--- deliantra/server/common/object.C 2009/10/03 20:11:12 1.287 +++ deliantra/server/common/object.C 2009/10/19 21:48:49 1.292 @@ -5,18 +5,19 @@ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -336,7 +337,7 @@ // even if our inv is in a player. if (envest->is_on_map ()) if (object *pl = envest->ms ().player ()) - if (pl->container == env) + if (pl->container_ () == env) return pl; } else @@ -344,8 +345,8 @@ // maybe there is a player standing on the same mapspace // this will catch the case where "this" is a player if (object *pl = ms ().player ()) - if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) - || this == pl->container) + if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) + || pl->container_ () == this) return pl; } } @@ -433,6 +434,12 @@ return freezer.as_string (); } +char * +object::as_string () +{ + return dump_object (this); +} + /* * get_nearest_part(multi-object, object 2) returns the part of the * multi-object 1 which is closest to the second object. @@ -557,7 +564,8 @@ new_draw_info_format (NDI_UNIQUE, 0, this, "You try to balance all your items at once, " "but the %s is just too much for your body. " - "[You need to unapply some items first.]", &ob->name); + "[You need to unapply some items first - use the 'body' command to see " + "how many items you cna wera on a specific body part.]", &ob->name); return false; } @@ -1113,7 +1121,7 @@ --map->players; map->touch (); } - else if (pl->container == this) + else if (pl->container_ () == this) { // removing a container should close it close_container (); @@ -1139,7 +1147,7 @@ if (object *pl = ms.player ()) { - if (pl->container == this) + if (pl->container_ () == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. @@ -2542,6 +2550,15 @@ return 0; } +void +object::force_set_timer (int duration) +{ + this->duration = 1; + this->speed_left = -1.f; + + this->set_speed (duration ? 1.f / duration : 0.f); +} + object * object::force_add (shstr_tmp name, int duration) { @@ -2550,12 +2567,10 @@ object *force = get_archetype (FORCE_NAME); - force->slaying = name; - force->stats.food = 1; - force->speed_left = -1.f; + force->slaying = name; + + force->force_set_timer (duration); - force->set_speed (duration ? 1.f / duration : 0.f); - force->flag [FLAG_IS_USED_UP] = true; force->flag [FLAG_APPLIED] = true; return insert (force);