struct MapObj
{
struct MapObj * next; /* pointer to next one in map object chain */
+ struct MapObj * owns; /* chain of map objects owned / in inventory */
uint8_t id; /* individual map object's unique identifier */
uint8_t type; /* ID of appropriate map object definition */
uint8_t lifepoints; /* 0: object is inanimate; >0: hitpoints */
+/* Move object of "id" from "source" inventory to "target" inventory. */
+extern void own_map_object(struct MapObj ** target, struct MapObj ** source,
+ uint8_t id);
+
+
+
/* Get pointer to the MapObj struct that represents the player. */
extern struct MapObj * get_player(struct World * world);
+/* Move not only "mo" to "pos", but also all map objects owned by it. */
+extern void set_object_position(struct MapObj * mo, struct yx_uint16 pos);
+
+
+
#endif