--- deliantra/server/include/object.h 2009/06/27 03:51:05 1.201 +++ deliantra/server/include/object.h 2009/06/27 08:25:36 1.202 @@ -190,8 +190,8 @@ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ - sint32 ACC (RW, nrof); /* How many of the objects */ + sint32 ACC (RW, nrof); /* How many of the objects */ /* This next big block is basically used for monsters and equipment */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ @@ -204,15 +204,16 @@ uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ - sint32 ACC (RW, value); /* How much money it is worth (or contains) */ + /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ - sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ - sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ + sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ @@ -230,60 +231,61 @@ sint32 ACC (RW, weight); /* Attributes of the object */ sint32 ACC (RW, weight_limit);/* Weight-limit of object */ + sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - /* allows different movement patterns for attackers */ - sint32 ACC (RW, move_status); /* What stage in attack mode */ - uint16 ACC (RW, attack_movement); /* What kind of attack movement */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ - /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - sint16 ACC (RW, casting_time);/* time left before spell goes off */ - + uint8 ACC (RW, casting_time); /* time left before spell goes off */ uint8 ACC (RW, duration_modifier); /* how level modifies duration */ + uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + sint8 ACC (RW, item_power); /* power rating of the object */ + uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ - sint8 ACC (RW, item_power); /* power rating of the object */ // 8 free bits + float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ + /* races/classes can need less/more exp to gain levels */ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ - shstr ACC (RW, spellarg); /* only used in arrows - get rid of it? */ /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - uint16 ACC (RW, animation_id);/* An index into the animation array */ - uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ - uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ - + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ + uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ + uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ + /* allows different movement patterns for attackers */ + uint8 ACC (RW, move_status); /* What stage in attack mode */ + uint8 ACC (RW, attack_movement);/* What kind of attack movement */ + + //16+ free bits // rarely-accessed members should be at the end shstr ACC (RW, tag); // a tag used to tracking this object