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250 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
250 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
251 | int ACC (RO, count); |
251 | int ACC (RO, count); |
252 | object_vector_index ACC (RO, index); // index into objects |
252 | object_vector_index ACC (RO, index); // index into objects |
253 | object_vector_index ACC (RO, active); // index into actives |
253 | object_vector_index ACC (RO, active); // index into actives |
254 | |
254 | |
255 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
255 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
256 | |
256 | |
257 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
257 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
258 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
258 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
259 | /* Note: stacked in the *same* environment */ |
259 | /* Note: stacked in the *same* environment */ |
260 | object *inv; /* Pointer to the first object in the inventory */ |
260 | object *inv; /* Pointer to the first object in the inventory */ |
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492 | { |
492 | { |
493 | return !invisible && type != PLAYER; |
493 | return !invisible && type != PLAYER; |
494 | } |
494 | } |
495 | |
495 | |
496 | MTH struct region *region () const; |
496 | MTH struct region *region () const; |
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497 | |
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498 | void statusmsg (const char *msg, int color = NDI_BLACK); |
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499 | void failmsg (const char *msg, int color = NDI_RED); |
497 | |
500 | |
498 | protected: |
501 | protected: |
499 | void link (); |
502 | void link (); |
500 | void unlink (); |
503 | void unlink (); |
501 | |
504 | |