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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 1.49 by root, Tue Dec 12 21:39:56 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
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
64 69
65/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 73 * can_apply and will_apply?
69 */ 74 */
70#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
75
76 80
77/* 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
78 * 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,
79 * e.g. copy_object. 83 * e.g. ->copy_to ()
80 */ 84 */
81 85
82struct object_simple : attachable<object> { 86typedef refptr<object> object_ptr;
83 tag_t count; /* Unique object number for this object */ 87typedef refptr<archetype> arch_ptr;
84 uint16 refcount; /* How many objects points to this object */
85 88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{
86 /* 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
87 struct pl *contr; /* Pointer to the player which control this object */ 98 player *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 */ 99 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*/ 100 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' */ 101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */ 102 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
93 /* need to be gone through. */ 104 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */ 105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */ 106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/ 107 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 110 * is only used by the player right now.
100 */ 111 */
101 struct object *env; /* Pointer to the object which is the environment. 112 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
103 */ 114 */
104 struct object *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 */
105 struct object *head; /* Points to the main object of a large body */ 116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *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 */
107}; 118};
108 119
109struct object_special { 120// these are being copied
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 121struct object_copy : attachable<object>
111 * All fields beow this point are automatically copied by memcpy. If 122{
112 * adding something that needs a refcount updated, make sure you modify
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... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 129 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */
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 */
142};
126 143
127 sint16 x,y; /* Position in the map for this object */ 144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
128 float speed; /* The overall speed of this object */ 149 float ACC (RW, speed); /* The overall speed of this object */
129 float 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 */
130 uint32 nrof; /* How many of the objects */ 151 uint32 ACC (RW, nrof); /* How many of the objects */
131 New_Face *face; /* Face with colors */
132 sint8 direction; /* Means the object is moving that way. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
133 sint8 facing; /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
134 154
135 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
136 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
137 uint8 subtype; /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
138 uint16 client_type; /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
139 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
140 uint32 attacktype; /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
141 uint32 path_attuned; /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
142 uint32 path_repelled; /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
143 uint32 path_denied; /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
144 uint16 material; /* What materials this object consist of */ 164 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 */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
147 uint8 state; /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
148 sint32 value; /* How much money it is worth (or contains) */ 167 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 168 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 170 */
153 sint32 last_heal; /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 last_sp; /* As last_heal, but for spell points */ 172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 last_grace; /* as last_sp, except for grace */ 173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 last_eat; /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 invisible; /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
158 uint8 pick_up; /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
159 sint8 item_power; /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
160 sint8 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) */
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 */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
165 living stats; /* Str, Con, Dex, etc */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 sint64 perm_exp; /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 struct object *current_weapon; /* Pointer to the weapon currently used */
168 uint32 weapontype; /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
169 uint32 tooltype; /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
170 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 */
171 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 */
172 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
173 191
174 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
175 struct object *owner; /* Pointer to the object which controls this one */
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 */
181 struct object *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 */
183 struct treasureliststruct *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 */
186 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
187 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
188 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
189 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
190 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
191 uint8 will_apply; /* See crossfire.doc */ 198 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 */
193 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
194 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
195 201
196 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
197 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
198 * only used in spells. 204 * only used in spells.
199 */ 205 */
200 sint16 duration; /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
201 uint8 duration_modifier; /* how level modifies duration */
202 sint16 casting_time; /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
203 struct object *spell; /* Spell that was being cast */
204 uint16 start_holding; 208 uint16 ACC (RW, start_holding);
205 char *spellarg; 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
206 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
207 sint8 range; /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
208 uint8 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);
209 214
210 /* Following are values used by any object */ 215 /* Following are values used by any object */
211 struct archt *arch; /* Pointer to archetype */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
212 struct archt *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 */
213 /* this objects turns into or what this object creates */
214 uint32 flags[4]; /* various flags */
215 uint16 animation_id; /* An index into the animation array */
216 uint8 anim_speed; /* ticks between animation-frames */
217 uint8 last_anim; /* last sequence used to draw face */
218 sint32 elevation; /* elevation of this terrain - not currently used */
219 uint8 smoothlevel; /* how to smooth this square around*/
220
221 MoveType move_type; /* Type of movement this object uses */
222 MoveType move_block; /* What movement types this blocks */
223 MoveType move_allow; /* What movement types explicitly allowd */
224 MoveType move_on; /* Move types affected moving on to this space */
225 MoveType move_off; /* Move types affected moving off this space */
226 MoveType move_slow; /* Movement types this slows down */
227 float 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. */ 219 key_value *key_values; /* Fields not explictly known by the loader. */
231}; 220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
232 228
233struct object : object_special, object_simple, zero_initialised { 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
234 void clone (object *destination) 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236};
237
238struct object : zero_initialised, object_keep, object_copy, object_pod
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
247 static object *create ();
248 void copy_to (object *dst);
249 void destroy (bool destroy_inventory = false);
250 void remove ();
251 object *insert (object *item); // insert into inventory
252
253 static void free_mortals ();
254 static bool can_merge (object *op1, object *op2);
255
256 void clear ();
257
258 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
259
260 void instantiate ()
235 { 261 {
236 destination->attach = attach; 262 if (!uuid.seq) // HACK
263 uuid = gen_uuid ();
237 264
238 if (self || cb) 265 attachable<object>::instantiate ();
239 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
240 } 266 }
241};
242 267
243typedef struct oblnk { /* Used to link together several objects */ 268 void set_owner (object *owner);
269
270 // info must hold 256 * 3 bytes currently
271 const char *debug_desc (char *info) const;
272 const char *debug_desc () const;
273
274 // fully recursive iterator
275 struct iterator_base
276 {
277 object *item;
278
279 iterator_base (object *container)
280 : item (container)
281 {
282 }
283
284 operator object *() const { return item; }
285
286 object *operator ->() const { return item; }
287 object &operator * () const { return *item; }
288 };
289
290 // depth-first recursive iterator
291 struct depth_iterator : iterator_base
292 {
293 depth_iterator (object *container);
294 void next ();
295 object *operator ++( ) { next (); return item; }
296 object *operator ++(int) { object *i = item; next (); return i; }
297 };
298
299 object *begin ()
300 {
301 return this;
302 }
303
304 object *end ()
305 {
306 return this;
307 }
308
309protected:
310 friend struct archetype;
311
312 void link ();
313 void unlink ();
314
244 object *ob; 315 object ();
316 ~object ();
317};
318
319// compatibility functions/macros
320#define clear_owner(op) (op)->owner = 0
321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{
328 op->set_owner (owner);
329}
330
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
332
333typedef struct oblnk
334{ /* Used to link together several objects */
335 object_ptr ob;
245 struct oblnk *next; 336 struct oblnk *next;
246 tag_t id;
247} objectlink; 337} objectlink;
248 338
249typedef struct oblinkpt { /* Used to link together several object links */ 339typedef struct oblinkpt
340{ /* Used to link together several object links */
250 struct oblnk *link; 341 struct oblnk *link;
251 long value; /* Used as connected value in buttons/gates */ 342 long value; /* Used as connected value in buttons/gates */
252 struct oblinkpt *next; 343 struct oblinkpt *next;
253} oblinkpt; 344} oblinkpt;
254 345
255/* 346/*
256 * The archetype structure is a set of rules on how to generate and manipulate 347 * 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 350 * 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 351 * object and pointers. This structure should get removed, and just replaced
261 * by the object structure 352 * by the object structure
262 */ 353 */
263 354
264typedef struct archt : zero_initialised 355ACC_CLASS (archetype)
356struct archetype : zero_initialised, refcounted
265{ 357{
358 archetype ();
359 ~archetype ();
360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
266 shstr name; /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
267 struct archt *next; /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
268 struct archt *head; /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
269 struct archt *more; /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
270 object clone; /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
271 uint32 editable; /* editable flags (mainly for editor) */ 371 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 372 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. 373 * in comparison to the head.
274 */ 374 */
275} archetype; 375};
276 376
277extern object *objects; 377extern object *objects;
278extern object *active_objects; 378extern object *active_objects;
279extern object *free_objects;
280extern object objarray[STARTMAX];
281 379
282extern int nrofallocobjects; 380extern int nrofallocobjects;
283extern int nroffreeobjects;
284 381
285/* This returns TRUE if the object is something that 382/* This returns TRUE if the object is something that
286 * should be displayed in the look window 383 * should be displayed in the look window
287 */ 384 */
288#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
291 * being added or removed. 388 * being added or removed.
292 */ 389 */
293#define UP_OBJ_INSERT 1 390#define UP_OBJ_INSERT 1
294#define UP_OBJ_REMOVE 2 391#define UP_OBJ_REMOVE 2
295#define UP_OBJ_CHANGE 3 392#define UP_OBJ_CHANGE 3
296#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 393#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
297 394
298/* These are flags passed to insert_ob_in_map and 395/* These are flags passed to insert_ob_in_map and
299 * insert_ob_in_ob. Note that all flags may not be meaningful 396 * insert_ob_in_ob. Note that all flags may not be meaningful
300 * for both functions. 397 * for both functions.
301 * Most are fairly explanatory: 398 * Most are fairly explanatory:
334#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
335#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
336#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
337 434
338#endif 435#endif
436

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