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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.45 by elmex, Sat Nov 18 23:16:18 2006 UTC vs.
Revision 1.46 by root, Sun Dec 3 01:06:37 2006 UTC

88 88
89// these are not being copied 89// these are not being copied
90ACC_CLASS (object) 90ACC_CLASS (object)
91struct object_keep : refcounted 91struct object_keep : refcounted
92{ 92{
93 tag_t ACC (RW, count); /* Generation count for this object */ 93 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 95
96 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 97 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, 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 */
99 object *ACC (RW, 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 */
100 object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev); /* List. This is used in process_events */ 101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
103 /* need to be gone through. */ 103 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 106 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 109 * is only used by the player right now.
110 */ 110 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
113 */ 113 */
114 object *ACC (RW, 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 */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
119// these are being copied 119// these are being copied
120struct object_copy : attachable<object> 120struct object_copy : attachable<object>
121{ 121{
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 122 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 123 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 124 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 125 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 126 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 127 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 131 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 132 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// these are being copied and also cleared 143// these are being copied and also cleared
144struct object_pod 144struct object_pod
145{ 145{
146 New_Face *ACC (RW, face); /* Face with colors */ 146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 148 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, 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 */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 150 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 153
154 /* This next big block are basically used for monsters and equipment */ 154 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 156 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 163 uint16 ACC (RW, material); /* What materials this object consist of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 /* Note that the last_.. values are sometimes used for non obvious 167 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 168 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 169 */
170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint16 ACC (RW, last_eat); /* How long since we last ate */ 173 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 ACC (RW, 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 */ 175 sint16 ACC (RW, level); /* Level of creature or object */
176 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 176 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177 sint8 ACC (RW, item_power); /* power rating of the object */ 177 sint8 ACC (RW, item_power); /* power rating of the object */
178 sint8 ACC (RW, 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) */
179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
180 sint32 ACC (RW, weight); /* Attributes of the object */ 180 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 182 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 183 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 184 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 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 */
187 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 */ 188 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 189 /* See the doc/Developers/objects for more info about body locations */
190 190
191 /* Following mostly refers to fields only used for monsters */ 191 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 193 /* changes made by kholland@sunlab.cit.cornell.edu */
194 /* allows different movement patterns for attackers */ 194 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 195 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 /* Spell related information, may be useful elsewhere 201 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 202 * Note that other fields are used - these files are basically
203 * only used in spells. 203 * only used in spells.
204 */ 204 */
205 sint16 ACC (RW, 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 */ 206 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 uint16 ACC (RW, start_holding); 207 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, 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); 212 char *ACC (RW, spellarg);
213 213
214 /* Following are values used by any object */ 214 /* Following are values used by any object */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, 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 */
218 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 */ 219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */ 220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id); /* An index into the animation array */ 221 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 229 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 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 */ 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 */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 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 */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 235};
236 236
237struct object : zero_initialised, object_keep, object_copy, object_pod 237struct object : zero_initialised, object_keep, object_copy, object_pod
238{ 238{

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