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Comparing deliantra/server/include/object.h (file contents):
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.85 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
88/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
89 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93ACC_CLASS (object) 94INTERFACE_CLASS (object)
94// these are being copied 95// these are being copied
95struct object_copy 96struct object_copy : attachable
96{ 97{
97 typedef bitset<NUM_FLAGS> flags_t; 98 typedef bitset<NUM_FLAGS> flags_t;
98 99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 124
121 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
165 166
166 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
169 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
175 176
176 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
178 * only used in spells. 179 * only used in spells.
179 */ 180 */
182 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
187 char *ACC (RW, spellarg); 197 char *ACC (RW, spellarg);
188 198
189 /* Following are values used by any object */ 199 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */ 200 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
195 bool ACC (RW, flag[NUM_FLAGS]); 205 bool ACC (RW, flag[NUM_FLAGS]);
196#endif 206#endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211}; 213};
212 214
213struct object : zero_initialised, refcounted, attachable<object>, object_copy 215struct object : zero_initialised, object_copy
214{ 216{
215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
218 219
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
221 224
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 226
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 234 * is only used by the player right now.
235 */ 235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
238 */ 238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
243 242
244 static vector mortals;
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 static object *create (); 243 MTH static object *create ();
250 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
252 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
253 void remove (); 252 MTH void remove ();
254 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
255 254
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
258 256
259 // this is often used in time-critical code, so optimise 257 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2) 258 MTH static bool can_merge (object *op1, object *op2)
261 { 259 {
262 return op1->value == op2->value 260 return op1->value == op2->value
263 && op1->name == op2->name 261 && op1->name == op2->name
264 && can_merge_slow (op1, op2); 262 && can_merge_slow (op1, op2);
265 } 263 }
266 264
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
270 267
271 void instantiate () 268 MTH void instantiate ()
272 { 269 {
273 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
274 uuid = gen_uuid (); 271 uuid = gen_uuid ();
275 272
276 attachable<object>::instantiate (); 273 attachable::instantiate ();
277 } 274 }
278 275
279 // recalculate all stats 276 // recalculate all stats
280 void update_stats (); 277 MTH void update_stats ();
281 void roll_stats (); 278 MTH void roll_stats ();
282 void swap_stats (int a, int b); 279 MTH void swap_stats (int a, int b);
283 void add_statbonus (); 280 MTH void add_statbonus ();
284 void remove_statbonus (); 281 MTH void remove_statbonus ();
285 void drain_stat (); 282 MTH void drain_stat ();
286 void drain_specific_stat (int deplete_stats); 283 MTH void drain_specific_stat (int deplete_stats);
287 void change_luck (int value); 284 MTH void change_luck (int value);
288 285
289 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
291 const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
292 290
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES 293 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; } 294 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER 295 MTH bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER] 296 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; } 298 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW 299 MTH bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT 300 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
304 310
305 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
306 * could be expanded. 312 * could be expanded.
307 */ 313 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309 315
310 // returns the player that has this object in his inventory, or 0 316 // returns the player that has this object in his inventory, or 0
311 object *in_player () const 317 MTH object *in_player () const
312 { 318 {
313 for (object *op = env; op; op = op->env) 319 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER) 320 if (op->type == PLAYER)
315 return op; 321 return op;
316 322
317 return 0; 323 return 0;
318 } 324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
319 346
320 // returns the mapspace this object is in 347 // returns the mapspace this object is in
321 mapspace &ms () const; 348 mapspace &ms () const;
322 349
323 // fully recursive iterator 350 // fully recursive iterator
333 operator object *() const { return item; } 360 operator object *() const { return item; }
334 361
335 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
336 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
337 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
338 370
339 // depth-first recursive iterator 371 // depth-first recursive iterator
340 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
341 { 373 {
342 depth_iterator (object *container); 374 depth_iterator (object *container);
353 object *end () 385 object *end ()
354 { 386 {
355 return this; 387 return this;
356 } 388 }
357 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
358protected: 398protected:
359 friend struct archetype; 399 friend struct archetype;
360 400
361 void link (); 401 void link ();
362 void unlink (); 402 void unlink ();
363 403
364 object (); 404 object ();
365 ~object (); 405 ~object ();
366}; 406};
407
408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
367 421
368typedef struct oblnk 422typedef struct oblnk
369{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
370 object_ptr ob; 424 object_ptr ob;
371 struct oblnk *next; 425 struct oblnk *next;
385 * be much left in the archetype - all it really is is a holder for the 439 * be much left in the archetype - all it really is is a holder for the
386 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
387 * by the object structure 441 * by the object structure
388 */ 442 */
389 443
390ACC_CLASS (archetype) 444INTERFACE_CLASS (archetype)
391struct archetype : zero_initialised, refcounted 445struct archetype : zero_initialised, attachable
392{ 446{
393 archetype (); 447 archetype ();
394 ~archetype (); 448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
395 450
396 static archetype *find (const char *arch); 451 static archetype *find (const char *arch);
397 452
398 void hash_add (); // add to hastable 453 void hash_add (); // add to hashtable
399 void hash_del (); // remove from hashtable 454 void hash_del (); // remove from hashtable
400 455
401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
403 struct archetype *ACC (RW, head); /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 462 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
408 * in comparison to the head. 463 * in comparison to the head.
409 */ 464 */
410}; 465};
411
412extern object *objects;
413extern object *active_objects;
414
415extern int nrofallocobjects;
416
417/* This returns TRUE if the object is something that
418 * should be displayed in the look window
419 */
420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
421 466
422/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
423 * being added or removed. 468 * being added or removed.
424 */ 469 */
425#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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