ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.45 by elmex, Sat Nov 18 23:16:18 2006 UTC

31#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 32#define BODY_ARMS 1
33 33
34/* See common/item.c */ 34/* See common/item.c */
35 35
36typedef struct Body_Locations { 36typedef struct Body_Locations
37{
37 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
38 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
39 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
40} Body_Locations; 41} Body_Locations;
41 42
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 44
44/* 45/*
49 * 50 *
50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51 * accessing the list directly. 52 * accessing the list directly.
52 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
53 */ 54 */
54struct key_value { 55struct key_value
56{
55 key_value *next; 57 key_value *next;
56 shstr key, value; 58 shstr key, value;
57}; 59};
58 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
59 69
60/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 73 * can_apply and will_apply?
64 */ 74 */
65#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
70
71 80
72/* 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
73 * 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,
74 * e.g. copy_object. 83 * e.g. copy_object.
75 */ 84 */
76 85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
77// these are not being copied 89// these are not being copied
78struct object_keep 90ACC_CLASS (object)
91struct object_keep : refcounted
79{ 92{
80 tag_t count; /* Unique object number for this object */ 93 tag_t ACC (RW, count); /* Generation count for this object */
81 uint16 refcount; /* How many objects points to this object */ 94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
82 95
83 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
84 struct pl *contr; /* Pointer to the player which control this object */ 97 player *ACC (RW, contr); /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */ 98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/ 99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
87 struct object *active_next; /* Next & previous object in the 'active' */ 100 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */ 101 object *ACC (RW, active_prev); /* List. This is used in process_events */
89 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
90 /* need to be gone through. */ 103 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */ 104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/ 106 /* Note: stacked in the *same* environment */
94 struct object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
96 * is only used by the player right now. 109 * is only used by the player right now.
97 */ 110 */
98 struct object *env; /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
100 */ 113 */
101 struct object *more; /* Pointer to the rest of a large body of objects */ 114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */ 115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
103 struct mapstruct *map; /* Pointer to the map in which this object is present */ 116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
104}; 117};
105 118
106// these are being copied 119// these are being copied
107struct object_copy : attachable<object> 120struct object_copy : attachable<object>
108{ 121{
109 /* These get an extra add_refcount(), after having been copied by memcpy().
110 * All fields beow this point are automatically copied by memcpy. If
111 * adding something that needs a refcount updated, make sure you modify
112 * copy_object to do so. Everything below here also gets cleared
113 * by clear_object()
114 */
115 shstr name; /* The name of the object, obviously... */ 122 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 123 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 124 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 125 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 126 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 127 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 131 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 132 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
127}; 141};
128 142
129// these are being copied and also cleared 143// these are being copied and also cleared
130struct object_pod 144struct object_pod
131{ 145{
132 sint16 x,y; /* Position in the map for this object */ 146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 148 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 149 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 150 uint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
139 153
140 /* This next big block are basically used for monsters and equipment */ 154 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 156 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 160 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 163 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 167 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 168 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 169 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 171 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 172 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 173 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 176 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 177 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 178 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 180 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 183 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 184 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */
176 /* See the doc/Developers/objects for more info about body locations */ 189 /* See the doc/Developers/objects for more info about body locations */
177 190
178 /* Following mostly refers to fields only used for monsters */ 191 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */ 192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 193 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 194 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 195 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 199 /* races/classes can need less/more exp to gain levels */
199 200
200 /* Spell related information, may be useful elsewhere 201 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 202 * Note that other fields are used - these files are basically
202 * only used in spells. 203 * only used in spells.
203 */ 204 */
204 sint16 duration; /* How long the spell lasts */ 205 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time); /* time left before spell goes off */
207 uint16 ACC (RW, start_holding);
205 uint8 duration_modifier; /* how level modifies duration */ 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding;
209 char *spellarg;
210 uint8 dam_modifier; /* How going up in level effects damage */ 209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg);
213 213
214 /* Following are values used by any object */ 214 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 217 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */
219 uint16 animation_id; /* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/
224
225 MoveType move_type; /* Type of movement this object uses */
226 MoveType move_block; /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */
228 MoveType move_on; /* Move types affected moving on to this space */
229 MoveType move_off; /* Move types affected moving off this space */
230 MoveType move_slow; /* Movement types this slows down */
231 float move_slow_penalty; /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */ 218 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id); /* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227
228 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_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_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 235};
234 236
235struct object : zero_initialised, object_keep, object_copy, object_pod 237struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 238{
239 typedef unordered_vector<object *> vector;
240
241 static vector mortals;
242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects"
245
246 static object *create ();
247 void destroy (bool destroy_inventory = false);
248
249 static void free_mortals ();
237 static bool can_merge (object *op1, object *op2); 250 static bool can_merge (object *op1, object *op2);
238 251
239 void clear (); 252 void clear ();
240 void clone (object *destination); 253 void clone (object *destination);
254
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
256
257 void instantiate ()
258 {
259 if (!uuid.seq) // HACK
260 uuid = gen_uuid ();
261
262 attachable<object>::instantiate ();
263 }
264
265 void set_owner (object *owner);
266
267 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const;
269 const char *debug_desc () const;
270
271 // fully recursive iterator
272 struct iterator_base
273 {
274 object *item;
275
276 iterator_base (object *container)
277 : item (container)
278 {
279 }
280
281 operator object *() const { return item; }
282
283 object *operator ->() const { return item; }
284 object &operator * () const { return *item; }
285 };
286
287 // depth-first recursive iterator
288 struct depth_iterator : iterator_base
289 {
290 depth_iterator (object *container);
291 void next ();
292 object *operator ++( ) { next (); return item; }
293 object *operator ++(int) { object *i = item; next (); return i; }
294 };
295
296 object *begin ()
297 {
298 return this;
299 }
300
301 object *end ()
302 {
303 return this;
304 }
305
306protected:
307 friend struct archetype;
308
309 void link ();
310 void unlink ();
311
312 object ();
313 ~object ();
241}; 314};
315
316#define get_object() object::create ()
317#define free_object(op) (op)->destroy (0)
318#define free_object2(op, free_inv) (op)->destroy (free_inv)
319#define clear_owner(op) (op)->owner = 0
320#define copy_owner(op,other) (op)->owner = (other)->owner
321#define get_owner(op) (op)->owner
322#define clear_object(op) (op)->clear ()
323
324static inline void
325set_owner (object *op, object *owner)
326{
327 op->set_owner (owner);
328}
242 329
243#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 330#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
244 331
332typedef struct oblnk
245typedef struct oblnk { /* Used to link together several objects */ 333{ /* Used to link together several objects */
246 object *ob; 334 object_ptr ob;
247 struct oblnk *next; 335 struct oblnk *next;
248 tag_t id;
249} objectlink; 336} objectlink;
250 337
251typedef struct oblinkpt { /* Used to link together several object links */ 338typedef struct oblinkpt
339{ /* Used to link together several object links */
252 struct oblnk *link; 340 struct oblnk *link;
253 long value; /* Used as connected value in buttons/gates */ 341 long value; /* Used as connected value in buttons/gates */
254 struct oblinkpt *next; 342 struct oblinkpt *next;
255} oblinkpt; 343} oblinkpt;
256 344
257/* 345/*
258 * The archetype structure is a set of rules on how to generate and manipulate 346 * The archetype structure is a set of rules on how to generate and manipulate
261 * be much left in the archetype - all it really is is a holder for the 349 * be much left in the archetype - all it really is is a holder for the
262 * object and pointers. This structure should get removed, and just replaced 350 * object and pointers. This structure should get removed, and just replaced
263 * by the object structure 351 * by the object structure
264 */ 352 */
265 353
266typedef struct archt : zero_initialised 354ACC_CLASS (archetype)
355struct archetype : zero_initialised, refcounted
267{ 356{
357 archetype ();
358 ~archetype ();
359
360 static archetype *find (const char *arch);
361
362 void hash_add (); // add to hastable
363 void hash_del (); // remove from hashtable
364
268 shstr name; /* More definite name, like "generate_kobold" */ 365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
269 struct archt *next; /* Next archetype in a linked list */ 366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
270 struct archt *head; /* The main part of a linked object */ 367 struct archetype *ACC (RW, head); /* The main part of a linked object */
271 struct archt *more; /* Next part of a linked object */ 368 struct archetype *ACC (RW, more); /* Next part of a linked object */
272 object clone; /* An object from which to do copy_object() */ 369 object ACC (RO, clone); /* An object from which to do copy_object() */
273 uint32 editable; /* editable flags (mainly for editor) */ 370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
274 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 371 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
275 * in comparison to the head. 372 * in comparison to the head.
276 */ 373 */
277} archetype; 374};
278 375
279extern object *objects; 376extern object *objects;
280extern object *active_objects; 377extern object *active_objects;
281 378
282extern int nrofallocobjects; 379extern int nrofallocobjects;
290 * being added or removed. 387 * being added or removed.
291 */ 388 */
292#define UP_OBJ_INSERT 1 389#define UP_OBJ_INSERT 1
293#define UP_OBJ_REMOVE 2 390#define UP_OBJ_REMOVE 2
294#define UP_OBJ_CHANGE 3 391#define UP_OBJ_CHANGE 3
295#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 392#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
296 393
297/* These are flags passed to insert_ob_in_map and 394/* These are flags passed to insert_ob_in_map and
298 * insert_ob_in_ob. Note that all flags may not be meaningful 395 * insert_ob_in_ob. Note that all flags may not be meaningful
299 * for both functions. 396 * for both functions.
300 * Most are fairly explanatory: 397 * Most are fairly explanatory:
333#define ARCH_DETECT_MAGIC "detect_magic" 430#define ARCH_DETECT_MAGIC "detect_magic"
334#define ARCH_DEPLETION "depletion" 431#define ARCH_DEPLETION "depletion"
335#define ARCH_SYMPTOM "symptom" 432#define ARCH_SYMPTOM "symptom"
336 433
337#endif 434#endif
435

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines