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Comparing deliantra/server/include/object.h (file contents):
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.53 by root, Wed Dec 13 18:08:01 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 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
69};
70
71extern void init_uuid ();
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
59 74
60/* Definition for WILL_APPLY values. Replaces having harcoded values 75/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 78 * can_apply and will_apply?
64 */ 79 */
65#define WILL_APPLY_HANDLE 0x1 80#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 81#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 82#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 83#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
70
71 85
72/* 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
73 * 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,
74 * e.g. copy_object. 88 * e.g. ->copy_to ()
75 */ 89 */
90
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
76 93
77// these are not being copied 94// these are not being copied
78struct object_keep 95ACC_CLASS (object)
96struct object_keep : refcounted
79{ 97{
80 tag_t count; /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */
82
83 /* These variables are not changed by copy_object() */ 98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
84 struct pl *contr; /* Pointer to the player which control this object */ 103 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 */ 104 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*/ 105 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' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */ 107 object *ACC (RW, active_prev);/* List. This is used in process_events */
89 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
90 /* need to be gone through. */ 109 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */ 110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */ 111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/ 112 /* Note: stacked in the *same* environment */
94 struct object *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
96 * is only used by the player right now. 115 * is only used by the player right now.
97 */ 116 */
98 struct object *env; /* Pointer to the object which is the environment. 117 object *ACC (RW, env); /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
100 */ 119 */
101 struct object *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 */
102 struct object *head; /* Points to the main object of a large body */ 121 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 */ 122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
104}; 123};
105 124
106// these are being copied 125// these are being copied
107struct object_copy : attachable<object> 126struct object_copy : attachable<object>
108{ 127{
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... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 138 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
127}; 147};
128 148
129// these are being copied and also cleared 149// these are being copied and also cleared
130struct object_pod 150struct object_pod
131{ 151{
132 sint16 x,y; /* Position in the map for this object */ 152 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
134 float 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 */
135 uint32 nrof; /* How many of the objects */ 156 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. */ 157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */ 158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
139 159
140 /* This next big block are basically used for monsters and equipment */ 160 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 169 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 172 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 173 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 175 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 183 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 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) */
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 */ 185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 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 */
175 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 */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */
176 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
177 196
178 /* Following mostly refers to fields only used for monsters */ 197 /* 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 */ 198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 199 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 200 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 201 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 203 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 */ 204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 205 /* races/classes can need less/more exp to gain levels */
199 206
200 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
202 * only used in spells. 209 * only used in spells.
203 */ 210 */
204 sint16 duration; /* How long the spell lasts */ 211 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding; 213 uint16 ACC (RW, start_holding);
209 char *spellarg; 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 216 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
213 219
214 /* Following are values used by any object */ 220 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */ 221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 struct archt *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 */
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. */ 224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 241};
234 242
235struct object : zero_initialised, object_keep, object_copy, object_pod 243struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 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
252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
258
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
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 }
269
237 void clear (); 270 void clear ();
238 void clone (object *destination);
239};
240 271
241typedef struct oblnk { /* Used to link together several objects */ 272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
275
276 void instantiate ()
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280
281 attachable<object>::instantiate ();
282 }
283
284 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const;
286 const char *debug_desc () const;
287
288 // fully recursive iterator
289 struct iterator_base
290 {
291 object *item;
292
293 iterator_base (object *container)
294 : item (container)
295 {
296 }
297
298 operator object *() const { return item; }
299
300 object *operator ->() const { return item; }
301 object &operator * () const { return *item; }
302 };
303
304 // depth-first recursive iterator
305 struct depth_iterator : iterator_base
306 {
307 depth_iterator (object *container);
308 void next ();
309 object *operator ++( ) { next (); return item; }
310 object *operator ++(int) { object *i = item; next (); return i; }
311 };
312
313 object *begin ()
314 {
315 return this;
316 }
317
318 object *end ()
319 {
320 return this;
321 }
322
323protected:
324 friend struct archetype;
325
326 void link ();
327 void unlink ();
328
242 object *ob; 329 object ();
330 ~object ();
331};
332
333typedef struct oblnk
334{ /* Used to link together several objects */
335 object_ptr ob;
243 struct oblnk *next; 336 struct oblnk *next;
244 tag_t id;
245} objectlink; 337} objectlink;
246 338
247typedef struct oblinkpt { /* Used to link together several object links */ 339typedef struct oblinkpt
340{ /* Used to link together several object links */
248 struct oblnk *link; 341 struct oblnk *link;
249 long value; /* Used as connected value in buttons/gates */ 342 long value; /* Used as connected value in buttons/gates */
250 struct oblinkpt *next; 343 struct oblinkpt *next;
251} oblinkpt; 344} oblinkpt;
252 345
253/* 346/*
254 * 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
257 * 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
258 * object and pointers. This structure should get removed, and just replaced 351 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 352 * by the object structure
260 */ 353 */
261 354
262typedef struct archt : zero_initialised 355ACC_CLASS (archetype)
356struct archetype : zero_initialised, refcounted
263{ 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
264 shstr name; /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
266 struct archt *head; /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
269 uint32 editable; /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
270 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
271 * in comparison to the head. 373 * in comparison to the head.
272 */ 374 */
273} archetype; 375};
274 376
275extern object *objects; 377extern object *objects;
276extern object *active_objects; 378extern object *active_objects;
277 379
278extern int nrofallocobjects; 380extern int nrofallocobjects;
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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