Difference for include/object.h from version 1.32 to 1.33


version 1.32 version 1.33
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 /*  /*
  * static char *rcsid_object_h =   * static char *rcsid_object_h =
  *   "$Id: object.h,v 1.32 2003/09/03 13:42:19 tchize Exp $";   *   "$Id: object.h,v 1.33 2003/09/13 05:01:33 mwedel Exp $";
  */   */
   
 /*  /*
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 typedef uint32 tag_t;  typedef uint32 tag_t;
 #define NUM_BODY_LOCATIONS 12  #define NUM_BODY_LOCATIONS 12
   #define BODY_ARMS 1
   
 /* See common/item.c */  /* See common/item.c */
   
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     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 */
  /* If this is an exit, this is the filename */   /* If this is an exit, this is the filename */
       char *skill; /* Name of the skill this object uses/grants */
     char *msg; /* If this is a book/sign/magic mouth/etc */      char *msg; /* If this is a book/sign/magic mouth/etc */
     char *lore; /* Obscure information about this object, */      char *lore; /* Obscure information about this object, */
  /* To get put into books and the like. */   /* To get put into books and the like. */
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     sint16 ox,oy; /* For debugging: Where it was last inserted */      sint16 ox,oy; /* For debugging: Where it was last inserted */
     float speed; /* The overall speed of this object */      float speed; /* The overall speed of this object */
     float speed_left; /* How much speed is left to spend this round */      float speed_left; /* How much speed is left to spend this round */
     float casting_speed; /* casting speed - used to fine tune monster casting */  
     uint32 nrof; /* How many of the objects */      uint32 nrof; /* How many of the objects */
     New_Face *face; /* Face with colors */      New_Face *face; /* Face with colors */
     sint8 direction; /* Means the object is moving that way. */      sint8 direction; /* Means the object is moving that way. */
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     sint32 carrying; /* How much weight this object contains */      sint32 carrying; /* How much weight this object contains */
     sint16 glow_radius; /* indicates the glow radius of the object */      sint16 glow_radius; /* indicates the glow radius of the object */
     living stats; /* Str, Con, Dex, etc */      living stats; /* Str, Con, Dex, etc */
       sint64 perm_exp; /* Permanent exp */
     char *current_weapon_script;  /* The script of the currently used weapon. Executed */      char *current_weapon_script;  /* The script of the currently used weapon. Executed */
  /* each time the object attacks something */   /* each time the object attacks something */
     struct obj *current_weapon;   /* Pointer to the weapon currently used */      struct obj *current_weapon;   /* Pointer to the weapon currently used */
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     struct treasureliststruct *randomitems; /* Items to be generated */      struct treasureliststruct *randomitems; /* Items to be generated */
     uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */      uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
     struct obj *chosen_skill; /* the skill chosen to use */      struct obj *chosen_skill; /* the skill chosen to use */
     struct obj *exp_obj; /* the exp. obj (category) assoc. w/ this object */  
     uint32 hide; /* The object is hidden, not invisible */      uint32 hide; /* The object is hidden, not invisible */
     /* changes made by kholland@sunlab.cit.cornell.edu */      /* changes made by kholland@sunlab.cit.cornell.edu */
     /* allows different movement patterns for attackers */      /* allows different movement patterns for attackers */
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     struct obj *spellitem; /* Spell ability monster is choosing to use */      struct obj *spellitem; /* Spell ability monster is choosing to use */
     double expmul; /* needed experience = (calc_exp*expmul) - means some */      double expmul; /* needed experience = (calc_exp*expmul) - means some */
  /* races/classes can need less/more exp to gain levels */   /* races/classes can need less/more exp to gain levels */
     sint16 casting;         /* time left before spell goes off */  
     uint16 spell_state;      /* Spell related information, may be useful elsewhere
        * Note that other fields are used - these files are basically
        * only used in spells.
        */
       sint16 duration; /* How long the spell lasts */
       uint8 duration_modifier; /* how level modifies duration */
       sint16 casting_time; /* time left before spell goes off */
       struct obj *spell; /* Spell that was being cast */
     uint16 start_holding;      uint16 start_holding;
     struct spell_struct *spell;  
     uint32 spelltype;  
     char *spellarg;      char *spellarg;
       uint8 dam_modifier; /* How going up in level effects damage */
       sint8 range; /* Range of the spell */
       uint8 range_modifier; /* How going up in level effects range  */
   
     /* Following are values used by any object */      /* Following are values used by any object */
     struct archt *arch;         /* Pointer to archetype */      struct archt *arch;         /* Pointer to archetype */
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     uint8 last_anim; /* last sequence used to draw face */      uint8 last_anim; /* last sequence used to draw face */
     sint32  elevation; /* elevation of this terrain - not currently used */      sint32  elevation; /* elevation of this terrain - not currently used */
     uint8   smoothlevel;    /* how to smooth this square around*/      uint8   smoothlevel;    /* how to smooth this square around*/
   
     //char *event_hook[30];    /* GROS - extensions for scripting events */  
     //char *event_plugin[30];  
     //char *event_options[30];  
     event   *events;      event   *events;
   
     char  *custom_name; /* Custom name assigned by player */      char  *custom_name; /* Custom name assigned by player */


Legend:
line(s) removed in v.1.32 
line(s) changed
 line(s) added in v.1.33

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