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Comparing deliantra/server/include/object.h (file contents):
Revision 1.28 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.50 by root, Wed Dec 13 00:42:04 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?
68#define WILL_APPLY_TREASURE 0x02 76#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 77#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 78#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
72 80
73
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 : refcounted 91struct object_keep : refcounted
82{ 92{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84
85 /* 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
86 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 */
87 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 */
88 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 */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
90 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 */
91 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
92 /* need to be gone through. */ 104 /* need to be gone through. */
93 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 */
94 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 */
95 /* Note: stacked in the *same* environment */ 107 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now. 110 * is only used by the player right now.
99 */ 111 */
100 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.
101 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
102 */ 114 */
103 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 */
104 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
105 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 */
106}; 118};
107 119
108// these are being copied 120// these are being copied
109struct object_copy : attachable<object> 121struct object_copy : attachable<object>
110{ 122{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
118 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 */
119 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 */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 133 shstr ACC (RW, materialname); /* specific material name */
123 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 */
124}; 142};
125 143
126// these are being copied and also cleared 144// these are being copied and also cleared
127struct object_pod 145struct object_pod
128{ 146{
147 New_Face *ACC (RW, face); /* Face with colors */
129 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 */
130 float ACC (RW, speed); /* The overall speed of this object */ 149 float ACC (RW, speed); /* The overall speed of this object */
131 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 */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 151 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 154
137 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
140 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 */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 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 */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, material); /* What materials this object consist of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 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) */
150 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 170 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 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 */
158 sint16 ACC (RW, level); /* Level of creature or object */ 176 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
161 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) */
162 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 */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 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 */
172 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 */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
175 191
176 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 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. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
192 201
193 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
195 * only used in spells. 204 * only used in spells.
196 */ 205 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 208 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 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 */
204 sint8 ACC (RW, range); /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
205 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);
206 214
207 /* Following are values used by any object */ 215 /* Following are values used by any object */
208 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 */
209 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. */
210 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 222 uint16 ACC (RW, animation_id);/* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 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 */
217 228
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 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 */
222 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 */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 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 */
225 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 236};
227 237
228struct object : zero_initialised, object_keep, object_copy, object_pod 238struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 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
230 static object *create (); 247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
231 void free (bool free_inventory = false); 250 void destroy (bool destroy_inventory = false);
251 void remove ();
252 object *insert (object *item); // insert into inventory
232 253
233 static void free_mortals (); 254 static void free_mortals ();
234 static bool can_merge (object *op1, object *op2); 255 static bool can_merge (object *op1, object *op2);
235 256
236 void clear (); 257 void clear ();
237 void clone (object *destination); 258
259 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
260
261 void instantiate ()
262 {
263 if (!uuid.seq) // HACK
264 uuid = gen_uuid ();
265
266 attachable<object>::instantiate ();
267 }
238 268
239 void set_owner (object *owner); 269 void set_owner (object *owner);
270
271 // info must hold 256 * 3 bytes currently
272 const char *debug_desc (char *info) const;
273 const char *debug_desc () const;
274
275 // fully recursive iterator
276 struct iterator_base
277 {
278 object *item;
279
280 iterator_base (object *container)
281 : item (container)
282 {
283 }
284
285 operator object *() const { return item; }
286
287 object *operator ->() const { return item; }
288 object &operator * () const { return *item; }
289 };
290
291 // depth-first recursive iterator
292 struct depth_iterator : iterator_base
293 {
294 depth_iterator (object *container);
295 void next ();
296 object *operator ++( ) { next (); return item; }
297 object *operator ++(int) { object *i = item; next (); return i; }
298 };
299
300 object *begin ()
301 {
302 return this;
303 }
304
240 object *get_owner (); 305 object *end ()
306 {
307 return this;
308 }
241 309
242protected: 310protected:
243 friend struct archetype; 311 friend struct archetype;
244 312
245 void link (); 313 void link ();
247 315
248 object (); 316 object ();
249 ~object (); 317 ~object ();
250}; 318};
251 319
252#define get_object() object::create () 320// compatibility functions/macros
253#define free_object(op) (op)->free (0)
254#define free_object2(op, free_inv) (op)->free (free_inv)
255#define clear_owner(op) (op)->owner = 0 321#define clear_owner(op) (op)->owner = 0
256#define copy_owner(op,other) (op)->owner = (other)->owner 322#define copy_owner(op,other) (op)->owner = (other)->owner
323#define get_owner(op) (op)->owner
257#define clear_object(op) (op)->clear () 324#define clear_object(op) (op)->clear ()
258
259static inline object *
260get_owner (object *op)
261{
262 return op->get_owner ();
263}
264 325
265static inline void 326static inline void
266set_owner (object *op, object *owner) 327set_owner (object *op, object *owner)
267{ 328{
268 op->set_owner (owner); 329 op->set_owner (owner);
270 331
271#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 332#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
272 333
273typedef struct oblnk 334typedef struct oblnk
274{ /* Used to link together several objects */ 335{ /* Used to link together several objects */
275 object *ob; 336 object_ptr ob;
276 struct oblnk *next; 337 struct oblnk *next;
277 tag_t id;
278} objectlink; 338} objectlink;
279 339
280typedef struct oblinkpt 340typedef struct oblinkpt
281{ /* Used to link together several object links */ 341{ /* Used to link together several object links */
282 struct oblnk *link; 342 struct oblnk *link;
291 * be much left in the archetype - all it really is is a holder for the 351 * be much left in the archetype - all it really is is a holder for the
292 * object and pointers. This structure should get removed, and just replaced 352 * object and pointers. This structure should get removed, and just replaced
293 * by the object structure 353 * by the object structure
294 */ 354 */
295 355
296ACC_CLASS(archetype) 356ACC_CLASS (archetype)
297struct archetype : zero_initialised 357struct archetype : zero_initialised, refcounted
298{ 358{
299 archetype (); 359 archetype ();
300 ~archetype (); 360 ~archetype ();
301 361
362 static archetype *find (const char *arch);
363
364 void hash_add (); // add to hastable
365 void hash_del (); // remove from hashtable
366
302 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 367 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
303 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 368 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
304 struct archetype *ACC (RW, head); /* The main part of a linked object */ 369 struct archetype *ACC (RW, head); /* The main part of a linked object */
305 struct archetype *ACC (RW, more); /* Next part of a linked object */ 370 struct archetype *ACC (RW, more); /* Next part of a linked object */
306 object ACC (RO, clone); /* An object from which to do copy_object() */ 371 object ACC (RO, clone); /* An object from which to do ->copy_to () */
307 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 372 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
308 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 373 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
309 * in comparison to the head. 374 * in comparison to the head.
310 */ 375 */
311}; 376};
312 377
313extern object *objects; 378extern object *objects;
314extern object *active_objects; 379extern object *active_objects;
315 380
367#define ARCH_DETECT_MAGIC "detect_magic" 432#define ARCH_DETECT_MAGIC "detect_magic"
368#define ARCH_DEPLETION "depletion" 433#define ARCH_DEPLETION "depletion"
369#define ARCH_SYMPTOM "symptom" 434#define ARCH_SYMPTOM "symptom"
370 435
371#endif 436#endif
437

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