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Comparing deliantra/server/include/object.h (file contents):
Revision 1.50 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.72 by root, Wed Dec 27 13:13:47 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 ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
81/* 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
82 * 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,
83 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
84 */ 91 */
85 92
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied
90ACC_CLASS (object) 93INTERFACE_CLASS (object)
91struct object_keep : refcounted
92{
93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118};
119
120// these are being copied 94// these are being copied
121struct object_copy : attachable<object> 95struct object_copy : attachable
122{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
123 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
129 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
131 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142}; 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
143 123
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
149 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
150 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 128
155 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
191 165
192 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
195 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
201 175
202 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
204 * only used in spells. 178 * only used in spells.
205 */ 179 */
208 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
214
215 /* Following are values used by any object */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
228 187
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */ 189 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236}; 212};
237 213
238struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
239{ 215{
240 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
241 217
242 static vector mortals; 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
243 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
246 248
247 static object *create (); 249 MTH static object *create ();
248 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
249 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
250 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
251 void remove (); 258 MTH void remove ();
252 object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
253 260
254 static void free_mortals ();
255 static bool can_merge (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
256 262
257 void clear (); 263 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
258 270
259 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
260 273
261 void instantiate () 274 MTH void instantiate ()
262 { 275 {
263 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
264 uuid = gen_uuid (); 277 uuid = gen_uuid ();
265 278
266 attachable<object>::instantiate (); 279 attachable::instantiate ();
267 } 280 }
268 281
269 void set_owner (object *owner); 282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
270 291
271 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
272 const char *debug_desc (char *info) const; 293 MTH const char *debug_desc (char *info) const;
273 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; }
300 MTH bool is_alive () const { return (type == PLAYER
301 || flag [FLAG_MONSTER]
302 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
303 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307
308 // temporary: wether the objetc can be saved in a map file
309 // contr => is a player
310 // head => only save head of a multitile object
311 // owner => can not reference owner yet
312 MTH bool can_map_save () const { return !contr && !head && !owner; }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 MTH object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // "temporary" helper function
330 MTH object *head_ ()
331 {
332 return head ? head : this;
333 }
334
335 // insert object at same map position as 'where'
336 // handles both inventory and map "positions"
337 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
338
339 // returns the mapspace this object is in
340 mapspace &ms () const;
274 341
275 // fully recursive iterator 342 // fully recursive iterator
276 struct iterator_base 343 struct iterator_base
277 { 344 {
278 object *item; 345 object *item;
314 void unlink (); 381 void unlink ();
315 382
316 object (); 383 object ();
317 ~object (); 384 ~object ();
318}; 385};
319
320// compatibility functions/macros
321#define clear_owner(op) (op)->owner = 0
322#define copy_owner(op,other) (op)->owner = (other)->owner
323#define get_owner(op) (op)->owner
324#define clear_object(op) (op)->clear ()
325
326static inline void
327set_owner (object *op, object *owner)
328{
329 op->set_owner (owner);
330}
331
332#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
333 386
334typedef struct oblnk 387typedef struct oblnk
335{ /* Used to link together several objects */ 388{ /* Used to link together several objects */
336 object_ptr ob; 389 object_ptr ob;
337 struct oblnk *next; 390 struct oblnk *next;
351 * be much left in the archetype - all it really is is a holder for the 404 * be much left in the archetype - all it really is is a holder for the
352 * object and pointers. This structure should get removed, and just replaced 405 * object and pointers. This structure should get removed, and just replaced
353 * by the object structure 406 * by the object structure
354 */ 407 */
355 408
356ACC_CLASS (archetype) 409INTERFACE_CLASS (archetype)
357struct archetype : zero_initialised, refcounted 410struct archetype : zero_initialised, attachable
358{ 411{
359 archetype (); 412 archetype ();
360 ~archetype (); 413 ~archetype ();
414 void gather_callbacks (AV *&callbacks, event_type event) const;
361 415
362 static archetype *find (const char *arch); 416 static archetype *find (const char *arch);
363 417
364 void hash_add (); // add to hastable 418 void hash_add (); // add to hashtable
365 void hash_del (); // remove from hashtable 419 void hash_del (); // remove from hashtable
366 420
367 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 421 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
368 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 422 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
369 struct archetype *ACC (RW, head); /* The main part of a linked object */ 423 struct archetype *ACC (RW, head); /* The main part of a linked object */
381extern int nrofallocobjects; 435extern int nrofallocobjects;
382 436
383/* This returns TRUE if the object is something that 437/* This returns TRUE if the object is something that
384 * should be displayed in the look window 438 * should be displayed in the look window
385 */ 439 */
386#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 440#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
387 441
388/* Used by update_object to know if the object being passed is 442/* Used by update_object to know if the object being passed is
389 * being added or removed. 443 * being added or removed.
390 */ 444 */
391#define UP_OBJ_INSERT 1 445#define UP_OBJ_INSERT 1

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