obj_data in Merc 1.0


This is obj_data, taken from obj.h in Merc 1.0 (available from ftp.game.org).

/* ======================== Structure for object ========================= */
struct obj_data
{
    sh_int item_number;            /* Where in data-base               */
    sh_int in_room;                /* In what room -1 when conta/carr  */ 
    struct obj_flag_data obj_flags;/* Object information               */
    struct obj_affected_type
	affected[MAX_OBJ_AFFECT];  /* Which abilities in PC to change  */

    char *name;                    /* Title of object :get etc.        */
    char *description ;            /* When in room                     */
    char *short_description;       /* when worn/carry/in cont.         */
    char *action_description;      /* What to write when used          */
    struct extra_descr_data *ex_description; /* extra descriptions     */
    struct char_data *carried_by;  /* Carried by :NULL in room/conta   */

    struct obj_data *in_obj;       /* In what object NULL when none    */
    struct obj_data *contains;     /* Contains objects                 */

    struct obj_data *next_content; /* For 'contains' lists             */
    struct obj_data *next;         /* For the object list              */
};

This is obj_data, taken from obj.h in Medievia IV in 1996.

/* ======================== Structure for object ========================= */
struct obj_data
{
	bool insane;                   /* to check for loops in the obj list */
    sh_int item_number;            /* Where in data-base               */
    int in_room;                /* In what room -1 when conta/carr  */ 
    struct obj_flag_data obj_flags;/* Object information               */
    struct obj_affected_type
	affected[MAX_OBJ_AFFECT];  /* Which abilities in PC to change  */
	int iWeightVersion;
	int iValueWeight;				   /* this its the objects VALUE       */
    int iBornDate;
    int iLastDet;
    int iDetLife;
    char *name;                    /* Title of object :get etc.        */
    char *description ;            /* When in room                     */
    char *short_description;       /* when worn/carry/in cont.         */
    char *action_description;      /* What to write when used          */
    struct extra_descr_data *ex_description; /* extra descriptions     */
    struct char_data *carried_by;  /* Carried by :NULL in room/conta   */
    struct char_data *worn_by;     /* Worn by    :NULL in room/conta   */

    struct obj_data *in_obj;       /* In what object NULL when none    */
    struct obj_data *contains;     /* Contains objects                 */

    struct obj_data *next_content; /* For 'contains' lists             */
    struct obj_data *next;         /* For the object list              */
    struct obj_data *prev;         /* For the object list              */
};