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Comparing deliantra/server/common/object.C (file contents):
Revision 1.122 by root, Wed Jan 24 22:42:48 2007 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
589 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
590 */ 668 */
591void 669void
592update_object (object *op, int action) 670update_object (object *op, int action)
593{ 671{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 672 if (op == NULL)
597 { 673 {
598 /* this should never happen */ 674 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 676 return;
852 map = freed_map; 928 map = freed_map;
853 x = 1; 929 x = 1;
854 y = 1; 930 y = 1;
855 } 931 }
856 932
857 head = 0;
858
859 if (more) 933 if (more)
860 { 934 {
861 more->destroy (); 935 more->destroy ();
862 more = 0; 936 more = 0;
863 } 937 }
864 938
939 head = 0;
940
865 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
866 owner = 0; 942 owner = 0;
867 enemy = 0; 943 enemy = 0;
868 attacked_by = 0; 944 attacked_by = 0;
945 current_weapon = 0;
869} 946}
870 947
871void 948void
872object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
873{ 950{
874 if (destroyed ()) 951 if (destroyed ())
875 return; 952 return;
876 953
877 if (destroy_inventory) 954 if (destroy_inventory)
878 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
879 962
880 attachable::destroy (); 963 attachable::destroy ();
881} 964}
882 965
883/* 966/*
901 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
902 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
903 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
905 * the previous environment. 988 * the previous environment.
906 * Beware: This function is called from the editor as well!
907 */ 989 */
908void 990void
909object::remove_slow () 991object::do_remove ()
910{ 992{
911 object *tmp, *last = 0; 993 object *tmp, *last = 0;
912 object *otmp; 994 object *otmp;
913 995
914 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
957 } 1039 }
958 else if (map) 1040 else if (map)
959 { 1041 {
960 if (type == PLAYER) 1042 if (type == PLAYER)
961 { 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
962 --map->players; 1050 --map->players;
963 map->touch (); 1051 map->touch ();
964 } 1052 }
965 1053
966 map->dirty = true; 1054 map->dirty = true;
993 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
994 return; 1082 return;
995 1083
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
998 for (tmp = ms.bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1099 {
1000 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1001 * being removed. 1101 * being removed.
1002 */ 1102 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019 1103
1020 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1021 if (check_walk_off 1105 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1110
1027 if (destroyed ()) 1111 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1113 }
1030 1114
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp; 1115 last = tmp;
1037 } 1116 }
1038 1117
1039 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1083 } 1162 }
1084 1163
1085 return 0; 1164 return 0;
1086} 1165}
1087 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1088/* 1190/*
1089 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters. 1192 * job preparing multi-part monsters.
1091 */ 1193 */
1092object * 1194object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1196{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1198 {
1097 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1099 } 1201 }
1100 1202
1101 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1102} 1204}
1103 1205
1122 * just 'op' otherwise 1224 * just 'op' otherwise
1123 */ 1225 */
1124object * 1226object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1127 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1128
1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!QUERY_FLAG (op, FLAG_REMOVED))
1136 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1137 1232
1138 op->remove (); 1233 op->remove ();
1139 1234
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1149 { 1236 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1152#ifdef MANY_CORES 1238#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted. 1241 * improperly inserted.
1156 */ 1242 */
1157 abort (); 1243 abort ();
1158#endif 1244#endif
1159 free (dump);
1160 return op; 1245 return op;
1161 } 1246 }
1162 1247
1163 if (object *more = op->more) 1248 if (object *more = op->more)
1164 {
1165 if (!insert_ob_in_map (more, m, originator, flag)) 1249 if (!insert_ob_in_map (more, m, originator, flag))
1166 {
1167 if (!op->head)
1168 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1169
1170 return 0; 1250 return 0;
1171 }
1172 }
1173 1251
1174 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1175 1253
1176 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1177 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1184 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1185 1263
1186 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1187 */ 1265 */
1188 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1189 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1190 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1191 { 1269 {
1192 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1193 tmp->destroy (); 1271 tmp->destroy ();
1194 } 1272 }
1261 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1262 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1263 */ 1341 */
1264 1342
1265 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1266 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1267 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1268 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1269 * stacking is a bit odd. 1347 * stacking is a bit odd.
1270 */ 1348 */
1271 if (!(flag & INS_ON_TOP) 1349 if (!(flag & INS_ON_TOP)
1272 && ms.flags () & P_BLOCKSVIEW 1350 && ms.flags () & P_BLOCKSVIEW
1273 && (op->face && !op->face->visibility)) 1351 && (op->face && !faces [op->face].visibility))
1274 { 1352 {
1275 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1276 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1277 break; 1355 break;
1278 1356
1283 */ 1361 */
1284 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1285 top = last->below; 1363 top = last->below;
1286 } 1364 }
1287 } /* If objects on this space */ 1365 } /* If objects on this space */
1288
1289 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1290 top = ms.top; 1367 top = ms.top;
1291 1368
1292 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1293 top = floor; 1370 top = floor;
1328 op->map->touch (); 1405 op->map->touch ();
1329 } 1406 }
1330 1407
1331 op->map->dirty = true; 1408 op->map->dirty = true;
1332 1409
1333 /* If we have a floor, we know the player, if any, will be above
1334 * it, so save a few ticks and start from there.
1335 */
1336 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1337 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1338 if (pl->contr->ns)
1339 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1340 1413
1341 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1342 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1343 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1344 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1363 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1364 * update_object(). 1437 * update_object().
1365 */ 1438 */
1366 1439
1367 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1368 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1369 { 1442 {
1370 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1371 return 0; 1444 return 0;
1372 1445
1373 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1374 * walk on's. 1447 * walk on's.
1375 */ 1448 */
1376 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1377 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1378 return 0; 1451 return 0;
1379 } 1452 }
1380 1453
1381 return op; 1454 return op;
1391 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1392 1465
1393 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1394 1467
1395 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1396 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1397 tmp->destroy (); 1470 tmp->destroy ();
1398 1471
1399 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1400 1473
1401 tmp1->x = op->x; 1474 tmp1->x = op->x;
1404} 1477}
1405 1478
1406object * 1479object *
1407object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1408{ 1481{
1409 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1410} 1483}
1411 1484
1412/* 1485/*
1413 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1414 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1454 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1455 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1456 * 1529 *
1457 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1458 */ 1531 */
1459
1460object * 1532object *
1461decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1462{ 1534{
1463 object *tmp; 1535 object *tmp;
1464 1536
1539 1611
1540/* 1612/*
1541 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1542 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1543 */ 1615 */
1544
1545void 1616void
1546add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1547{ 1618{
1548 while (op != NULL) 1619 while (op != NULL)
1549 { 1620 {
1564 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1565 free (dump); 1636 free (dump);
1566 return op; 1637 return op;
1567 } 1638 }
1568 1639
1569 if (where->head) 1640 if (where->head_ () != where)
1570 { 1641 {
1571 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1572 where = where->head; 1643 where = where->head;
1573 } 1644 }
1574 1645
1575 return where->insert (op); 1646 return where->insert (op);
1576} 1647}
1581 * inside the object environment. 1652 * inside the object environment.
1582 * 1653 *
1583 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1584 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1585 */ 1656 */
1586
1587object * 1657object *
1588object::insert (object *op) 1658object::insert (object *op)
1589{ 1659{
1590 object *tmp, *otmp;
1591
1592 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1593 op->remove (); 1661 op->remove ();
1594 1662
1595 if (op->more) 1663 if (op->more)
1596 { 1664 {
1598 return op; 1666 return op;
1599 } 1667 }
1600 1668
1601 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1602 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1603 if (op->nrof) 1672 if (op->nrof)
1604 { 1673 {
1605 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1606 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1607 { 1676 {
1608 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1609 (client needs the original object) */ 1678 (client needs the original object) */
1610 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1629 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1630 } 1699 }
1631 else 1700 else
1632 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1633 1702
1634 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1635 if (otmp && otmp->contr)
1636 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1637 otmp->update_stats (); 1705 otmp->update_stats ();
1638 1706
1707 op->owner = 0; // its his/hers now. period.
1639 op->map = 0; 1708 op->map = 0;
1640 op->env = this; 1709 op->env = this;
1641 op->above = 0; 1710 op->above = 0;
1642 op->below = 0; 1711 op->below = 0;
1643 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1644 1713
1645 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1646 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1647 { 1716 {
1648#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1649 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1650#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1651 if (map->darkness) 1720 if (map->darkness)
1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1906 { 1975 {
1907 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1908 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1909 } 1978 }
1910}
1911
1912/*
1913 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1914 * all it's inventory (recursively).
1915 * If checksums are used, a player will get set_cheat called for
1916 * him/her-self and all object carried by a call to this function.
1917 */
1918void
1919set_cheat (object *op)
1920{
1921 SET_FLAG (op, FLAG_WAS_WIZ);
1922 flag_inv (op, FLAG_WAS_WIZ);
1923} 1979}
1924 1980
1925/* 1981/*
1926 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1927 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
1968 } 2024 }
1969 2025
1970 if (!index) 2026 if (!index)
1971 return -1; 2027 return -1;
1972 2028
1973 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
1974} 2030}
1975 2031
1976/* 2032/*
1977 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
1978 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
1999{ 2055{
2000 arr += begin; 2056 arr += begin;
2001 end -= begin; 2057 end -= begin;
2002 2058
2003 while (--end) 2059 while (--end)
2004 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2005} 2061}
2006 2062
2007/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2008 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2009 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2045 object *tmp; 2101 object *tmp;
2046 maptile *mp; 2102 maptile *mp;
2047 2103
2048 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2049 2105
2050 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2051 { 2107 {
2052 exclude = exclude->head; 2108 exclude = exclude->head;
2053 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2054 } 2110 }
2055 else 2111 else
2078 max = maxfree[i]; 2134 max = maxfree[i];
2079 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2080 { 2136 {
2081 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2082 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2083 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2084 break; 2140 break;
2085 2141
2086 if (tmp) 2142 if (tmp)
2087 return freedir[i]; 2143 return freedir[i];
2088 } 2144 }
2268 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2269 * core dumps if they do. 2325 * core dumps if they do.
2270 * 2326 *
2271 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2272 */ 2328 */
2273
2274int 2329int
2275can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2276{ 2331{
2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2283 * create clone from object to another 2338 * create clone from object to another
2284 */ 2339 */
2285object * 2340object *
2286object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2287{ 2342{
2288 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2289 2344
2290 if (!asrc) 2345 if (!asrc)
2291 return 0; 2346 return 0;
2292 2347
2293 src = asrc;
2294 if (src->head)
2295 src = src->head; 2348 src = asrc->head_ ();
2296 2349
2297 prev = 0; 2350 prev = 0;
2298 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2299 { 2352 {
2300 tmp = part->clone (); 2353 tmp = part->clone ();
2301 tmp->x -= src->x; 2354 tmp->x -= src->x;
2302 tmp->y -= src->y; 2355 tmp->y -= src->y;
2303 2356
2321 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2322 2375
2323 return dst; 2376 return dst;
2324} 2377}
2325 2378
2326/* GROS - Creates an object using a string representing its content. */
2327/* Basically, we save the content of the string to a temp file, then call */
2328/* load_object on it. I admit it is a highly inefficient way to make things, */
2329/* but it was simple to make and allows reusing the load_object function. */
2330/* Remember not to use load_object_str in a time-critical situation. */
2331/* Also remember that multiparts objects are not supported for now. */
2332object *
2333load_object_str (const char *obstr)
2334{
2335 object *op;
2336 char filename[MAX_BUF];
2337
2338 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2339
2340 FILE *tempfile = fopen (filename, "w");
2341
2342 if (tempfile == NULL)
2343 {
2344 LOG (llevError, "Error - Unable to access load object temp file\n");
2345 return NULL;
2346 }
2347
2348 fprintf (tempfile, obstr);
2349 fclose (tempfile);
2350
2351 op = object::create ();
2352
2353 object_thawer thawer (filename);
2354
2355 if (thawer)
2356 load_object (thawer, op, 0);
2357
2358 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2359 CLEAR_FLAG (op, FLAG_REMOVED);
2360
2361 return op;
2362}
2363
2364/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2365 * has the same type and subtype match. 2380 * has the same type and subtype match.
2366 * returns NULL if no match. 2381 * returns NULL if no match.
2367 */ 2382 */
2368object * 2383object *
2421 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2422 return link->value; 2437 return link->value;
2423 2438
2424 return 0; 2439 return 0;
2425} 2440}
2426
2427 2441
2428/* 2442/*
2429 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2430 * 2444 *
2431 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2455 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2456 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2457 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2458 * we get this value back again. 2472 * we get this value back again.
2459 */ 2473 */
2460 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2461 field->value = 0; 2475 field->value = 0;
2462 else 2476 else
2463 { 2477 {
2464 if (last) 2478 if (last)
2465 last->next = field->next; 2479 last->next = field->next;
2534 } 2548 }
2535 else 2549 else
2536 item = item->env; 2550 item = item->env;
2537} 2551}
2538 2552
2539
2540const char * 2553const char *
2541object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2542{ 2555{
2543 char *p = desc; 2556 char *p = desc;
2544 bool first = true; 2557 bool first = true;
2571{ 2584{
2572 char flagdesc[512]; 2585 char flagdesc[512];
2573 char info2[256 * 4]; 2586 char info2[256 * 4];
2574 char *p = info; 2587 char *p = info;
2575 2588
2576 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2577 count, uuid.seq, 2590 count, uuid.seq,
2578 &name, 2591 &name,
2579 title ? "\",title:\"" : "", 2592 title ? "\",title:\"" : "",
2580 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2582 2595
2583 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2598
2586 if (map) 2599 if (map)
2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2588 2601
2590} 2603}
2591 2604
2592const char * 2605const char *
2593object::debug_desc () const 2606object::debug_desc () const
2594{ 2607{
2595 static char info[256 * 4]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2596 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2597} 2612}
2598 2613
2599const char * 2614struct region *
2600object::debug_desc2 () const 2615object::region () const
2601{ 2616{
2602 static char info[256 * 4]; 2617 return map ? map->region (x, y)
2603 return debug_desc (info); 2618 : region::default_region ();
2604} 2619}
2605 2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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