/* * Definition of an object. * If the object is inherited, then it must not be destructed ! * * The reset is used as follows: * 0: There is an error in the reset() in this object. Never call it again. * 1: Normal state. * 2 or higher: This is an interactive player, that has not given any commands * for a number of reset periods. */ #define O_HEART_BEAT 0x01 /* Does it have an heart beat ? */ #define O_IS_WIZARD 0x02 /* Is it a wizard player.c ? */ #define O_ENABLE_COMMANDS 0x04 /* Can it execute commands ? */ #define O_CLONE 0x08 /* Is it cloned from a master copy ? */ #define O_DESTRUCTED 0x10 /* Is it destructed ? */ #define O_SWAPPED 0x20 /* Is it swapped to file */ #define O_ONCE_INTERACTIVE 0x40 /* Has it ever been interactive ? */ #define O_APPROVED 0x80 /* Is std/object.c inherited ? */ #define O_RESET_STATE 0x100 /* Object in a 'reset':ed state ? */ #define O_WILL_CLEAN_UP 0x200 /* clean_up will be called next time */ struct object { unsigned short flags; /* Bits or'ed together from above */ short total_light; int next_reset; /* Time of next reset of this object */ int time_of_ref; /* Time when last referenced. Used by swap */ int ref; /* Reference count. */ #ifdef DEBUG int extra_ref; /* Used to check ref count. */ #endif long swap_num; /* Swap file offset. -1 is not swapped yet. */ struct program *prog; char *name; struct object *next_all, *next_inv, *next_heart_beat, *next_hash; struct object *contains; struct object *super; /* Which object surround us ? */ struct object *shadowing; /* Is this object shadowing ? */ struct object *shadowed; /* Is this object shadowed ? */ struct interactive *interactive; /* Data about an interactive player */ struct sentence *sent; struct wiz_list *user; /* What wizard defined this object */ struct wiz_list *eff_user; /* Used for permissions */ struct object *next_hashed_living; char *living_name; /* Name of living object if in hash */ struct svalue variables[1]; /* All variables to this program */ /* The variables MUST come last in the struct */ }; extern struct object *load_object PROT((char *, int)), *find_object PROT((char *)); extern struct object *get_empty_object(), *find_object PROT((char *)), *find_object2 PROT((char *)); extern struct object *current_object, *command_giver; extern struct object *obj_list; extern struct object *obj_list_destruct; struct value; void remove_destructed_objects(), save_object PROT((struct object *, char *)), move_object PROT((struct object *, struct object *)), tell_object PROT((struct object *, char *)), tell_npc PROT((struct object *, char *)), add_ref PROT((struct object *, char *)), free_object PROT((struct object *, char *)), reference_prog PROT((struct program *, char *)); int restore_object PROT((struct object *, char *));