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Comparing deliantra/server/common/object.C (file contents):
Revision 1.139 by root, Sat Apr 21 17:34:22 2007 UTC vs.
Revision 1.169 by root, Wed Aug 1 01:07:42 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;
446 */ 447 */
447 while (owner->owner) 448 while (owner->owner)
448 owner = owner->owner; 449 owner = owner->owner;
449 450
450 this->owner = owner; 451 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
451} 518}
452 519
453/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 521 * refcounts and freeing the links.
455 */ 522 */
537 * need for monsters, but doesn't hurt to do it for everything. 604 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting 605 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
541 */ 608 */
542 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
543 611
544 attachable::instantiate (); 612 attachable::instantiate ();
545} 613}
546 614
547object * 615object *
835 903
836 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 905 remove_button_link (this);
838 906
839 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this); 908 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849 909
850 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
851 remove (); 911 remove ();
852 912
853 destroy_inv (true); 913 destroy_inv (true);
876 map = freed_map; 936 map = freed_map;
877 x = 1; 937 x = 1;
878 y = 1; 938 y = 1;
879 } 939 }
880 940
881 head = 0;
882
883 if (more) 941 if (more)
884 { 942 {
885 more->destroy (); 943 more->destroy ();
886 more = 0; 944 more = 0;
887 } 945 }
888 946
947 head = 0;
948
889 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
890 owner = 0; 950 owner = 0;
891 enemy = 0; 951 enemy = 0;
892 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
893} 954}
894 955
895void 956void
896object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
897{ 958{
898 if (destroyed ()) 959 if (destroyed ())
899 return; 960 return;
900 961
901 if (destroy_inventory) 962 if (destroy_inventory)
902 destroy_inv (false); 963 destroy_inv (false);
964
965 play_sound (sound_die);
903 966
904 attachable::destroy (); 967 attachable::destroy ();
905} 968}
906 969
907/* 970/*
1055 1118
1056 if (destroyed ()) 1119 if (destroyed ())
1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1058 } 1121 }
1059 1122
1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1062 if (tmp->above == tmp)
1063 tmp->above = 0;
1064
1065 last = tmp; 1123 last = tmp;
1066 } 1124 }
1067 1125
1068 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1120 if (more) 1178 if (more)
1121 return; 1179 return;
1122 1180
1123 object *prev = this; 1181 object *prev = this;
1124 1182
1125 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1126 { 1184 {
1127 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1128 1186
1129 op->name = name; 1187 op->name = name;
1130 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1144object * 1202object *
1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1146{ 1204{
1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 { 1206 {
1149 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1150 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1151 } 1209 }
1152 1210
1153 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1154} 1212}
1155 1213
1176object * 1234object *
1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178{ 1236{
1179 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1180 1238
1181 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1182 1240
1183 op->remove (); 1241 op->remove ();
1184 1242
1185#if 0 1243#if 0
1186 if (!m->active != !op->active) 1244 if (!m->active != !op->active)
1202#endif 1260#endif
1203 return op; 1261 return op;
1204 } 1262 }
1205 1263
1206 if (object *more = op->more) 1264 if (object *more = op->more)
1207 {
1208 if (!insert_ob_in_map (more, m, originator, flag)) 1265 if (!insert_ob_in_map (more, m, originator, flag))
1209 {
1210 if (!op->head)
1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1212
1213 return 0; 1266 return 0;
1214 }
1215 }
1216 1267
1217 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1218 1269
1219 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1220 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1227 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1228 1279
1229 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1230 */ 1281 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1234 { 1285 {
1235 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1287 tmp->destroy ();
1237 } 1288 }
1326 */ 1377 */
1327 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1328 top = last->below; 1379 top = last->below;
1329 } 1380 }
1330 } /* If objects on this space */ 1381 } /* If objects on this space */
1331
1332 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1333 top = ms.top; 1383 top = ms.top;
1334 1384
1335 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1336 top = floor; 1386 top = floor;
1406 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1457 * update_object().
1408 */ 1458 */
1409 1459
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1462 {
1413 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1414 return 0; 1464 return 0;
1415 1465
1416 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1467 * walk on's.
1418 */ 1468 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1421 return 0; 1471 return 0;
1422 } 1472 }
1423 1473
1424 return op; 1474 return op;
1434 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1435 1485
1436 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1437 1487
1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1490 tmp->destroy ();
1441 1491
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1493
1444 tmp1->x = op->x; 1494 tmp1->x = op->x;
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump); 1656 free (dump);
1607 return op; 1657 return op;
1608 } 1658 }
1609 1659
1610 if (where->head) 1660 if (where->head_ () != where)
1611 { 1661 {
1612 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head; 1663 where = where->head;
1614 } 1664 }
1615 1665
1616 return where->insert (op); 1666 return where->insert (op);
1617} 1667}
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 { 1996 {
1947 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1948 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1949 } 1999 }
1950}
1951
1952/*
1953 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1954 * all it's inventory (recursively).
1955 * If checksums are used, a player will get set_cheat called for
1956 * him/her-self and all object carried by a call to this function.
1957 */
1958void
1959set_cheat (object *op)
1960{
1961 SET_FLAG (op, FLAG_WAS_WIZ);
1962 flag_inv (op, FLAG_WAS_WIZ);
1963} 2000}
1964 2001
1965/* 2002/*
1966 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
1967 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2085 object *tmp; 2122 object *tmp;
2086 maptile *mp; 2123 maptile *mp;
2087 2124
2088 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2089 2126
2090 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2091 { 2128 {
2092 exclude = exclude->head; 2129 exclude = exclude->head;
2093 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2094 } 2131 }
2095 else 2132 else
2118 max = maxfree[i]; 2155 max = maxfree[i];
2119 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2120 { 2157 {
2121 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2161 break;
2125 2162
2126 if (tmp) 2163 if (tmp)
2127 return freedir[i]; 2164 return freedir[i];
2128 } 2165 }
2323 * create clone from object to another 2360 * create clone from object to another
2324 */ 2361 */
2325object * 2362object *
2326object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2327{ 2364{
2328 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2329 2366
2330 if (!asrc) 2367 if (!asrc)
2331 return 0; 2368 return 0;
2332 2369
2333 src = asrc;
2334 if (src->head)
2335 src = src->head; 2370 src = asrc->head_ ();
2336 2371
2337 prev = 0; 2372 prev = 0;
2338 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2339 { 2374 {
2340 tmp = part->clone (); 2375 tmp = part->clone ();
2341 tmp->x -= src->x; 2376 tmp->x -= src->x;
2342 tmp->y -= src->y; 2377 tmp->y -= src->y;
2343 2378
2456 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2457 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2458 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2459 * we get this value back again. 2494 * we get this value back again.
2460 */ 2495 */
2461 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0; 2497 field->value = 0;
2463 else 2498 else
2464 { 2499 {
2465 if (last) 2500 if (last)
2466 last->next = field->next; 2501 last->next = field->next;
2535 } 2570 }
2536 else 2571 else
2537 item = item->env; 2572 item = item->env;
2538} 2573}
2539 2574
2540
2541const char * 2575const char *
2542object::flag_desc (char *desc, int len) const 2576object::flag_desc (char *desc, int len) const
2543{ 2577{
2544 char *p = desc; 2578 char *p = desc;
2545 bool first = true; 2579 bool first = true;
2591} 2625}
2592 2626
2593const char * 2627const char *
2594object::debug_desc () const 2628object::debug_desc () const
2595{ 2629{
2596 static char info[256 * 4]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2597 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2598}
2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605} 2634}
2606 2635
2607struct region * 2636struct region *
2608object::region () const 2637object::region () const
2609{ 2638{
2612} 2641}
2613 2642
2614const materialtype_t * 2643const materialtype_t *
2615object::dominant_material () const 2644object::dominant_material () const
2616{ 2645{
2617 if (materialtype_t *mat = name_to_material (materialname)) 2646 if (materialtype_t *mt = name_to_material (materialname))
2618 return mat; 2647 return mt;
2619 2648
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown); 2649 return name_to_material (shstr_unknown);
2624} 2650}
2625 2651
2626void 2652void
2627object::open_container (object *new_container) 2653object::open_container (object *new_container)
2628{ 2654{
2672 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2674 } 2700 }
2675} 2701}
2676 2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2677 2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (map)
2739 map->play_sound (sound, x, y);
2740}

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