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79 | // these are not being copied |
79 | // these are not being copied |
80 | ACC_CLASS (object) |
80 | ACC_CLASS (object) |
81 | struct object_keep |
81 | struct object_keep |
82 | { |
82 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
84 | uint16 ACC (RW, refcount); /* How many objects points to this object */ |
84 | sint32 ACC (RW, refcount); /* How many objects points to this object */ |
85 | |
85 | |
86 | /* These variables are not changed by copy_object() */ |
86 | /* These variables are not changed by copy_object() */ |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
88 | struct object *ACC (RW, 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 */ |
89 | struct object *ACC (RW, 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 */ |
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151 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
151 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
152 | uint16 ACC (RW, material); /* What materials this object consist of */ |
152 | uint16 ACC (RW, material); /* What materials this object consist of */ |
153 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
153 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
154 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
154 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
155 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
155 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
156 | sint16 ACC (RW, level); /* Level of creature or object */ |
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157 | /* Note that the last_.. values are sometimes used for non obvious |
156 | /* Note that the last_.. values are sometimes used for non obvious |
158 | * meanings by some objects, eg, sp penalty, permanent exp. |
157 | * meanings by some objects, eg, sp penalty, permanent exp. |
159 | */ |
158 | */ |
160 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
159 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
161 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
160 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
162 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
161 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
163 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
162 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
164 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
163 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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164 | sint16 ACC (RW, level); /* Level of creature or object */ |
165 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
165 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
166 | sint8 ACC (RW, item_power); /* power rating of the object */ |
166 | sint8 ACC (RW, item_power); /* power rating of the object */ |
167 | sint8 ACC (RW, 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) */ |
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168 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
168 | sint32 ACC (RW, weight); /* Attributes of the object */ |
169 | sint32 ACC (RW, weight); /* Attributes of the object */ |
169 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
170 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
170 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
171 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
171 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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172 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
172 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
173 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
173 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
174 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
174 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
175 | uint32 ACC (RW, weapontype); /* type of weapon */ |
175 | uint32 ACC (RW, weapontype); /* type of weapon */ |
176 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
176 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
177 | 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 */ |
178 | 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 */ |
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179 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
179 | /* See the doc/Developers/objects for more info about body locations */ |
180 | /* See the doc/Developers/objects for more info about body locations */ |
180 | |
181 | |
181 | /* Following mostly refers to fields only used for monsters */ |
182 | /* Following mostly refers to fields only used for monsters */ |
182 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
183 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
183 | /* Owner should not be referred to directly - */ |
184 | /* Owner should not be referred to directly - */ |
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186 | /* has been freed) */ |
187 | /* has been freed) */ |
187 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
188 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
188 | struct object *ACC (RW, 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 */ |
189 | tag_t ACC (RW, 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 */ |
190 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
191 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
191 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
195 | /* allows different movement patterns for attackers */ |
195 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
198 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
199 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
199 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
200 | double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
200 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
201 | /* races/classes can need less/more exp to gain levels */ |
201 | /* races/classes can need less/more exp to gain levels */ |
202 | |
202 | |
203 | /* Spell related information, may be useful elsewhere |
203 | /* Spell related information, may be useful elsewhere |
204 | * Note that other fields are used - these files are basically |
204 | * Note that other fields are used - these files are basically |
205 | * only used in spells. |
205 | * only used in spells. |
206 | */ |
206 | */ |
207 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
207 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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208 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
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209 | uint16 ACC (RW, start_holding); |
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210 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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211 | char *ACC (RW, spellarg); |
208 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
209 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
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210 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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211 | uint16 ACC (RW, start_holding); |
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212 | char *ACC (RW, spellarg); |
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213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
214 | sint8 ACC (RW, range); /* Range of the spell */ |
214 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
215 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | |
216 | |
217 | /* Following are values used by any object */ |
217 | /* Following are values used by any object */ |