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Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.26 by root, Mon Sep 11 11:15:21 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations
37{
42 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 41} Body_Locations;
46 42
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 44
49/* 45/*
54 * 50 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly. 52 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
58 */ 54 */
59struct key_value { 55struct key_value
56{
60 key_value *next; 57 key_value *next;
61 shstr key, value; 58 shstr key, value;
62}; 59};
63 60
64 61
65/* Definition for WILL_APPLY values. Replaces having harcoded values 62/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * sprinkled in the code. Note that some of these also replace fields 63 * sprinkled in the code. Note that some of these also replace fields
77/* However, if you're keeping a pointer of some sort, you probably 74/* However, if you're keeping a pointer of some sort, you probably
78 * don't just want it copied, so you'll need to add to common/object.C, 75 * don't just want it copied, so you'll need to add to common/object.C,
79 * e.g. copy_object. 76 * e.g. copy_object.
80 */ 77 */
81 78
82struct object_simple : attachable<object> { 79// these are not being copied
80ACC_CLASS (object)
81struct object_keep
82{
83 tag_t count; /* Unique object number for this object */ 83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 refcount; /* How many objects points to this object */ 84 sint32 ACC (RW, refcount); /* How many objects points to this object */
85 85
86 /* These variables are not changed by copy_object() */ 86 /* These variables are not changed by copy_object() */
87 struct pl *contr; /* Pointer to the player which control this object */ 87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */ 88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *active_next; /* Next & previous object in the 'active' */ 90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */ 91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */ 92 /* so that the entire object list does not */
93 /* need to be gone through. */ 93 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */ 94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */ 95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/ 96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this 98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 99 * is only used by the player right now.
100 */ 100 */
101 struct object *env; /* Pointer to the object which is the environment. 101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 102 * This is typically the container that the object is in.
103 */ 103 */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */ 105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 107};
108 108
109struct object_special { 109// these are being copied
110struct object_copy : attachable<object>
111{
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 112 /* These get an extra add_refcount(), after having been copied by memcpy().
111 * All fields beow this point are automatically copied by memcpy. If 113 * All fields beow this point are automatically copied by memcpy. If
112 * adding something that needs a refcount updated, make sure you modify 114 * adding something that needs a refcount updated, make sure you modify
113 * copy_object to do so. Everything below here also gets cleared 115 * copy_object to do so. Everything below here also gets cleared
114 * by clear_object() 116 * by clear_object()
115 */ 117 */
116 shstr name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130};
126 131
127 sint16 x,y; /* Position in the map for this object */ 132// these are being copied and also cleared
128 sint16 ox,oy; /* For debugging: Where it was last inserted */ 133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
129 float speed; /* The overall speed of this object */ 136 float ACC (RW, speed); /* The overall speed of this object */
130 float speed_left; /* How much speed is left to spend this round */ 137 float ACC (RW, speed_left); /* How much speed is left to spend this round */
131 uint32 nrof; /* How many of the objects */ 138 uint32 ACC (RW, nrof); /* How many of the objects */
132 New_Face *face; /* Face with colors */ 139 New_Face *ACC (RW, face); /* Face with colors */
133 sint8 direction; /* Means the object is moving that way. */ 140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */ 141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135 142
136 /* This next big block are basically used for monsters and equipment */ 143 /* This next big block are basically used for monsters and equipment */
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
138 uint8 subtype; /* subtype of object */ 145 uint8 ACC (RW, subtype); /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */ 146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */ 148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */ 149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */ 150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */ 151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */ 152 uint16 ACC (RW, material); /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */ 153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */ 154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */ 155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious 156 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp. 157 * meanings by some objects, eg, sp penalty, permanent exp.
153 */ 158 */
154 sint32 last_heal; /* Last healed. Depends on constitution */ 159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */ 160 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */ 161 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */ 162 sint16 ACC (RW, last_eat); /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */ 163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 pick_up; /* See crossfire.doc */ 165 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */ 166 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living stats; /* Str, Con, Dex, etc */ 172 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 perm_exp; /* Permanent exp */ 173 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */ 174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */ 175 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */ 176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */
173 /* See the doc/Developers/objects for more info about body locations */ 180 /* See the doc/Developers/objects for more info about body locations */
174 181
175 /* Following mostly refers to fields only used for monsters */ 182 /* Following mostly refers to fields only used for monsters */
176 struct object *owner; /* Pointer to the object which controls this one */ 183 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
177 /* Owner should not be referred to directly - */ 184 /* Owner should not be referred to directly - */
178 /* get_owner should be used instead. */ 185 /* get_owner should be used instead. */
179 tag_t ownercount; /* What count the owner had (in case owner */ 186 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
180 /* has been freed) */ 187 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */ 188 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */ 189 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 190 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */ 191 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */ 192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
193 struct object *spellitem; /* Spell ability monster is choosing to use */ 199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
196 202
197 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
199 * only used in spells. 205 * only used in spells.
200 */ 206 */
201 sint16 duration; /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */
209 uint16 ACC (RW, start_holding);
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 char *ACC (RW, spellarg);
202 uint8 duration_modifier; /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding;
206 char *spellarg;
207 uint8 dam_modifier; /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
210 216
211 /* Following are values used by any object */ 217 /* Following are values used by any object */
212 struct archt *arch; /* Pointer to archetype */ 218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
216 uint16 animation_id; /* An index into the animation array */ 222 uint16 ACC (RW, animation_id); /* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
221 227
222 MoveType move_type; /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType move_block; /* What movement types this blocks */ 229 MoveType ACC (RW, move_block); /* What movement types this blocks */
224 MoveType move_allow; /* What movement types explicitly allowd */ 230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
225 MoveType move_on; /* Move types affected moving on to this space */ 231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
226 MoveType move_off; /* Move types affected moving off this space */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */ 233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
229
230 shstr custom_name; /* Custom name assigned by player */
231 key_value *key_values; /* Fields not explictly known by the loader. */ 235 key_value *key_values; /* Fields not explictly known by the loader. */
232}; 236};
233 237
234struct object : object_special, object_simple, zero_initialised { 238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241
242struct object : zero_initialised, object_keep, object_copy, object_pod
243{
244 static object *create ();
245 void free (bool free_inventory = false);
246
247 static void free_mortals ();
248 static bool can_merge (object *op1, object *op2);
249
250 void clear ();
235 void clone (object *destination) 251 void clone (object *destination);
236 {
237 destination->attach = attach;
238 252
239 if (self || cb) 253protected:
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 254 friend struct archetype;
241 }
242};
243 255
256 void link ();
257 void unlink ();
258
259 object ();
260 ~object ();
261};
262
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265typedef struct oblnk
244typedef struct oblnk { /* Used to link together several objects */ 266{ /* Used to link together several objects */
245 object *ob; 267 object *ob;
246 struct oblnk *next; 268 struct oblnk *next;
247 tag_t id; 269 tag_t id;
248} objectlink; 270} objectlink;
249 271
250typedef struct oblinkpt { /* Used to link together several object links */ 272typedef struct oblinkpt
273{ /* Used to link together several object links */
251 struct oblnk *link; 274 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 275 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 276 struct oblinkpt *next;
254} oblinkpt; 277} oblinkpt;
255 278
256/* 279/*
257 * The archetype structure is a set of rules on how to generate and manipulate 280 * The archetype structure is a set of rules on how to generate and manipulate
260 * be much left in the archetype - all it really is is a holder for the 283 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced 284 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 285 * by the object structure
263 */ 286 */
264 287
288ACC_CLASS(archetype)
265typedef struct archt : zero_initialised 289struct archetype : zero_initialised
266{ 290{
291 archetype ();
292 ~archetype ();
293
267 shstr name; /* More definite name, like "generate_kobold" */ 294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */ 296 struct archetype *ACC (RW, head); /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */ 297 struct archetype *ACC (RW, more); /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */ 298 object ACC (RO, clone); /* An object from which to do copy_object() */
272 uint32 editable; /* editable flags (mainly for editor) */ 299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
274 * in comparison to the head. 301 * in comparison to the head.
275 */ 302 */
276} archetype; 303};
277 304
278extern object *objects; 305extern object *objects;
279extern object *active_objects; 306extern object *active_objects;
280extern object *free_objects;
281extern object objarray[STARTMAX];
282 307
283extern int nrofallocobjects; 308extern int nrofallocobjects;
284extern int nroffreeobjects;
285 309
286/* This returns TRUE if the object is something that 310/* This returns TRUE if the object is something that
287 * should be displayed in the look window 311 * should be displayed in the look window
288 */ 312 */
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
292 * being added or removed. 316 * being added or removed.
293 */ 317 */
294#define UP_OBJ_INSERT 1 318#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 319#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 320#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 321#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 322
299/* These are flags passed to insert_ob_in_map and 323/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 324 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 325 * for both functions.
302 * Most are fairly explanatory: 326 * Most are fairly explanatory:

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