*/ 216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
220 217
221 MoveType move_type; /* Type of movement this object uses */ 218 MoveType ACC (RW, move_type); /* Type of movement this object uses */
222 MoveType move_block; /* What movement types this blocks */ 219 MoveType ACC (RW, move_block); /* What movement types this blocks */
223 MoveType move_allow; /* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
224 MoveType move_on; /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
225 MoveType move_off; /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
226 MoveType move_slow; /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
227 float move_slow_penalty; /* How much this slows down the object */ 224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
228
229 shstr custom_name; /* Custom name assigned by player */
230 key_value *key_values; /* Fields not explictly known by the loader. */ 225 key_value *key_values; /* Fields not explictly known by the loader. */
231}; 226};
232 227
233struct object : object_special, object_simple, zero_initialised { 228struct object : zero_initialised, object_keep, object_copy, object_pod
229{
230 static object *create ();
231 void free (bool free_inventory = false);
232
233 static void free_mortals ();
234 static bool can_merge (object *op1, object *op2);
235
236 void clear ();
234 void clone (object *destination) 237 void clone (object *destination);
238
239 void set_owner (object *owner);
240 object *get_owner ();
241
242 // fully recursive iterator
243 struct iterator_base
235 { 244 {
236 destination->attach = attach; 245 object *item;
237 246
238 if (self || cb) 247 iterator_base (object *item)
239 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 248 : item(item)
249 {
250 }
251
252 operator object *() const { return item; }
253
254 object *operator ->() const { return item; }
255 object &operator * () const { return *item; }
256 };
257
258 struct deep_iterator : iterator_base
259 {
260 deep_iterator (object *op) : iterator_base (op) { }
261
262 void next ();
263 object *operator ++( ) { next (); return item; }
264 object *operator ++(int) { object *i = item; next (); return i; }
265 };
266
267 object *begin ()
268 {
269 return this->inv ? this->inv : end ();
240 } 270 }
241};
242 271
272 object *end ()
273 {
274 return this->below;
275 }
276
277protected:
278 friend struct archetype;
279
280 void link ();
281 void unlink ();
282
283 object ();
284 ~object ();
285};
286
287#define get_object() object::create ()
288#define free_object(op) (op)->free (0)
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293
294static inline object *
295get_owner (object *op)
296{
297 return op->get_owner ();
298}
299
300static inline void
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
307
308typedef struct oblnk
243typedef struct oblnk { /* Used to link together several objects */ 309{ /* Used to link together several objects */
244 object *ob; 310 object *ob;
245 struct oblnk *next; 311 struct oblnk *next;
246 tag_t id; 312 tag_t id;
247} objectlink; 313} objectlink;
248 314
249typedef struct oblinkpt { /* Used to link together several object links */ 315typedef struct oblinkpt
316{ /* Used to link together several object links */
250 struct oblnk *link; 317 struct oblnk *link;
251 long value; /* Used as connected value in buttons/gates */ 318 long value; /* Used as connected value in buttons/gates */
252 struct oblinkpt *next; 319 struct oblinkpt *next;
253} oblinkpt; 320} oblinkpt;
254 321
255/* 322/*
256 * The archetype structure is a set of rules on how to generate and manipulate 323 * The archetype structure is a set of rules on how to generate and manipulate
259 * be much left in the archetype - all it really is is a holder for the 326 * be much left in the archetype - all it really is is a holder for the
260 * object and pointers. This structure should get removed, and just replaced 327 * object and pointers. This structure should get removed, and just replaced
261 * by the object structure 328 * by the object structure
262 */ 329 */
263 330
331ACC_CLASS(archetype)
264typedef struct archt : zero_initialised 332struct archetype : zero_initialised
265{ 333{
334 archetype ();
335 ~archetype ();
336
266 shstr name; /* More definite name, like "generate_kobold" */ 337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
267 struct archt *next; /* Next archetype in a linked list */ 338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
268 struct archt *head; /* The main part of a linked object */ 339 struct archetype *ACC (RW, head); /* The main part of a linked object */
269 struct archt *more; /* Next part of a linked object */ 340 struct archetype *ACC (RW, more); /* Next part of a linked object */
270 object clone; /* An object from which to do copy_object() */ 341 object ACC (RO, clone); /* An object from which to do copy_object() */
271 uint32 editable; /* editable flags (mainly for editor) */ 342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
272 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
273 * in comparison to the head. 344 * in comparison to the head.
274 */ 345 */
275} archetype; 346};
276 347
277extern object *objects; 348extern object *objects;
278extern object *active_objects; 349extern object *active_objects;
279extern object *free_objects;
280extern object objarray[STARTMAX];
281 350
282extern int nrofallocobjects; 351extern int nrofallocobjects;
283extern int nroffreeobjects;
284 352
285/* This returns TRUE if the object is something that 353/* This returns TRUE if the object is something that
286 * should be displayed in the look window 354 * should be displayed in the look window
287 */ 355 */
288#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
291 * being added or removed. 359 * being added or removed.
292 */ 360 */
293#define UP_OBJ_INSERT 1 361#define UP_OBJ_INSERT 1
294#define UP_OBJ_REMOVE 2 362#define UP_OBJ_REMOVE 2
295#define UP_OBJ_CHANGE 3 363#define UP_OBJ_CHANGE 3
296#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 364#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
297 365
298/* These are flags passed to insert_ob_in_map and 366/* These are flags passed to insert_ob_in_map and
299 * insert_ob_in_ob. Note that all flags may not be meaningful 367 * insert_ob_in_ob. Note that all flags may not be meaningful
300 * for both functions. 368 * for both functions.
301 * Most are fairly explanatory: 369 * Most are fairly explanatory:

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