Difference for include/object.h from version 1.37 to 1.38


version 1.37 version 1.38
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 /*  /*
  * static char *rcsid_object_h =   * static char *rcsid_object_h =
  *   "$Id: object.h,v 1.37 2005/08/12 13:46:34 ryo_saeba Exp $";   *   "$Id: object.h,v 1.38 2005/08/23 05:42:58 mwedel Exp $";
  */   */
   
 /*  /*
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     struct _event *next;      struct _event *next;
 } event;  } event;
   
   /*
    * Each object (this also means archetypes!) could have a few of these
    * "dangling" from it; this could also end up containing 'parse errors'.
    *
    * key and value are shared-strings.
    *
    * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
    * accessing the list directly.
    * Exception is if you want to walk this list for some reason.
    */
   typedef struct _key_value {
       const char * key;
       const char * value;
       struct _key_value * next;
   } key_value;
   
   
 /* Definition for WILL_APPLY values.  Replaces having harcoded values  /* Definition for WILL_APPLY values.  Replaces having harcoded values
  * sprinkled in the code.  Note that some of these also replace fields   * sprinkled in the code.  Note that some of these also replace fields
  * that were in the can_apply area.  What is the point of having both   * that were in the can_apply area.  What is the point of having both
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  * Thus, values that need to be copied need to be located beyond that   * Thus, values that need to be copied need to be located beyond that
  * point.   * point.
  *   *
    * However, if you're keeping a pointer of some sort, you probably
    * don't just want it copied, so you'll need to add to common/object.c,
    * e.g. copy-object
    *
  * I've tried to clean up this structure a bit (in terms of formatting)   * I've tried to clean up this structure a bit (in terms of formatting)
  * by making it more consistent.  I've also tried to locate some of the fields   * by making it more consistent.  I've also tried to locate some of the fields
  * more logically together (put the item related ones together, the monster   * more logically together (put the item related ones together, the monster
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     event   *events;      event   *events;
   
     const char  *custom_name; /* Custom name assigned by player */      const char  *custom_name; /* Custom name assigned by player */
       key_value *key_values; /* Fields not explictly known by the loader. */
   
 } object;  } object;
   


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line(s) removed in v.1.37 
line(s) changed
 line(s) added in v.1.38

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