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Comparing deliantra/server/include/object.h (file contents):
Revision 1.20 by root, Fri Sep 8 16:51:44 2006 UTC vs.
Revision 1.53 by root, Wed Dec 13 18:08:01 2006 UTC

56{ 56{
57 key_value *next; 57 key_value *next;
58 shstr key, value; 58 shstr key, value;
59}; 59};
60 60
61struct UUID
62{
63 uint64 seq;
64
65 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
69};
70
71extern void init_uuid ();
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
61 74
62/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 76 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 77 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 78 * can_apply and will_apply?
66 */ 79 */
67#define WILL_APPLY_HANDLE 0x1 80#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 81#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 82#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 83#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
72
73 85
74/* However, if you're keeping a pointer of some sort, you probably 86/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 87 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 88 * e.g. ->copy_to ()
77 */ 89 */
90
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
78 93
79// these are not being copied 94// these are not being copied
80ACC_CLASS (object) 95ACC_CLASS (object)
81struct object_keep 96struct object_keep : refcounted
82{ 97{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */ 98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 103 player *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 */ 104 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 */ 105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 107 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
93 /* need to be gone through. */ 109 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */ 112 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 115 * is only used by the player right now.
100 */ 116 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 117 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
103 */ 119 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */ 121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 123};
108 124
109// these are being copied 125// these are being copied
110struct object_copy:attachable<object> 126struct object_copy : attachable<object>
111{ 127{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 138 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130}; 147};
131 148
132// these are being copied and also cleared 149// these are being copied and also cleared
133struct object_pod 150struct object_pod
134{ 151{
152 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 159
143 /* This next big block are basically used for monsters and equipment */ 160 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 169 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 175 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 183 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) */ 184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 192 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 */ 193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
180 196
181 /* Following mostly refers to fields only used for monsters */ 197 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 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 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 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 199 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 200 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 201 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 203 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 */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 205 /* races/classes can need less/more exp to gain levels */
202 206
203 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
205 * only used in spells. 209 * only used in spells.
206 */ 210 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 211 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
213 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 216 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 218 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 219
217 /* Following are values used by any object */ 220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
218 struct archt *ACC (RW, arch); /* Pointer to archetype */ 222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
219 struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 225 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 226 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 227 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 233
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 235 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236}; 241};
237 242
238struct object : zero_initialised, object_keep, object_copy, object_pod 243struct object : zero_initialised, object_keep, object_copy, object_pod
239{ 244{
245 typedef unordered_vector<object *> vector;
246
247 static vector mortals;
248 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects"
251
252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
258
259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
240 static bool can_merge (object * op1, object * op2); 263 static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
241 269
242 void clear (); 270 void clear ();
243 void clone (object * destination);
244};
245 271
246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
275
276 void instantiate ()
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280
281 attachable<object>::instantiate ();
282 }
283
284 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const;
286 const char *debug_desc () const;
287
288 // fully recursive iterator
289 struct iterator_base
290 {
291 object *item;
292
293 iterator_base (object *container)
294 : item (container)
295 {
296 }
297
298 operator object *() const { return item; }
299
300 object *operator ->() const { return item; }
301 object &operator * () const { return *item; }
302 };
303
304 // depth-first recursive iterator
305 struct depth_iterator : iterator_base
306 {
307 depth_iterator (object *container);
308 void next ();
309 object *operator ++( ) { next (); return item; }
310 object *operator ++(int) { object *i = item; next (); return i; }
311 };
312
313 object *begin ()
314 {
315 return this;
316 }
317
318 object *end ()
319 {
320 return this;
321 }
322
323protected:
324 friend struct archetype;
325
326 void link ();
327 void unlink ();
328
329 object ();
330 ~object ();
331};
247 332
248typedef struct oblnk 333typedef struct oblnk
249{ /* Used to link together several objects */ 334{ /* Used to link together several objects */
250 object *ob; 335 object_ptr ob;
251 struct oblnk *next; 336 struct oblnk *next;
252 tag_t id;
253} objectlink; 337} objectlink;
254 338
255typedef struct oblinkpt 339typedef struct oblinkpt
256{ /* Used to link together several object links */ 340{ /* Used to link together several object links */
257 struct oblnk *link; 341 struct oblnk *link;
266 * 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
267 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
268 * by the object structure 352 * by the object structure
269 */ 353 */
270 354
271ACC_CLASS(archetype) 355ACC_CLASS (archetype)
272struct archt : zero_initialised 356struct archetype : zero_initialised, refcounted
273{ 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
274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
275 struct archt *ACC (RW, next); /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
276 struct archt *ACC (RW, head); /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
277 struct archt *ACC (RW, more); /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
278 object ACC (RO, clone); /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
280 sint8 ACC (RW, tail_x), ACC (RW, 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
281 * in comparison to the head. 373 * in comparison to the head.
282 */ 374 */
283} archetype; 375};
284 376
285extern object *objects; 377extern object *objects;
286extern object *active_objects; 378extern object *active_objects;
287 379
288extern int nrofallocobjects; 380extern int nrofallocobjects;
339#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
340#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
341#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
342 434
343#endif 435#endif
436

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