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Comparing deliantra/server/include/object.h (file contents):
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC vs.
Revision 1.60 by root, Wed Dec 20 09:14:22 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
68 76
69/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 80 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
79 87
80/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 90 * e.g. ->copy_to ()
83 */ 91 */
84 92
85typedef refptr<object> object_ptr; 93typedef refptr<object> object_ptr;
86typedef refptr<archetype> arch_ptr; 94typedef refptr<archetype> arch_ptr;
87 95
88// these are not being copied 96// these are not being copied
89ACC_CLASS (object) 97ACC_CLASS (object)
90struct object_keep : refcounted 98struct object_keep : refcounted
91{ 99{
100 /* These variables are not changed by ->copy_to */
101
92 tag_t ACC (RW, count); /* Generation count for this object */ 102 tag_t ACC (RW, count); /* Generation count for this object */
93 UUID uuid; // Unique Identifier, survives saves etc. 103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
94 104
95 /* These variables are not changed by copy_object() */
96 player *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
97 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
100 object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
101 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
102 /* need to be gone through. */ 111 /* need to be gone through. */
103 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
104 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
105 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
106 object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
107 object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
108 * is only used by the player right now. 117 * is only used by the player right now.
109 */ 118 */
110 object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
111 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
112 */ 121 */
113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
116}; 126};
117 127
118// these are being copied 128// these are being copied
119struct object_copy : attachable<object> 129struct object_copy : attachable<object>
120{ 130{
121 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
122 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
123 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
124 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
125 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
127 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
129 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
130 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// these are being copied and also cleared 152// these are being copied and also cleared
143struct object_pod 153struct object_pod
144{ 154{
145 New_Face *ACC (RW, face); /* Face with colors */ 155 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
148 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
149 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
150 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
152 162
153 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
155 uint8 ACC (RW, subtype); /* subtype of object */ 165 uint8 ACC (RW, subtype); /* subtype of object */
156 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
161 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
162 uint16 ACC (RW, material); /* What materials this object consist of */ 172 uint16 ACC (RW, material); /* What materials this object consist of */
163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
166 /* Note that the last_.. values are sometimes used for non obvious 176 /* Note that the last_.. values are sometimes used for non obvious
167 * meanings by some objects, eg, sp penalty, permanent exp. 177 * meanings by some objects, eg, sp penalty, permanent exp.
168 */ 178 */
169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint16 ACC (RW, last_eat); /* How long since we last ate */ 182 sint16 ACC (RW, last_eat); /* How long since we last ate */
173 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
174 sint16 ACC (RW, level); /* Level of creature or object */ 184 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 185 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 ACC (RW, item_power); /* power rating of the object */ 186 sint8 ACC (RW, item_power); /* power rating of the object */
177 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
179 sint32 ACC (RW, weight); /* Attributes of the object */ 189 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */ 191 sint32 ACC (RW, carrying); /* How much weight this object contains */
182 sint64 ACC (RW, perm_exp); /* Permanent exp */ 192 sint64 ACC (RW, perm_exp); /* Permanent exp */
183 uint32 ACC (RW, weapontype); /* type of weapon */ 193 uint32 ACC (RW, weapontype); /* type of weapon */
184 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
185 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
186 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */ 197 living ACC (RO, stats); /* Str, Con, Dex, etc */
188 /* See the doc/Developers/objects for more info about body locations */ 198 /* See the doc/Developers/objects for more info about body locations */
189 199
190 /* Following mostly refers to fields only used for monsters */ 200 /* Following mostly refers to fields only used for monsters */
191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
192 /* changes made by kholland@sunlab.cit.cornell.edu */ 202 /* changes made by kholland@sunlab.cit.cornell.edu */
193 /* allows different movement patterns for attackers */ 203 /* allows different movement patterns for attackers */
194 sint32 ACC (RW, move_status); /* What stage in attack mode */ 204 sint32 ACC (RW, move_status); /* What stage in attack mode */
195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
196 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 /* Spell related information, may be useful elsewhere 210 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 211 * Note that other fields are used - these files are basically
202 * only used in spells. 212 * only used in spells.
203 */ 213 */
204 sint16 ACC (RW, duration); /* How long the spell lasts */ 214 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 215 sint16 ACC (RW, casting_time);/* time left before spell goes off */
206 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
211 char *ACC (RW, spellarg); 221 char *ACC (RW, spellarg);
212 222
213 /* Following are values used by any object */ 223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
217 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
218 /* this objects turns into or what this object creates */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
219 uint32 flags[4]; /* various flags */
220 uint16 ACC (RW, animation_id); /* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
226 236
227 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */ 238 MoveType ACC (RW, move_block);/* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 242 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234}; 244};
235 245
236struct object : zero_initialised, object_keep, object_copy, object_pod 246struct object : zero_initialised, object_keep, object_copy, object_pod
237{ 247{
241 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects" 253 static object *first; // will be replaced by "objects"
244 254
245 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
246 void destroy (bool destroy_inventory = false); 258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
247 261
248 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
249 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
250 272
251 void clear (); 273 void clear ();
252 void clone (object *destination);
253 274
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner);
255 278
256 void instantiate () 279 void instantiate ()
257 { 280 {
258 if (!uuid.seq) // HACK 281 if (!uuid.seq) // HACK
259 uuid = gen_uuid (); 282 uuid = gen_uuid ();
260 283
261 attachable<object>::instantiate (); 284 attachable<object>::instantiate ();
262 } 285 }
263
264 void set_owner (object *owner);
265 286
266 // info must hold 256 * 3 bytes currently 287 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const; 288 const char *debug_desc (char *info) const;
268 const char *debug_desc () const; 289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
269 317
270 // fully recursive iterator 318 // fully recursive iterator
271 struct iterator_base 319 struct iterator_base
272 { 320 {
273 object *item; 321 object *item;
309 void unlink (); 357 void unlink ();
310 358
311 object (); 359 object ();
312 ~object (); 360 ~object ();
313}; 361};
314
315#define get_object() object::create ()
316#define free_object(op) (op)->destroy (0)
317#define free_object2(op, free_inv) (op)->destroy (free_inv)
318#define clear_owner(op) (op)->owner = 0
319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
321#define clear_object(op) (op)->clear ()
322
323static inline void
324set_owner (object *op, object *owner)
325{
326 op->set_owner (owner);
327}
328
329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
330 362
331typedef struct oblnk 363typedef struct oblnk
332{ /* Used to link together several objects */ 364{ /* Used to link together several objects */
333 object_ptr ob; 365 object_ptr ob;
334 struct oblnk *next; 366 struct oblnk *next;
363 395
364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
366 struct archetype *ACC (RW, head); /* The main part of a linked object */ 398 struct archetype *ACC (RW, head); /* The main part of a linked object */
367 struct archetype *ACC (RW, more); /* Next part of a linked object */ 399 struct archetype *ACC (RW, more); /* Next part of a linked object */
368 object ACC (RO, clone); /* An object from which to do copy_object() */ 400 object ACC (RO, clone); /* An object from which to do ->copy_to () */
369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 401 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 402 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
371 * in comparison to the head. 403 * in comparison to the head.
372 */ 404 */
373}; 405};
378extern int nrofallocobjects; 410extern int nrofallocobjects;
379 411
380/* This returns TRUE if the object is something that 412/* This returns TRUE if the object is something that
381 * should be displayed in the look window 413 * should be displayed in the look window
382 */ 414 */
383#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 415#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
384 416
385/* Used by update_object to know if the object being passed is 417/* Used by update_object to know if the object being passed is
386 * being added or removed. 418 * being added or removed.
387 */ 419 */
388#define UP_OBJ_INSERT 1 420#define UP_OBJ_INSERT 1

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