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Comparing deliantra/server/include/object.h (file contents):
Revision 1.17 by root, Sun Sep 3 22:45:56 2006 UTC vs.
Revision 1.48 by root, Tue Dec 12 20:53:03 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
77struct object_simple : attachable<object> { 86typedef refptr<object> object_ptr;
78 tag_t count; /* Unique object number for this object */ 87typedef refptr<archetype> arch_ptr;
79 uint16 refcount; /* How many objects points to this object */
80 88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{
93 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95
81 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
82 struct pl *contr; /* Pointer to the player which control this object */ 97 player *ACC (RW, contr); /* Pointer to the player which control this object */
83 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 */
84 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 */
85 struct object *active_next; /* Next & previous object in the 'active' */ 100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
86 struct object *active_prev; /* List. This is used in process_events */ 101 object *ACC (RW, active_prev);/* List. This is used in process_events */
87 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
88 /* need to be gone through. */ 103 /* need to be gone through. */
89 struct object *below; /* Pointer to the object stacked below this one */ 104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
90 struct object *above; /* Pointer to the object stacked above this one */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
91 /* Note: stacked in the *same* environment*/ 106 /* Note: stacked in the *same* environment */
92 struct object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
93 struct object *container; /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
94 * is only used by the player right now. 109 * is only used by the player right now.
95 */ 110 */
96 struct object *env; /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
97 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
98 */ 113 */
99 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 */
100 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
101 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 */
102}; 117};
103 118
104struct object_special { 119// these are being copied
105 /* These get an extra add_refcount(), after having been copied by memcpy(). 120struct object_copy : attachable<object>
106 * All fields beow this point are automatically copied by memcpy. If 121{
107 * adding something that needs a refcount updated, make sure you modify
108 * copy_object to do so. Everything below here also gets cleared
109 * by clear_object()
110 */
111 shstr name; /* The name of the object, obviously... */ 122 shstr ACC (RW, name); /* The name of the object, obviously... */
112 shstr name_pl; /* The plural name of the object */ 123 shstr ACC (RW, name_pl); /* The plural name of the object */
113 shstr title; /* Of foo, etc */ 124 shstr ACC (RW, title); /* Of foo, etc */
114 shstr race; /* human, goblin, dragon, etc */ 125 shstr ACC (RW, race); /* human, goblin, dragon, etc */
115 shstr slaying; /* Which race to do double damage to */ 126 shstr ACC (RW, slaying); /* Which race to do double damage to */
116 /* If this is an exit, this is the filename */ 127 /* If this is an exit, this is the filename */
117 shstr skill; /* Name of the skill this object uses/grants */ 128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
118 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 */
119 shstr lore; /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
120 /* 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 */
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 */
141};
121 142
122 sint16 x,y; /* Position in the map for this object */ 143// these are being copied and also cleared
144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float speed; /* The overall speed of this object */ 148 float ACC (RW, speed); /* The overall speed of this object */
124 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 */
125 uint32 nrof; /* How many of the objects */ 150 uint32 ACC (RW, nrof); /* How many of the objects */
126 New_Face *face; /* Face with colors */
127 sint8 direction; /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 facing; /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129 153
130 /* This next big block are basically used for monsters and equipment */ 154 /* This next big block are basically used for monsters and equipment */
131 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 subtype; /* subtype of object */ 156 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 client_type; /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
135 uint32 attacktype; /* Bitmask of attacks this object does */ 159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 path_attuned; /* Paths the object is attuned to */ 160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 path_repelled; /* Paths the object is repelled from */ 161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 path_denied; /* Paths the object is denied access to */ 162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 material; /* What materials this object consist of */ 163 uint16 ACC (RW, material); /* What materials this object consist of */
140 shstr materialname; /* specific material name */
141 sint8 magic; /* Any magical bonuses to this item */ 164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 state; /* How the object was last drawn (animation) */ 165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
143 sint32 value; /* How much money it is worth (or contains) */ 166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
144 sint16 level; /* Level of creature or object */
145 /* Note that the last_.. values are sometimes used for non obvious 167 /* Note that the last_.. values are sometimes used for non obvious
146 * meanings by some objects, eg, sp penalty, permanent exp. 168 * meanings by some objects, eg, sp penalty, permanent exp.
147 */ 169 */
148 sint32 last_heal; /* Last healed. Depends on constitution */ 170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
149 sint32 last_sp; /* As last_heal, but for spell points */ 171 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
150 sint16 last_grace; /* as last_sp, except for grace */ 172 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
151 sint16 last_eat; /* How long since we last ate */ 173 sint16 ACC (RW, last_eat); /* How long since we last ate */
152 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 */
153 uint8 pick_up; /* See crossfire.doc */ 176 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 item_power; /* power rating of the object */ 177 sint8 ACC (RW, item_power); /* power rating of the object */
155 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) */
156 sint32 weight; /* Attributes of the object */
157 sint32 weight_limit; /* Weight-limit of object */
158 sint32 carrying; /* How much weight this object contains */
159 sint8 glow_radius; /* indicates the glow radius of the object */ 179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
160 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 */
161 sint64 perm_exp; /* Permanent exp */ 183 sint64 ACC (RW, perm_exp); /* Permanent exp */
162 struct object *current_weapon; /* Pointer to the weapon currently used */
163 uint32 weapontype; /* type of weapon */ 184 uint32 ACC (RW, weapontype); /* type of weapon */
164 uint32 tooltype; /* type of tool or build facility */ 185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
165 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 */
166 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 */
167 /* See the doc/Developers/objects for more info about body locations */ 189 /* See the doc/Developers/objects for more info about body locations */
168 190
169 /* Following mostly refers to fields only used for monsters */ 191 /* Following mostly refers to fields only used for monsters */
170 struct object *owner; /* Pointer to the object which controls this one */
171 /* Owner should not be referred to directly - */
172 /* get_owner should be used instead. */
173 tag_t ownercount; /* What count the owner had (in case owner */
174 /* has been freed) */
175 struct object *enemy; /* Monster/player to follow even if not closest */
176 struct object *attacked_by; /* This object start to attack us! only player & monster */
177 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
178 struct treasureliststruct *randomitems; /* Items to be generated */
179 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
180 struct object *chosen_skill; /* the skill chosen to use */
181 uint32 hide; /* The object is hidden, not invisible */ 192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
182 /* changes made by kholland@sunlab.cit.cornell.edu */ 193 /* changes made by kholland@sunlab.cit.cornell.edu */
183 /* allows different movement patterns for attackers */ 194 /* allows different movement patterns for attackers */
184 sint32 move_status; /* What stage in attack mode */ 195 sint32 ACC (RW, move_status); /* What stage in attack mode */
185 uint16 attack_movement;/* What kind of attack movement */ 196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
186 uint8 will_apply; /* See crossfire.doc */ 197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
187 struct object *spellitem; /* Spell ability monster is choosing to use */
188 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
189 /* races/classes can need less/more exp to gain levels */ 199 /* races/classes can need less/more exp to gain levels */
190 200
191 /* Spell related information, may be useful elsewhere 201 /* Spell related information, may be useful elsewhere
192 * Note that other fields are used - these files are basically 202 * Note that other fields are used - these files are basically
193 * only used in spells. 203 * only used in spells.
194 */ 204 */
195 sint16 duration; /* How long the spell lasts */ 205 sint16 ACC (RW, duration); /* How long the spell lasts */
196 uint8 duration_modifier; /* how level modifies duration */
197 sint16 casting_time; /* time left before spell goes off */ 206 sint16 ACC (RW, casting_time);/* time left before spell goes off */
198 struct object *spell; /* Spell that was being cast */
199 uint16 start_holding; 207 uint16 ACC (RW, start_holding);
200 char *spellarg; 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
201 uint8 dam_modifier; /* How going up in level effects damage */ 209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
202 sint8 range; /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
203 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);
204 213
205 /* Following are values used by any object */ 214 /* Following are values used by any object */
206 struct archt *arch; /* Pointer to archetype */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
207 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 */
208 /* this objects turns into or what this object creates */
209 uint32 flags[4]; /* various flags */
210 uint16 animation_id; /* An index into the animation array */
211 uint8 anim_speed; /* ticks between animation-frames */
212 uint8 last_anim; /* last sequence used to draw face */
213 sint32 elevation; /* elevation of this terrain - not currently used */
214 uint8 smoothlevel; /* how to smooth this square around*/
215
216 MoveType move_type; /* Type of movement this object uses */
217 MoveType move_block; /* What movement types this blocks */
218 MoveType move_allow; /* What movement types explicitly allowd */
219 MoveType move_on; /* Move types affected moving on to this space */
220 MoveType move_off; /* Move types affected moving off this space */
221 MoveType move_slow; /* Movement types this slows down */
222 float move_slow_penalty; /* How much this slows down the object */
223
224 shstr custom_name; /* Custom name assigned by player */
225 key_value *key_values; /* Fields not explictly known by the loader. */ 218 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 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 */
227 227
228struct object : object_special, object_simple, zero_initialised { 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 */
235};
236
237struct object : zero_initialised, object_keep, object_copy, object_pod
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 void remove ();
249 object *insert (object *item); // insert into inventory
250
251 static void free_mortals ();
252 static bool can_merge (object *op1, object *op2);
253
254 void clear ();
229 void clone (object *destination) 255 void clone (object *destination);
256
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
258
259 void instantiate ()
230 { 260 {
231 destination->attach = attach; 261 if (!uuid.seq) // HACK
262 uuid = gen_uuid ();
232 263
233 if (self || cb) 264 attachable<object>::instantiate ();
234 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
235 } 265 }
236};
237 266
238typedef struct oblnk { /* Used to link together several objects */ 267 void set_owner (object *owner);
268
269 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const;
271 const char *debug_desc () const;
272
273 // fully recursive iterator
274 struct iterator_base
275 {
276 object *item;
277
278 iterator_base (object *container)
279 : item (container)
280 {
281 }
282
283 operator object *() const { return item; }
284
285 object *operator ->() const { return item; }
286 object &operator * () const { return *item; }
287 };
288
289 // depth-first recursive iterator
290 struct depth_iterator : iterator_base
291 {
292 depth_iterator (object *container);
293 void next ();
294 object *operator ++( ) { next (); return item; }
295 object *operator ++(int) { object *i = item; next (); return i; }
296 };
297
298 object *begin ()
299 {
300 return this;
301 }
302
303 object *end ()
304 {
305 return this;
306 }
307
308protected:
309 friend struct archetype;
310
311 void link ();
312 void unlink ();
313
239 object *ob; 314 object ();
315 ~object ();
316};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define clear_owner(op) (op)->owner = 0
321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{
328 op->set_owner (owner);
329}
330
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
332
333typedef struct oblnk
334{ /* Used to link together several objects */
335 object_ptr ob;
240 struct oblnk *next; 336 struct oblnk *next;
241 tag_t id;
242} objectlink; 337} objectlink;
243 338
244typedef struct oblinkpt { /* Used to link together several object links */ 339typedef struct oblinkpt
340{ /* Used to link together several object links */
245 struct oblnk *link; 341 struct oblnk *link;
246 long value; /* Used as connected value in buttons/gates */ 342 long value; /* Used as connected value in buttons/gates */
247 struct oblinkpt *next; 343 struct oblinkpt *next;
248} oblinkpt; 344} oblinkpt;
249 345
250/* 346/*
251 * The archetype structure is a set of rules on how to generate and manipulate 347 * The archetype structure is a set of rules on how to generate and manipulate
254 * 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
255 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
256 * by the object structure 352 * by the object structure
257 */ 353 */
258 354
259typedef struct archt : zero_initialised 355ACC_CLASS (archetype)
356struct archetype : zero_initialised, refcounted
260{ 357{
358 archetype ();
359 ~archetype ();
360
361 static archetype *find (const char *arch);
362
363 void hash_add (); // add to hastable
364 void hash_del (); // remove from hashtable
365
261 shstr name; /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
262 struct archt *next; /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
263 struct archt *head; /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
264 struct archt *more; /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
265 object clone; /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do copy_object() */
266 uint32 editable; /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
267 sint8 tail_x, 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
268 * in comparison to the head. 373 * in comparison to the head.
269 */ 374 */
270} archetype; 375};
271 376
272extern object *objects; 377extern object *objects;
273extern object *active_objects; 378extern object *active_objects;
274extern object *free_objects;
275extern object objarray[STARTMAX];
276 379
277extern int nrofallocobjects; 380extern int nrofallocobjects;
278extern int nroffreeobjects;
279 381
280/* This returns TRUE if the object is something that 382/* This returns TRUE if the object is something that
281 * should be displayed in the look window 383 * should be displayed in the look window
282 */ 384 */
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
286 * being added or removed. 388 * being added or removed.
287 */ 389 */
288#define UP_OBJ_INSERT 1 390#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 391#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 392#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 393#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 394
293/* These are flags passed to insert_ob_in_map and 395/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 396 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 397 * for both functions.
296 * Most are fairly explanatory: 398 * Most are fairly explanatory:
329#define ARCH_DETECT_MAGIC "detect_magic" 431#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 432#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom" 433#define ARCH_SYMPTOM "symptom"
332 434
333#endif 435#endif
436

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