… | |
… | |
88 | |
88 | |
89 | // these are not being copied |
89 | // these are not being copied |
90 | ACC_CLASS (object) |
90 | ACC_CLASS (object) |
91 | struct object_keep : refcounted |
91 | struct 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 |
… | |
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119 | // these are being copied |
119 | // these are being copied |
120 | struct object_copy : attachable<object> |
120 | struct 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 |
144 | struct object_pod |
144 | struct 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. */ |
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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 | |
237 | struct object : zero_initialised, object_keep, object_copy, object_pod |
237 | struct object : zero_initialised, object_keep, object_copy, object_pod |
238 | { |
238 | { |