1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
26 | #define OBJECT_H |
27 | |
27 | |
28 | #include <bitset> |
28 | #include <bitset> |
29 | |
29 | |
30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
34 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
35 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
36 | |
36 | |
37 | /* See common/item.c */ |
37 | /* See common/item.c */ |
38 | |
38 | |
… | |
… | |
110 | 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 */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
125 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
126 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | 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 */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
129 | |
130 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
139 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
143 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | 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 */ |
163 | 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 */ |
|
|
164 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
167 | |
167 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
197 | char *ACC (RW, spellarg); |
198 | char *ACC (RW, spellarg); |
198 | |
199 | |
199 | /* Following are values used by any object */ |
200 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
201 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
203 | flags_t flag; /* various flags */ |
203 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
204 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
206 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
… | |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
213 | }; |
213 | }; |
214 | |
214 | |
215 | struct object : zero_initialised, object_copy |
215 | struct object : zero_initialised, object_copy |
216 | { |
216 | { |
217 | typedef unordered_vector<object *> vector; |
|
|
218 | |
|
|
219 | // These variables are not changed by ->copy_to |
217 | // These variables are not changed by ->copy_to |
220 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
221 | |
219 | |
222 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
223 | 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 |
224 | |
224 | |
225 | 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 */ |
226 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
226 | |
227 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
228 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
229 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
230 | /* so that the entire object list does not */ |
|
|
231 | /* need to be gone through. */ |
|
|
232 | 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 */ |
233 | 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 */ |
234 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
235 | 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 |
236 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object_ptr ACC (RW, container); /* Current container being used. I think this |
237 | * is only used by the player right now. |
234 | * is only used by the player right now. |
238 | */ |
235 | */ |
239 | 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. |
240 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
241 | */ |
238 | */ |
242 | 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 */ |
243 | 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 |
244 | client_container *seen_by; // seen by which player/container currently? |
241 | client_container *seen_by; // seen by which player/container currently? |
|
|
242 | key_value *key_values; /* Fields not explictly known by the loader. */ |
245 | |
243 | |
246 | //static vector active_list; // active objects, not yet used |
244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
247 | //static vector object_list; // not used yet, use first->next->... |
245 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
248 | static object *first; // will be replaced by "objects" |
246 | bool write (object_freezer &f); |
249 | |
247 | |
250 | MTH static object *create (); |
248 | MTH static object *create (); |
|
|
249 | object &operator =(const object &src); |
251 | MTH void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
252 | MTH object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
253 | void do_destroy (); |
252 | void do_destroy (); |
254 | void gather_callbacks (AV *&callbacks, event_type event) const; |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
255 | MTH void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
256 | |
255 | |
257 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
258 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
259 | MTH void remove (); |
|
|
260 | MTH object *insert (object *item); // insert into inventory |
258 | MTH object *insert (object *item); // insert into inventory |
|
|
259 | void do_remove (); |
|
|
260 | MTH void remove () |
|
|
261 | { |
|
|
262 | if (!flag [FLAG_REMOVED]) |
|
|
263 | do_remove (); |
|
|
264 | } |
261 | |
265 | |
262 | static bool can_merge_slow (object *op1, object *op2); |
266 | static bool can_merge_slow (object *op1, object *op2); |
263 | |
267 | |
264 | // this is often used in time-critical code, so optimise |
268 | // this is often used in time-critical code, so optimise |
265 | MTH static bool can_merge (object *op1, object *op2) |
269 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
270 | } |
274 | } |
271 | |
275 | |
272 | MTH void set_owner (object *owner); |
276 | MTH void set_owner (object *owner); |
273 | MTH void set_speed (float speed); |
277 | MTH void set_speed (float speed); |
274 | |
278 | |
|
|
279 | MTH void open_container (object *new_container); |
|
|
280 | MTH void close_container () |
|
|
281 | { |
|
|
282 | open_container (0); |
|
|
283 | } |
|
|
284 | |
275 | MTH void instantiate () |
285 | MTH void instantiate (); |
276 | { |
|
|
277 | if (!uuid.seq) // HACK |
|
|
278 | uuid = gen_uuid (); |
|
|
279 | |
|
|
280 | attachable::instantiate (); |
|
|
281 | } |
|
|
282 | |
286 | |
283 | // recalculate all stats |
287 | // recalculate all stats |
284 | MTH void update_stats (); |
288 | MTH void update_stats (); |
285 | MTH void roll_stats (); |
289 | MTH void roll_stats (); |
286 | MTH void swap_stats (int a, int b); |
290 | MTH void swap_stats (int a, int b); |
… | |
… | |
291 | MTH void change_luck (int value); |
295 | MTH void change_luck (int value); |
292 | |
296 | |
293 | // info must hold 256 * 3 bytes currently |
297 | // info must hold 256 * 3 bytes currently |
294 | const char *debug_desc (char *info) const; |
298 | const char *debug_desc (char *info) const; |
295 | MTH const char *debug_desc () const; |
299 | MTH const char *debug_desc () const; |
|
|
300 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
296 | const char *flag_desc (char *desc, int len) const; |
301 | const char *flag_desc (char *desc, int len) const; |
|
|
302 | |
|
|
303 | int number_of () const |
|
|
304 | { |
|
|
305 | return nrof ? nrof : 1; |
|
|
306 | } |
|
|
307 | |
|
|
308 | uint64 total_weight () const |
|
|
309 | { |
|
|
310 | return weight * number_of (); |
|
|
311 | } |
|
|
312 | |
|
|
313 | // return the dominant material of this item, always return something |
|
|
314 | const materialtype_t *dominant_material () const; |
|
|
315 | |
|
|
316 | // return the volume of this object in cm³ |
|
|
317 | uint64 volume () const |
|
|
318 | { |
|
|
319 | return total_weight () |
|
|
320 | * 1000 |
|
|
321 | * (type == CONTAINER ? 1000 : 1) |
|
|
322 | / dominant_material ()->density; |
|
|
323 | } |
297 | |
324 | |
298 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
325 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
299 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
326 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
300 | || type == CLOAK || type == BOOTS || type == GLOVES |
327 | || type == CLOAK || type == BOOTS || type == GLOVES |
301 | || type == BRACERS || type == GIRDLE; } |
328 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
311 | |
338 | |
312 | // temporary: wether the object can be saved in a map file |
339 | // temporary: wether the object can be saved in a map file |
313 | // contr => is a player |
340 | // contr => is a player |
314 | // head => only save head of a multitile object |
341 | // head => only save head of a multitile object |
315 | // owner => can not reference owner yet |
342 | // owner => can not reference owner yet |
316 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
343 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
317 | |
344 | |
318 | /* This return true if object has still randomitems which |
345 | /* This return true if object has still randomitems which |
319 | * could be expanded. |
346 | * could be expanded. |
320 | */ |
347 | */ |
321 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
348 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
338 | |
365 | |
339 | // insert object at same map position as 'where' |
366 | // insert object at same map position as 'where' |
340 | // handles both inventory and map "positions" |
367 | // handles both inventory and map "positions" |
341 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
368 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
342 | |
369 | |
343 | MTH bool active () const; |
|
|
344 | MTH void activate (); |
370 | MTH void activate (); |
345 | MTH void deactivate (); |
371 | MTH void deactivate (); |
346 | MTH void activate_recursive (); |
372 | MTH void activate_recursive (); |
347 | MTH void deactivate_recursive (); |
373 | MTH void deactivate_recursive (); |
348 | |
374 | |
… | |
… | |
393 | object *end () |
419 | object *end () |
394 | { |
420 | { |
395 | return this; |
421 | return this; |
396 | } |
422 | } |
397 | |
423 | |
|
|
424 | /* This returns TRUE if the object is something that |
|
|
425 | * should be displayed in the floorbox/inventory window |
|
|
426 | */ |
|
|
427 | MTH bool client_visible () const |
|
|
428 | { |
|
|
429 | return !invisible && type != PLAYER; |
|
|
430 | } |
|
|
431 | |
|
|
432 | MTH struct region *region () const; |
|
|
433 | |
398 | protected: |
434 | protected: |
399 | friend struct archetype; |
435 | friend struct archetype; |
400 | |
436 | |
401 | void link (); |
437 | void link (); |
402 | void unlink (); |
438 | void unlink (); |
403 | |
439 | |
404 | object (); |
440 | object (); |
405 | ~object (); |
441 | ~object (); |
406 | }; |
442 | }; |
|
|
443 | |
|
|
444 | typedef object_vector<object, &object::index > objectvec; |
|
|
445 | typedef object_vector<object, &object::active> activevec; |
|
|
446 | |
|
|
447 | extern objectvec objects; |
|
|
448 | extern activevec actives; |
|
|
449 | |
|
|
450 | #define for_all_objects(var) \ |
|
|
451 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
452 | declvar (object *, var, objects [_i]) |
|
|
453 | |
|
|
454 | #define for_all_actives(var) \ |
|
|
455 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
456 | declvar (object *, var, actives [_i]) |
407 | |
457 | |
408 | typedef struct oblnk |
458 | typedef struct oblnk |
409 | { /* Used to link together several objects */ |
459 | { /* Used to link together several objects */ |
410 | object_ptr ob; |
460 | object_ptr ob; |
411 | struct oblnk *next; |
461 | struct oblnk *next; |
… | |
… | |
432 | { |
482 | { |
433 | archetype (); |
483 | archetype (); |
434 | ~archetype (); |
484 | ~archetype (); |
435 | void gather_callbacks (AV *&callbacks, event_type event) const; |
485 | void gather_callbacks (AV *&callbacks, event_type event) const; |
436 | |
486 | |
|
|
487 | static bool load (object_thawer &f); |
|
|
488 | static archetype *get (const char *name); // find or create |
437 | static archetype *find (const char *arch); |
489 | static archetype *find (const char *name); |
438 | |
490 | |
439 | void hash_add (); // add to hashtable |
491 | void hash_add (); // add to hashtable |
440 | void hash_del (); // remove from hashtable |
492 | void hash_del (); // remove from hashtable |
441 | |
493 | |
442 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
494 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
… | |
… | |
447 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
499 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
448 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
500 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
449 | * in comparison to the head. |
501 | * in comparison to the head. |
450 | */ |
502 | */ |
451 | }; |
503 | }; |
452 | |
|
|
453 | extern object *objects; |
|
|
454 | extern object *active_objects; |
|
|
455 | |
|
|
456 | extern int nrofallocobjects; |
|
|
457 | |
|
|
458 | /* This returns TRUE if the object is something that |
|
|
459 | * should be displayed in the look window |
|
|
460 | */ |
|
|
461 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
|
|
462 | |
504 | |
463 | /* Used by update_object to know if the object being passed is |
505 | /* Used by update_object to know if the object being passed is |
464 | * being added or removed. |
506 | * being added or removed. |
465 | */ |
507 | */ |
466 | #define UP_OBJ_INSERT 1 |
508 | #define UP_OBJ_INSERT 1 |