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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 1.59 by root, Tue Dec 19 05:41:21 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 */
116}; 125};
117 126
118// these are being copied 127// these are being copied
119struct object_copy : attachable<object> 128struct object_copy : attachable<object>
120{ 129{
121 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
122 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
123 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
124 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
125 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
127 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 136 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 */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
129 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
130 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// these are being copied and also cleared 151// these are being copied and also cleared
143struct object_pod 152struct object_pod
144{ 153{
145 New_Face *ACC (RW, face); /* Face with colors */ 154 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 155 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 */ 156 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 */ 157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
149 uint32 ACC (RW, nrof); /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
150 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
152 161
153 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
155 uint8 ACC (RW, subtype); /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
156 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
161 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
162 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
166 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
167 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
168 */ 177 */
169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint16 ACC (RW, last_eat); /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
173 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
174 sint16 ACC (RW, level); /* Level of creature or object */ 183 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 ACC (RW, item_power); /* power rating of the object */ 185 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) */ 186 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 */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
179 sint32 ACC (RW, weight); /* Attributes of the object */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
182 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
183 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
184 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
185 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 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 */ 195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
188 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
189 198
190 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
192 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
193 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
194 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 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. */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
202 * only used in spells. 211 * only used in spells.
203 */ 212 */
204 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
206 uint16 ACC (RW, start_holding); 215 uint16 ACC (RW, start_holding);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
211 char *ACC (RW, spellarg); 220 char *ACC (RW, spellarg);
212 221
213 /* Following are values used by any object */ 222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 226 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. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
218 /* this objects turns into or what this object creates */ 228 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 */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
226 235
227 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */ 237 MoveType ACC (RW, move_block);/* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 239 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 */ 240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234}; 243};
235 244
236struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
237{ 246{
241 static vector active; // active objects, not yet used 250 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->... 251 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects" 252 static object *first; // will be replaced by "objects"
244 253
245 static object *create (); 254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
246 void destroy (bool destroy_inventory = false); 257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
247 260
248 static void free_mortals (); 261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
249 static bool can_merge (object *op1, object *op2); 265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
250 271
251 void clear (); 272 void clear ();
252 void clone (object *destination);
253 273
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
255 277
256 void instantiate () 278 void instantiate ()
257 { 279 {
258 if (!uuid.seq) // HACK 280 if (!uuid.seq) // HACK
259 uuid = gen_uuid (); 281 uuid = gen_uuid ();
260 282
261 attachable<object>::instantiate (); 283 attachable<object>::instantiate ();
262 } 284 }
263
264 void set_owner (object *owner);
265 285
266 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
268 const char *debug_desc () const; 288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
269 306
270 // fully recursive iterator 307 // fully recursive iterator
271 struct iterator_base 308 struct iterator_base
272 { 309 {
273 object *item; 310 object *item;
309 void unlink (); 346 void unlink ();
310 347
311 object (); 348 object ();
312 ~object (); 349 ~object ();
313}; 350};
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)))
330 351
331typedef struct oblnk 352typedef struct oblnk
332{ /* Used to link together several objects */ 353{ /* Used to link together several objects */
333 object_ptr ob; 354 object_ptr ob;
334 struct oblnk *next; 355 struct oblnk *next;
363 384
364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
366 struct archetype *ACC (RW, head); /* The main part of a linked object */ 387 struct archetype *ACC (RW, head); /* The main part of a linked object */
367 struct archetype *ACC (RW, more); /* Next part of a linked object */ 388 struct archetype *ACC (RW, more); /* Next part of a linked object */
368 object ACC (RO, clone); /* An object from which to do copy_object() */ 389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 390 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 391 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. 392 * in comparison to the head.
372 */ 393 */
373}; 394};
378extern int nrofallocobjects; 399extern int nrofallocobjects;
379 400
380/* This returns TRUE if the object is something that 401/* This returns TRUE if the object is something that
381 * should be displayed in the look window 402 * should be displayed in the look window
382 */ 403 */
383#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
384 405
385/* Used by update_object to know if the object being passed is 406/* Used by update_object to know if the object being passed is
386 * being added or removed. 407 * being added or removed.
387 */ 408 */
388#define UP_OBJ_INSERT 1 409#define UP_OBJ_INSERT 1

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