Difference for include/object.h from version 1.36 to 1.37


version 1.36 version 1.37
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 /*  /*
  * 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 $";
  */   */
   
 /*  /*
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 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;
   
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      * 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 */
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     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) */
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     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 */
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     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;
   
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  */   */
   
 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 */


Legend:
line(s) removed in v.1.36 
line(s) changed
 line(s) added in v.1.37

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