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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
59}; 59};
60 60
61struct UUID 61struct UUID
62{ 62{
63 uint64 seq; 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; }
64}; 69};
65 70
66extern void init_uuid (); 71extern void init_uuid ();
67extern UUID gen_uuid (); 72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
68 74
69/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 78 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 83#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
79 85
80/* 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
81 * 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,
82 * e.g. copy_object. 88 * e.g. ->copy_to ()
83 */ 89 */
90
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
84 93
85// these are not being copied 94// these are not being copied
86ACC_CLASS (object) 95ACC_CLASS (object)
87struct object_keep : refcounted 96struct object_keep : refcounted
88{ 97{
98 /* These variables are not changed by ->copy_to */
99
89 tag_t ACC (RW, count); /* Generation count for this object */ 100 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
91 102
92 /* These variables are not changed by copy_object() */
93 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 */
94 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 */
95 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 */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
97 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 */
98 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
99 /* need to be gone through. */ 109 /* need to be gone through. */
100 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 */
101 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 */
102 /* Note: stacked in the *same* environment */ 112 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 115 * is only used by the player right now.
106 */ 116 */
107 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.
108 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
109 */ 119 */
110 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 */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 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 */
113}; 123};
114 124
115// these are being copied 125// these are being copied
116struct object_copy : attachable<object> 126struct object_copy : attachable<object>
117{ 127{
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 */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ 141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 145 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 147};
138 148
139// these are being copied and also cleared 149// these are being copied and also cleared
140struct object_pod 150struct object_pod
141{ 151{
142 New_Face *ACC (RW, face); /* Face with colors */ 152 New_Face *ACC (RW, face); /* Face with colors */
143 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 */
144 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
145 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 */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 159
150 /* This next big block are basically used for monsters and equipment */ 160 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
153 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 */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 169 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 175 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 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 */
171 sint16 ACC (RW, level); /* Level of creature or object */ 181 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 183 sint8 ACC (RW, item_power); /* power rating of the object */
174 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) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 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 */
183 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 */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 194 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
186 196
187 /* Following mostly refers to fields only used for monsters */ 197 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 199 /* changes made by kholland@sunlab.cit.cornell.edu */
190 /* allows different movement patterns for attackers */ 200 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 201 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
197 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
199 * only used in spells. 209 * only used in spells.
200 */ 210 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 211 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
203 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
206 sint8 ACC (RW, range); /* Range of the spell */ 216 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg); 218 char *ACC (RW, spellarg);
209 219
210 /* Following are values used by any object */ 220 /* Following are values used by any object */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
213 struct archetype *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 */
214 key_value *key_values; /* Fields not explictly known by the loader. */ 224 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 225 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */ 226 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 227 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 233
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 235 MoveType ACC (RW, move_block);/* What movement types this blocks */
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
227 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 */
228 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 */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 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 */
231}; 241};
232 242
233struct object : zero_initialised, object_keep, object_copy, object_pod 243struct object : zero_initialised, object_keep, object_copy, object_pod
234{ 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
235 static object *create (); 252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
236 void free (bool free_inventory = false); 255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
237 258
238 static void free_mortals (); 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
239 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 }
240 269
241 void clear (); 270 void clear ();
242 void clone (object *destination); 271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
243 275
244 void instantiate () 276 void instantiate ()
245 { 277 {
246 if (!uuid.seq) // HACK 278 if (!uuid.seq) // HACK
247 uuid = gen_uuid (); 279 uuid = gen_uuid ();
248 280
249 attachable<object>::instantiate (); 281 attachable<object>::instantiate ();
250 } 282 }
251
252 void set_owner (object *owner);
253 283
254 // info must hold 256 * 3 bytes currently 284 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 285 const char *debug_desc (char *info) const;
256 const char *debug_desc () const; 286 const char *debug_desc () const;
257 287
298 328
299 object (); 329 object ();
300 ~object (); 330 ~object ();
301}; 331};
302 332
303#define get_object() object::create ()
304#define free_object(op) (op)->free (0)
305#define free_object2(op, free_inv) (op)->free (free_inv)
306#define clear_owner(op) (op)->owner = 0
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310
311static inline void
312set_owner (object *op, object *owner)
313{
314 op->set_owner (owner);
315}
316
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
318
319typedef struct oblnk 333typedef struct oblnk
320{ /* Used to link together several objects */ 334{ /* Used to link together several objects */
321 object *ob; 335 object_ptr ob;
322 struct oblnk *next; 336 struct oblnk *next;
323 tag_t id;
324} objectlink; 337} objectlink;
325 338
326typedef struct oblinkpt 339typedef struct oblinkpt
327{ /* Used to link together several object links */ 340{ /* Used to link together several object links */
328 struct oblnk *link; 341 struct oblnk *link;
337 * 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
338 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 352 * by the object structure
340 */ 353 */
341 354
342ACC_CLASS(archetype) 355ACC_CLASS (archetype)
343struct archetype : zero_initialised 356struct archetype : zero_initialised, refcounted
344{ 357{
345 archetype (); 358 archetype ();
346 ~archetype (); 359 ~archetype ();
347 360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
350 struct archetype *ACC (RW, head); /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
352 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 () */
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
354 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
355 * in comparison to the head. 373 * in comparison to the head.
356 */ 374 */
357}; 375};
358 376
359extern object *objects; 377extern object *objects;
360extern object *active_objects; 378extern object *active_objects;
361 379
413#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
416 434
417#endif 435#endif
436

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