remove and transfer INVISIBLE_OBJECTS to branch
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@@ -16,9 +16,13 @@
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#include "mondata.h" /* for mindless() */
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#endif
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#ifndef INVISIBLE_OBJECTS
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/*
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* vobj_at()
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*
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* Returns the head of the list of objects that the player can see
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* at location (x,y).
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*/
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#define vobj_at(x,y) (level.objects[x][y])
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#endif
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/*
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* sensemon()
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@@ -295,9 +295,6 @@ E void FDECL(bury_obj, (struct obj *));
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/* ### display.c ### */
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#ifdef INVISIBLE_OBJECTS
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E struct obj * FDECL(vobj_at, (XCHAR_P,XCHAR_P));
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#endif /* INVISIBLE_OBJECTS */
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E void FDECL(magic_map_background, (XCHAR_P,XCHAR_P,int));
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E void FDECL(map_background, (XCHAR_P,XCHAR_P,int));
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E void FDECL(map_trap, (struct trap *,int));
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@@ -94,11 +94,7 @@ struct obj {
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Bitfield(recharged,3); /* number of times it's been recharged */
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#define on_ice recharged /* corpse on ice */
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Bitfield(lamplit,1); /* a light-source -- can be lit */
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#ifdef INVISIBLE_OBJECTS
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Bitfield(oinvis,1); /* invisible */
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#else
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Bitfield(oreserved1,1);
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#endif
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Bitfield(oreserved1,1); /* was the placeholder for invisible objects, free for use */
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Bitfield(greased,1); /* covered with grease */
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Bitfield(nomerge,1); /* set temporarily to prevent merging */
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Bitfield(was_thrown,1); /* thrown by hero since last picked up */
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