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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
375/* 374/*
376 * 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
377 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
379 */ 378 */
380
381object * 379object *
382get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
383{ 381{
384 object *tmp, *closest; 382 object *tmp, *closest;
385 int last_dist, i; 383 int last_dist, i;
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
453} 444}
454 445
455int 446int
587object::copy_to (object *dst) 578object::copy_to (object *dst)
588{ 579{
589 *dst = *this; 580 *dst = *this;
590 581
591 if (speed < 0) 582 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
593 584
594 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
595} 586}
596 587
597void 588void
924 915
925 if (!freed_map) 916 if (!freed_map)
926 { 917 {
927 freed_map = new maptile; 918 freed_map = new maptile;
928 919
920 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 922 freed_map->width = 3;
931 freed_map->height = 3; 923 freed_map->height = 3;
932 924
933 freed_map->alloc (); 925 freed_map->alloc ();
937 map = freed_map; 929 map = freed_map;
938 x = 1; 930 x = 1;
939 y = 1; 931 y = 1;
940 } 932 }
941 933
942 head = 0;
943
944 if (more) 934 if (more)
945 { 935 {
946 more->destroy (); 936 more->destroy ();
947 more = 0; 937 more = 0;
948 } 938 }
949 939
940 head = 0;
941
950 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
951 owner = 0; 943 owner = 0;
952 enemy = 0; 944 enemy = 0;
953 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
954} 947}
955 948
956void 949void
957object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
958{ 951{
959 if (destroyed ()) 952 if (destroyed ())
960 return; 953 return;
961 954
962 if (destroy_inventory) 955 if (destroy_inventory)
963 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 963
965 attachable::destroy (); 964 attachable::destroy ();
966} 965}
967 966
968/* 967/*
1083 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1084 return; 1083 return;
1085 1084
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1100 {
1090 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1091 * being removed. 1102 * being removed.
1092 */ 1103 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1104
1110 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1111 if (check_walk_off 1106 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 1231
1237 object *top, *floor = NULL; 1232 object *top, *floor = NULL;
1238 1233
1239 op->remove (); 1234 op->remove ();
1240 1235
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1238 * need extra work
1271 */ 1239 */
1272 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1273 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1274 1251
1275 op->map = m; 1252 op->map = m;
1276 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1277 1254
1278 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1313 else 1290 else
1314 { 1291 {
1315 top = ms.bot; 1292 top = ms.bot;
1316 1293
1317 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1295 if (top)
1319 { 1296 {
1320 object *last = 0; 1297 object *last = 0;
1321 1298
1322 /* 1299 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1376 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1377 top = last->below; 1354 top = last->below;
1378 } 1355 }
1379 } /* If objects on this space */ 1356 } /* If objects on this space */
1380 1357
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1359 top = floor;
1386 1360
1387 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1362 */
1420 op->map->touch (); 1394 op->map->touch ();
1421 } 1395 }
1422 1396
1423 op->map->dirty = true; 1397 op->map->dirty = true;
1424 1398
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1399 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1432 1401
1433 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1674 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1675 */ 1644 */
1676object * 1645object *
1677object::insert (object *op) 1646object::insert (object *op)
1678{ 1647{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove (); 1649 op->remove ();
1683 1650
1684 if (op->more) 1651 if (op->more)
1685 { 1652 {
1687 return op; 1654 return op;
1688 } 1655 }
1689 1656
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1692 if (op->nrof) 1660 if (op->nrof)
1693 { 1661 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1663 if (object::can_merge (tmp, op))
1696 { 1664 {
1697 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1666 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1718 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1719 } 1687 }
1720 else 1688 else
1721 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1722 1690
1723 otmp = this->in_player (); 1691 if (object *otmp = this->in_player ())
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats (); 1693 otmp->update_stats ();
1727 1694
1695 op->owner = 0; // its his/hers now. period.
1728 op->map = 0; 1696 op->map = 0;
1729 op->env = this; 1697 op->env = this;
1730 op->above = 0; 1698 op->above = 0;
1731 op->below = 0; 1699 op->below = 0;
1732 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1733 1701
1734 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1736 { 1704 {
1737#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1740 if (map->darkness) 1708 if (map->darkness)
2020 * customized, changed states, etc. 1988 * customized, changed states, etc.
2021 */ 1989 */
2022int 1990int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1992{
1993 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1994 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1995
2028 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2029 { 1997 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
2032 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
2033 2017
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2041 */ 2025 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2043 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2044 } 2039 }
2045 2040
2046 if (!index) 2041 if (!index)
2047 return -1; 2042 return -1;
2048 2043
2057 */ 2052 */
2058int 2053int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2055{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2058 return i;
2064 2059
2065 return -1; 2060 return -1;
2066} 2061}
2067 2062
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2340 * core dumps if they do.
2346 * 2341 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2343 */
2349
2350int 2344int
2351can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2352{ 2346{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2569 } 2563 }
2570 else 2564 else
2571 item = item->env; 2565 item = item->env;
2572} 2566}
2573 2567
2574
2575const char * 2568const char *
2576object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2577{ 2570{
2578 char *p = desc; 2571 char *p = desc;
2579 bool first = true; 2572 bool first = true;
2613 &name, 2606 &name,
2614 title ? "\",title:\"" : "", 2607 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2617 2610
2618 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2613
2621 if (map) 2614 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2616
2641} 2634}
2642 2635
2643const materialtype_t * 2636const materialtype_t *
2644object::dominant_material () const 2637object::dominant_material () const
2645{ 2638{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2639 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2640 return mt;
2648 2641
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2642 return name_to_material (shstr_unknown);
2653} 2643}
2654 2644
2655void 2645void
2656object::open_container (object *new_container) 2646object::open_container (object *new_container)
2657{ 2647{
2673 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2664 container = 0;
2675 2665
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2666 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2678 } 2669 }
2679 2670
2680 if (new_container) 2671 if (new_container)
2681 { 2672 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2689 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2690 container = new_container;
2700 2691
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2703 } 2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2704} 2746}
2705 2747
2706

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