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175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
177 | |
177 | |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
180 | uint32 ACC (RW, nrof); /* How many of the objects */ |
180 | sint32 ACC (RW, nrof); /* How many of the objects */ |
181 | |
181 | |
182 | /* This next big block is basically used for monsters and equipment */ |
182 | /* This next big block is basically used for monsters and equipment */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
184 | |
184 | |
185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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260 | bool ACC (RW, flag[NUM_FLAGS]); |
260 | bool ACC (RW, flag[NUM_FLAGS]); |
261 | #endif |
261 | #endif |
262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
265 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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266 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
265 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
267 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
266 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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267 | uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
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268 | uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
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269 | uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
268 | }; |
270 | }; |
269 | |
271 | |
270 | struct object : zero_initialised, object_copy |
272 | struct object : zero_initialised, object_copy |
271 | { |
273 | { |
272 | // These variables are not changed by ->copy_to |
274 | // These variables are not changed by ->copy_to |
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465 | /* This return true if object has still randomitems which |
467 | /* This return true if object has still randomitems which |
466 | * could be expanded. |
468 | * could be expanded. |
467 | */ |
469 | */ |
468 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
470 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
469 | |
471 | |
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472 | MTH bool has_dialogue () const { return *&msg == '@'; } |
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473 | |
470 | // returns the outermost owner, never returns 0 |
474 | // returns the outermost owner, never returns 0 |
471 | MTH object *outer_owner () |
475 | MTH object *outer_owner () |
472 | { |
476 | { |
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477 | object *op; |
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478 | |
473 | for (object *op = this; ; op = op->owner) |
479 | for (op = this; op->owner; op = op->owner) |
474 | if (!op->owner) |
480 | ; |
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481 | |
475 | return op; |
482 | return op; |
476 | } |
483 | } |
477 | |
484 | |
478 | // returns the outermost environment, never returns 0 |
485 | // returns the outermost environment, never returns 0 |
479 | MTH object *outer_env () |
486 | MTH object *outer_env () |
480 | { |
487 | { |
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488 | object *op; |
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489 | |
481 | for (object *op = this; ; op = op->env) |
490 | for (op = this; op->env; op = op->env) |
482 | if (!op->env) |
491 | ; |
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492 | |
483 | return op; |
493 | return op; |
484 | } |
494 | } |
485 | |
495 | |
486 | // returns the player that has this object in his inventory, or 0 |
496 | // returns the player that has this object in his inventory, or 0 |
487 | // we assume the player is always the outer env |
497 | // we assume the player is always the outer env |
488 | MTH object *in_player () |
498 | MTH object *in_player () |