… | |
… | |
56 | { |
56 | { |
57 | key_value *next; |
57 | key_value *next; |
58 | shstr key, value; |
58 | shstr key, value; |
59 | }; |
59 | }; |
60 | |
60 | |
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61 | struct UUID |
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62 | { |
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63 | uint64 seq; |
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64 | }; |
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65 | |
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66 | extern void init_uuid (); |
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67 | extern UUID gen_uuid (); |
61 | |
68 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
70 | * 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 |
71 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
72 | * can_apply and will_apply? |
… | |
… | |
68 | #define WILL_APPLY_TREASURE 0x02 |
75 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
76 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x08 |
77 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
78 | #define WILL_APPLY_FOOD 0x10 |
72 | |
79 | |
73 | |
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74 | /* However, if you're keeping a pointer of some sort, you probably |
80 | /* 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, |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
76 | * e.g. copy_object. |
82 | * e.g. copy_object. |
77 | */ |
83 | */ |
78 | |
84 | |
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85 | typedef refptr<object> object_ptr; |
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86 | typedef refptr<archetype> arch_ptr; |
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87 | |
79 | // these are not being copied |
88 | // these are not being copied |
80 | ACC_CLASS (object) |
89 | ACC_CLASS (object) |
81 | struct object_keep : refcounted |
90 | struct object_keep : refcounted |
82 | { |
91 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
92 | tag_t ACC (RW, count); /* Generation count for this object */ |
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93 | UUID uuid; // Unique Identifier, survives saves etc. |
84 | |
94 | |
85 | /* These variables are not changed by copy_object() */ |
95 | /* These variables are not changed by copy_object() */ |
86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
96 | 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 */ |
97 | 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 */ |
98 | 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' */ |
99 | 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 */ |
100 | object *ACC (RW, active_prev); /* List. This is used in process_events */ |
91 | /* so that the entire object list does not */ |
101 | /* so that the entire object list does not */ |
92 | /* need to be gone through. */ |
102 | /* need to be gone through. */ |
93 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
103 | 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 */ |
104 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
95 | /* Note: stacked in the *same* environment */ |
105 | /* Note: stacked in the *same* environment */ |
96 | struct object *inv; /* Pointer to the first object in the inventory */ |
106 | object *inv; /* Pointer to the first object in the inventory */ |
97 | struct object *ACC (RW, container); /* Current container being used. I think this |
107 | object *ACC (RW, container); /* Current container being used. I think this |
98 | * is only used by the player right now. |
108 | * is only used by the player right now. |
99 | */ |
109 | */ |
100 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
110 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
101 | * This is typically the container that the object is in. |
111 | * This is typically the container that the object is in. |
102 | */ |
112 | */ |
103 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
113 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
104 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
114 | 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 */ |
115 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
106 | }; |
116 | }; |
107 | |
117 | |
108 | // these are being copied |
118 | // these are being copied |
109 | struct object_copy : attachable<object> |
119 | struct object_copy : attachable<object> |
110 | { |
120 | { |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
121 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
122 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
123 | shstr ACC (RW, title); /* Of foo, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
124 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
125 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
119 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
128 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
120 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
129 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
121 | /* To get put into books and the like. */ |
130 | /* To get put into books and the like. */ |
122 | shstr ACC (RW, materialname); /* specific material name */ |
131 | shstr ACC (RW, materialname); /* specific material name */ |
123 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
132 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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133 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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134 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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135 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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136 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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137 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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138 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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139 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
124 | }; |
140 | }; |
125 | |
141 | |
126 | // these are being copied and also cleared |
142 | // these are being copied and also cleared |
127 | struct object_pod |
143 | struct object_pod |
128 | { |
144 | { |
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145 | New_Face *ACC (RW, face); /* Face with colors */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
146 | 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 */ |
147 | 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 */ |
148 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
132 | uint32 ACC (RW, nrof); /* How many of the objects */ |
149 | uint32 ACC (RW, nrof); /* How many of the objects */ |
133 | New_Face *ACC (RW, face); /* Face with colors */ |
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|
134 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
150 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
135 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
151 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
136 | |
152 | |
137 | /* This next big block are basically used for monsters and equipment */ |
153 | /* This next big block are basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
154 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
… | |
… | |
161 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
177 | 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 */ |
178 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
179 | sint32 ACC (RW, weight); /* Attributes of the object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
180 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
181 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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|
167 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
182 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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|
169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
183 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
184 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
185 | 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 */ |
186 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
187 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
188 | /* See the doc/Developers/objects for more info about body locations */ |
175 | |
189 | |
176 | /* Following mostly refers to fields only used for monsters */ |
190 | /* 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 |
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178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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179 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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180 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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181 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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182 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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183 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
191 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
184 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
192 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
185 | /* allows different movement patterns for attackers */ |
193 | /* allows different movement patterns for attackers */ |
186 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
194 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
187 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
195 | 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. */ |
196 | 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 */ |
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190 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
197 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
191 | /* races/classes can need less/more exp to gain levels */ |
198 | /* races/classes can need less/more exp to gain levels */ |
192 | |
199 | |
193 | /* Spell related information, may be useful elsewhere |
200 | /* Spell related information, may be useful elsewhere |
194 | * Note that other fields are used - these files are basically |
201 | * Note that other fields are used - these files are basically |
195 | * only used in spells. |
202 | * only used in spells. |
196 | */ |
203 | */ |
197 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
204 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
198 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
205 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
199 | uint16 ACC (RW, start_holding); |
206 | uint16 ACC (RW, start_holding); |
200 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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201 | char *ACC (RW, spellarg); |
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202 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
207 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
203 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
208 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
204 | sint8 ACC (RW, range); /* Range of the spell */ |
209 | sint8 ACC (RW, range); /* Range of the spell */ |
205 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
210 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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211 | char *ACC (RW, spellarg); |
206 | |
212 | |
207 | /* Following are values used by any object */ |
213 | /* Following are values used by any object */ |
208 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
214 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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215 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
209 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
216 | arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
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217 | key_value *key_values; /* Fields not explictly known by the loader. */ |
210 | /* this objects turns into or what this object creates */ |
218 | /* this objects turns into or what this object creates */ |
211 | uint32 flags[4]; /* various flags */ |
219 | uint32 flags[4]; /* various flags */ |
212 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
220 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
213 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
221 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
214 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
222 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
215 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
223 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
216 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
224 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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225 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
217 | |
226 | |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
227 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
228 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
229 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
230 | 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 */ |
231 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
232 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
224 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
233 | 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. */ |
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226 | }; |
234 | }; |
227 | |
235 | |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
236 | struct object : zero_initialised, object_keep, object_copy, object_pod |
229 | { |
237 | { |
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238 | typedef unordered_vector<object *> vector; |
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239 | |
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240 | static vector mortals; |
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241 | static vector active; // active objects, not yet used |
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242 | static vector objects; // not used yet, use first->next->... |
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243 | static object *first; // will be replaced by "objects" |
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244 | |
230 | static object *create (); |
245 | static object *create (); |
231 | void free (bool free_inventory = false); |
246 | void destroy (bool destroy_inventory = false); |
232 | |
247 | |
233 | static void free_mortals (); |
248 | static void free_mortals (); |
234 | static bool can_merge (object *op1, object *op2); |
249 | static bool can_merge (object *op1, object *op2); |
235 | |
250 | |
236 | void clear (); |
251 | void clear (); |
237 | void clone (object *destination); |
252 | void clone (object *destination); |
238 | |
253 | |
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254 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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255 | |
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256 | void instantiate () |
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257 | { |
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258 | if (!uuid.seq) // HACK |
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259 | uuid = gen_uuid (); |
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260 | |
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261 | attachable<object>::instantiate (); |
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262 | } |
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263 | |
239 | void set_owner (object *owner); |
264 | void set_owner (object *owner); |
240 | object *get_owner (); |
265 | |
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266 | // info must hold 256 * 3 bytes currently |
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267 | const char *debug_desc (char *info) const; |
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268 | const char *debug_desc () const; |
241 | |
269 | |
242 | // fully recursive iterator |
270 | // fully recursive iterator |
243 | struct iterator_base |
271 | struct iterator_base |
244 | { |
272 | { |
245 | object *item; |
273 | object *item; |
… | |
… | |
283 | object (); |
311 | object (); |
284 | ~object (); |
312 | ~object (); |
285 | }; |
313 | }; |
286 | |
314 | |
287 | #define get_object() object::create () |
315 | #define get_object() object::create () |
288 | #define free_object(op) (op)->free (0) |
316 | #define free_object(op) (op)->destroy (0) |
289 | #define free_object2(op, free_inv) (op)->free (free_inv) |
317 | #define free_object2(op, free_inv) (op)->destroy (free_inv) |
290 | #define clear_owner(op) (op)->owner = 0 |
318 | #define clear_owner(op) (op)->owner = 0 |
291 | #define copy_owner(op,other) (op)->owner = (other)->owner |
319 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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320 | #define get_owner(op) (op)->owner |
292 | #define clear_object(op) (op)->clear () |
321 | #define clear_object(op) (op)->clear () |
293 | |
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294 | static inline object * |
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295 | get_owner (object *op) |
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296 | { |
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297 | return op->get_owner (); |
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298 | } |
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299 | |
322 | |
300 | static inline void |
323 | static inline void |
301 | set_owner (object *op, object *owner) |
324 | set_owner (object *op, object *owner) |
302 | { |
325 | { |
303 | op->set_owner (owner); |
326 | op->set_owner (owner); |
… | |
… | |
305 | |
328 | |
306 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
329 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
307 | |
330 | |
308 | typedef struct oblnk |
331 | typedef struct oblnk |
309 | { /* Used to link together several objects */ |
332 | { /* Used to link together several objects */ |
310 | object *ob; |
333 | object_ptr ob; |
311 | struct oblnk *next; |
334 | struct oblnk *next; |
312 | tag_t id; |
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313 | } objectlink; |
335 | } objectlink; |
314 | |
336 | |
315 | typedef struct oblinkpt |
337 | typedef struct oblinkpt |
316 | { /* Used to link together several object links */ |
338 | { /* Used to link together several object links */ |
317 | struct oblnk *link; |
339 | struct oblnk *link; |
… | |
… | |
326 | * be much left in the archetype - all it really is is a holder for the |
348 | * be much left in the archetype - all it really is is a holder for the |
327 | * object and pointers. This structure should get removed, and just replaced |
349 | * object and pointers. This structure should get removed, and just replaced |
328 | * by the object structure |
350 | * by the object structure |
329 | */ |
351 | */ |
330 | |
352 | |
331 | ACC_CLASS(archetype) |
353 | ACC_CLASS (archetype) |
332 | struct archetype : zero_initialised |
354 | struct archetype : zero_initialised, refcounted |
333 | { |
355 | { |
334 | archetype (); |
356 | archetype (); |
335 | ~archetype (); |
357 | ~archetype (); |
336 | |
358 | |
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359 | static archetype *find (const char *arch); |
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360 | |
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361 | void hash_add (); // add to hastable |
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362 | void hash_del (); // remove from hashtable |
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363 | |
337 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
364 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
338 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
365 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
339 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
366 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
340 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
367 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
341 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
368 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
342 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
369 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
343 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
370 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
344 | * in comparison to the head. |
371 | * in comparison to the head. |
345 | */ |
372 | */ |
346 | }; |
373 | }; |
347 | |
374 | |
348 | extern object *objects; |
375 | extern object *objects; |
349 | extern object *active_objects; |
376 | extern object *active_objects; |
350 | |
377 | |
… | |
… | |
402 | #define ARCH_DETECT_MAGIC "detect_magic" |
429 | #define ARCH_DETECT_MAGIC "detect_magic" |
403 | #define ARCH_DEPLETION "depletion" |
430 | #define ARCH_DEPLETION "depletion" |
404 | #define ARCH_SYMPTOM "symptom" |
431 | #define ARCH_SYMPTOM "symptom" |
405 | |
432 | |
406 | #endif |
433 | #endif |
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434 | |