version 1.21 | | version 1.22 |
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/* | | /* |
* static char *rcsid_object_h = | | * static char *rcsid_object_h = |
* "$Id: object.h,v 1.21 2002/05/19 03:55:48 mwedel Exp $"; | | * "$Id: object.h,v 1.22 2002/05/31 04:18:33 mwedel Exp $"; |
*/ | | */ |
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/* | | /* |
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/* These get an extra add_refcount(), after having been copied by memcpy() */ | | /* These get an extra add_refcount(), after having been copied by memcpy() */ |
char *name; /* The name of the object, obviously... */ | | char *name; /* The name of the object, obviously... */ |
| | char *name_pl; /* The plural name of the object */ |
char *title; /* Of foo, etc */ | | char *title; /* Of foo, etc */ |
char *race; /* human, goblin, dragon, etc */ | | char *race; /* human, goblin, dragon, etc */ |
char *slaying; /* Which race to do double damage to */ | | char *slaying; /* Which race to do double damage to */ |
| | |
sint8 facing; /* Object is oriented/facing that way. */ | | sint8 facing; /* Object is oriented/facing that way. */ |
| | |
uint8 type; /* PLAYER, BULLET, etc. See define.h */ | | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
| | uint16 client_type; /* Public type information */ |
| | |
sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ | | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
uint32 attacktype; /* Bitmask of attacks this object does */ | | uint32 attacktype; /* Bitmask of attacks this object does */ |
| | |
signed short last_eat; /* How long since we last ate */ | | signed short last_eat; /* How long since we last ate */ |
signed short invisible; /* How much longer the object will be invis */ | | signed short invisible; /* How much longer the object will be invis */ |
unsigned char pick_up; /* See crossfire.doc */ | | unsigned char pick_up; /* See crossfire.doc */ |
int anim_enemy_dir; /* special shadow variable: show dir to targeted enemy */ | | |
int anim_moving_dir; /* sic: shows moving dir or -1 when object do something else */ | | |
int anim_enemy_dir_last; /* if we change facing in movement, we must test for update the anim*/ | | |
int anim_moving_dir_last; /* sic:*/ | | |
int anim_last_facing; /* the last direction this monster was facing */ | | |
int anim_last_facing_last; /* the last direction this monster was facing backbuffer*/ | | |
struct obj *owner; /* Pointer to the object which controls this one */ | | struct obj *owner; /* Pointer to the object which controls this one */ |
/* Owner should not be referred to directly - */ | | /* Owner should not be referred to directly - */ |
/* get_owner should be used instead. */ | | /* get_owner should be used instead. */ |
| | |
tag_t ownercount; /* What count the owner had (in case owner */ | | tag_t ownercount; /* What count the owner had (in case owner */ |
/* has been freed) */ | | /* has been freed) */ |
struct treasureliststruct *randomitems; /* Items to be generated */ | | struct treasureliststruct *randomitems; /* Items to be generated */ |
#if 0 | | |
unsigned short thrown; /* How much further the object will fly */ | | |
#endif | | |
/* Some debug variables: */ | | /* Some debug variables: */ |
unsigned short run_away; /* Monster runs away if it's hp goes below \ | | unsigned short run_away; /* Monster runs away if it's hp goes below \ |
this percentage. */ | | this percentage. */ |