version 1.36 | | version 1.37 |
---|
| | |
/* | | /* |
* static char *rcsid_object_h = | | * static char *rcsid_object_h = |
* "$Id: object.h,v 1.36 2005/08/10 13:38:31 ryo_saeba Exp $"; | | * "$Id: object.h,v 1.37 2005/08/12 13:46:34 ryo_saeba Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
typedef struct _event | | typedef struct _event |
{ | | { |
int type; | | int type; |
char *hook; | | const char *hook; |
char *plugin; | | const char *plugin; |
char *options; | | const char *options; |
struct _event *next; | | struct _event *next; |
} event; | | } event; |
| | |
| | |
* copy_object to do so. Everything below here also gets cleared | | * copy_object to do so. Everything below here also gets cleared |
* by clear_object() | | * by clear_object() |
*/ | | */ |
char *name; /* The name of the object, obviously... */ | | const char *name; /* The name of the object, obviously... */ |
char *name_pl; /* The plural name of the object */ | | const char *name_pl; /* The plural name of the object */ |
char *title; /* Of foo, etc */ | | const char *title; /* Of foo, etc */ |
char *race; /* human, goblin, dragon, etc */ | | const char *race; /* human, goblin, dragon, etc */ |
char *slaying; /* Which race to do double damage to */ | | const 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 */ | | const char *skill; /* Name of the skill this object uses/grants */ |
char *msg; /* If this is a book/sign/magic mouth/etc */ | | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
char *lore; /* Obscure information about this object, */ | | const char *lore; /* Obscure information about this object, */ |
/* To get put into books and the like. */ | | /* To get put into books and the like. */ |
| | |
sint16 x,y; /* Position in the map for this object */ | | sint16 x,y; /* Position in the map for this object */ |
| | |
uint32 path_repelled; /* Paths the object is repelled from */ | | uint32 path_repelled; /* Paths the object is repelled from */ |
uint32 path_denied; /* Paths the object is denied access to */ | | uint32 path_denied; /* Paths the object is denied access to */ |
uint16 material; /* What materials this object consist of */ | | uint16 material; /* What materials this object consist of */ |
char *materialname; /* specific material name */ | | const char *materialname; /* specific material name */ |
sint8 magic; /* Any magical bonuses to this item */ | | sint8 magic; /* Any magical bonuses to this item */ |
uint8 state; /* How the object was last drawn (animation) */ | | uint8 state; /* How the object was last drawn (animation) */ |
sint32 value; /* How much money it is worth (or contains) */ | | sint32 value; /* How much money it is worth (or contains) */ |
| | |
sint8 glow_radius; /* indicates the glow radius of the object */ | | sint8 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 */ | | sint64 perm_exp; /* Permanent exp */ |
char *current_weapon_script; /* The script of the currently used weapon. Executed */ | | const 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 */ |
uint32 weapontype; /* type of weapon */ | | uint32 weapontype; /* type of weapon */ |
| | |
uint8 smoothlevel; /* how to smooth this square around*/ | | uint8 smoothlevel; /* how to smooth this square around*/ |
event *events; | | event *events; |
| | |
char *custom_name; /* Custom name assigned by player */ | | const char *custom_name; /* Custom name assigned by player */ |
| | |
} object; | | } object; |
| | |
| | |
*/ | | */ |
| | |
typedef struct archt { | | typedef struct archt { |
char *name; /* More definite name, like "generate_kobold" */ | | const char *name; /* More definite name, like "generate_kobold" */ |
struct archt *next; /* Next archetype in a linked list */ | | struct archt *next; /* Next archetype in a linked list */ |
struct archt *head; /* The main part of a linked object */ | | struct archt *head; /* The main part of a linked object */ |
struct archt *more; /* Next part of a linked object */ | | struct archt *more; /* Next part of a linked object */ |