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114 | extern facetile *new_faces; |
114 | extern facetile *new_faces; |
115 | |
115 | |
116 | /* |
116 | /* |
117 | * These are the beginnings of linked lists: |
117 | * These are the beginnings of linked lists: |
118 | */ |
118 | */ |
119 | EXTERN player *first_player; |
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120 | EXTERN region *first_region; |
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121 | EXTERN treasurelist *first_treasurelist; |
119 | EXTERN treasurelist *first_treasurelist; |
122 | EXTERN artifactlist *first_artifactlist; |
120 | EXTERN artifactlist *first_artifactlist; |
123 | EXTERN archetype *first_archetype; |
121 | EXTERN archetype *first_archetype; |
124 | EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ |
122 | EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ |
125 | EXTERN godlink *first_god; |
123 | EXTERN godlink *first_god; |
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157 | */ |
155 | */ |
158 | EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; |
156 | EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; |
159 | |
157 | |
160 | EXTERN std::vector<animation> animations; |
158 | EXTERN std::vector<animation> animations; |
161 | EXTERN int num_animations,animations_allocated, bmaps_checksum; |
159 | EXTERN int num_animations,animations_allocated, bmaps_checksum; |
162 | |
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163 | /* Rotate right from bsd sum. This is used in various places for checksumming */ |
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164 | #define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; |
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165 | |
160 | |
166 | #define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] |
161 | #define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] |
167 | #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] |
162 | #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] |
168 | #define GET_ANIM_ID(ob) (ob->animation_id) |
163 | #define GET_ANIM_ID(ob) (ob->animation_id) |
169 | /* NUM_ANIMATIONS returns the number of animations allocated. The last |
164 | /* NUM_ANIMATIONS returns the number of animations allocated. The last |