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Comparing deliantra/server/include/object.h (file contents):
Revision 1.26 by root, Mon Sep 11 11:15:21 2006 UTC vs.
Revision 1.52 by root, Wed Dec 13 03:29:45 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
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
61 69
62/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 73 * can_apply and will_apply?
66 */ 74 */
67#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
72
73 80
74/* 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
75 * 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,
76 * e.g. copy_object. 83 * e.g. ->copy_to ()
77 */ 84 */
85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
78 88
79// these are not being copied 89// these are not being copied
80ACC_CLASS (object) 90ACC_CLASS (object)
81struct object_keep 91struct object_keep : refcounted
82{ 92{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 sint32 ACC (RW, refcount); /* How many objects points to this object */
85
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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, active_next); /* Next & previous object in the 'active' */ 101 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 */ 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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 *ACC (RW, 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
109// these are being copied 120// these are being copied
110struct object_copy : attachable<object> 121struct object_copy : attachable<object>
111{ 122{
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... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 129 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 */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 133 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 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 */
130}; 142};
131 143
132// these are being copied and also cleared 144// these are being copied and also cleared
133struct object_pod 145struct object_pod
134{ 146{
147 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 148 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 */ 149 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 */ 150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 151 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. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 154
143 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
157 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
158 */ 170 */
159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
162 sint16 ACC (RW, last_eat); /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */ 176 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 178 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) */ 179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
168 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 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 */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 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 */
178 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 */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
181 191
182 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
183 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
184 /* Owner should not be referred to directly - */
185 /* get_owner should be used instead. */
186 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
187 /* has been freed) */
188 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
189 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
190 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
191 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
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 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 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 */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
202 201
203 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
205 * only used in spells. 204 * only used in spells.
206 */ 205 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209 uint16 ACC (RW, start_holding); 208 uint16 ACC (RW, start_holding);
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 char *ACC (RW, spellarg);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, 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);
216 214
217 /* Following are values used by any object */ 215 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, 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 */
219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 228
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 232 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 */ 233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 235 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}; 236};
237
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241 237
242struct object : zero_initialised, object_keep, object_copy, object_pod 238struct object : zero_initialised, object_keep, object_copy, object_pod
243{ 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
244 static object *create (); 247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
245 void free (bool free_inventory = false); 250 void destroy (bool destroy_inventory = false);
251 void remove ();
252 object *insert (object *item); // insert into inventory
246 253
247 static void free_mortals (); 254 static void free_mortals ();
255 static bool can_merge_slow (object *op1, object *op2);
256
257 // this is often used in time-critical code, so optimise
248 static bool can_merge (object *op1, object *op2); 258 static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
249 264
250 void clear (); 265 void clear ();
251 void clone (object *destination); 266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const;
281 const char *debug_desc () const;
282
283 // fully recursive iterator
284 struct iterator_base
285 {
286 object *item;
287
288 iterator_base (object *container)
289 : item (container)
290 {
291 }
292
293 operator object *() const { return item; }
294
295 object *operator ->() const { return item; }
296 object &operator * () const { return *item; }
297 };
298
299 // depth-first recursive iterator
300 struct depth_iterator : iterator_base
301 {
302 depth_iterator (object *container);
303 void next ();
304 object *operator ++( ) { next (); return item; }
305 object *operator ++(int) { object *i = item; next (); return i; }
306 };
307
308 object *begin ()
309 {
310 return this;
311 }
312
313 object *end ()
314 {
315 return this;
316 }
252 317
253protected: 318protected:
254 friend struct archetype; 319 friend struct archetype;
255 320
256 void link (); 321 void link ();
258 323
259 object (); 324 object ();
260 ~object (); 325 ~object ();
261}; 326};
262 327
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265typedef struct oblnk 328typedef struct oblnk
266{ /* Used to link together several objects */ 329{ /* Used to link together several objects */
267 object *ob; 330 object_ptr ob;
268 struct oblnk *next; 331 struct oblnk *next;
269 tag_t id;
270} objectlink; 332} objectlink;
271 333
272typedef struct oblinkpt 334typedef struct oblinkpt
273{ /* Used to link together several object links */ 335{ /* Used to link together several object links */
274 struct oblnk *link; 336 struct oblnk *link;
283 * be much left in the archetype - all it really is is a holder for the 345 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced 346 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 347 * by the object structure
286 */ 348 */
287 349
288ACC_CLASS(archetype) 350ACC_CLASS (archetype)
289struct archetype : zero_initialised 351struct archetype : zero_initialised, refcounted
290{ 352{
291 archetype (); 353 archetype ();
292 ~archetype (); 354 ~archetype ();
293 355
356 static archetype *find (const char *arch);
357
358 void hash_add (); // add to hastable
359 void hash_del (); // remove from hashtable
360
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 363 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 365 object ACC (RO, clone); /* An object from which to do ->copy_to () */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
301 * in comparison to the head. 368 * in comparison to the head.
302 */ 369 */
303}; 370};
304 371
305extern object *objects; 372extern object *objects;
306extern object *active_objects; 373extern object *active_objects;
307 374
359#define ARCH_DETECT_MAGIC "detect_magic" 426#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 427#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 428#define ARCH_SYMPTOM "symptom"
362 429
363#endif 430#endif
431

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