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Comparing deliantra/server/common/object.C (file contents):
Revision 1.151 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.179 by root, Wed Aug 15 04:57:48 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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. */
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}
495 { 494 {
496 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
497 update_stats (); 496 update_stats ();
498 497
499 new_draw_info_format (NDI_UNIQUE, 0, this, 498 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 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); 501 "[You need to unapply some items first.]", &ob->name);
502 return false; 502 return false;
503 } 503 }
504 504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 506 }
936 map = freed_map; 936 map = freed_map;
937 x = 1; 937 x = 1;
938 y = 1; 938 y = 1;
939 } 939 }
940 940
941 head = 0;
942
943 if (more) 941 if (more)
944 { 942 {
945 more->destroy (); 943 more->destroy ();
946 more = 0; 944 more = 0;
947 } 945 }
948 946
947 head = 0;
948
949 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
950 owner = 0; 950 owner = 0;
951 enemy = 0; 951 enemy = 0;
952 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
953} 954}
954 955
955void 956void
956object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
957{ 958{
958 if (destroyed ()) 959 if (destroyed ())
959 return; 960 return;
960 961
961 if (destroy_inventory) 962 if (destroy_inventory)
962 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 970
964 attachable::destroy (); 971 attachable::destroy ();
965} 972}
966 973
967/* 974/*
1082 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1083 return; 1090 return;
1084 1091
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1107 {
1089 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1090 * being removed. 1109 * being removed.
1091 */ 1110 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1111
1109 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1110 if (check_walk_off 1113 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1118
1116 if (destroyed ()) 1119 if (destroyed ())
1117 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 ());
1118 } 1121 }
1119 1122
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1123 last = tmp;
1126 } 1124 }
1127 1125
1128 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1178 if (more)
1181 return; 1179 return;
1182 1180
1183 object *prev = this; 1181 object *prev = this;
1184 1182
1185 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1184 {
1187 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1188 1186
1189 op->name = name; 1187 op->name = name;
1190 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1204object * 1202object *
1205insert_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)
1206{ 1204{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1206 {
1209 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1211 } 1209 }
1212 1210
1213 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1214} 1212}
1215 1213
1236object * 1234object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1236{
1239 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1240 1238
1241 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1242 1240
1243 op->remove (); 1241 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252 1242
1253 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1254 { 1244 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES 1246#ifdef MANY_CORES
1262#endif 1252#endif
1263 return op; 1253 return op;
1264 } 1254 }
1265 1255
1266 if (object *more = op->more) 1256 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0; 1258 return 0;
1274 }
1275 }
1276 1259
1277 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1261
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1287 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1288 1271
1289 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1290 */ 1273 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1294 { 1277 {
1295 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1279 tmp->destroy ();
1297 } 1280 }
1386 */ 1369 */
1387 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1388 top = last->below; 1371 top = last->below;
1389 } 1372 }
1390 } /* If objects on this space */ 1373 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1393 top = ms.top; 1375 top = ms.top;
1394 1376
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1378 top = floor;
1436 /* If we have a floor, we know the player, if any, will be above 1418 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there. 1419 * it, so save a few ticks and start from there.
1438 */ 1420 */
1439 if (!(flag & INS_MAP_LOAD)) 1421 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1422 if (object *pl = ms.player ())
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1423 pl->contr->ns->floorbox_update ();
1443 1424
1444 /* If this object glows, it may affect lighting conditions that are 1425 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really 1426 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players 1427 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well 1428 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1447 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1448 * update_object().
1468 */ 1449 */
1469 1450
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1451 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1452 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1453 {
1473 if (check_move_on (op, originator)) 1454 if (check_move_on (op, originator))
1474 return 0; 1455 return 0;
1475 1456
1476 /* If we are a multi part object, lets work our way through the check 1457 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1458 * walk on's.
1478 */ 1459 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1460 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1461 if (check_move_on (tmp, originator))
1481 return 0; 1462 return 0;
1482 } 1463 }
1483 1464
1484 return op; 1465 return op;
1494 object *tmp, *tmp1; 1475 object *tmp, *tmp1;
1495 1476
1496 /* first search for itself and remove any old instances */ 1477 /* first search for itself and remove any old instances */
1497 1478
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1479 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1480 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1481 tmp->destroy ();
1501 1482
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1483 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1484
1504 tmp1->x = op->x; 1485 tmp1->x = op->x;
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1647 free (dump);
1667 return op; 1648 return op;
1668 } 1649 }
1669 1650
1670 if (where->head) 1651 if (where->head_ () != where)
1671 { 1652 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1654 where = where->head;
1674 } 1655 }
1675 1656
1676 return where->insert (op); 1657 return where->insert (op);
1677} 1658}
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 { 1987 {
2007 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
2009 } 1990 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1991}
2024 1992
2025/* 1993/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
2145 object *tmp; 2113 object *tmp;
2146 maptile *mp; 2114 maptile *mp;
2147 2115
2148 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2149 2117
2150 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2151 { 2119 {
2152 exclude = exclude->head; 2120 exclude = exclude->head;
2153 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2154 } 2122 }
2155 else 2123 else
2178 max = maxfree[i]; 2146 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2180 { 2148 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2152 break;
2185 2153
2186 if (tmp) 2154 if (tmp)
2187 return freedir[i]; 2155 return freedir[i];
2188 } 2156 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2337 * core dumps if they do.
2370 * 2338 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2340 */
2373
2374int 2341int
2375can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2376{ 2343{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2383 * create clone from object to another 2350 * create clone from object to another
2384 */ 2351 */
2385object * 2352object *
2386object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2387{ 2354{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2389 2356
2390 if (!asrc) 2357 if (!asrc)
2391 return 0; 2358 return 0;
2392 2359
2393 src = asrc;
2394 if (src->head)
2395 src = src->head; 2360 src = asrc->head_ ();
2396 2361
2397 prev = 0; 2362 prev = 0;
2398 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2399 { 2364 {
2400 tmp = part->clone (); 2365 tmp = part->clone ();
2401 tmp->x -= src->x; 2366 tmp->x -= src->x;
2402 tmp->y -= src->y; 2367 tmp->y -= src->y;
2403 2368
2516 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2519 * we get this value back again. 2484 * we get this value back again.
2520 */ 2485 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2522 field->value = 0; 2487 field->value = 0;
2523 else 2488 else
2524 { 2489 {
2525 if (last) 2490 if (last)
2526 last->next = field->next; 2491 last->next = field->next;
2595 } 2560 }
2596 else 2561 else
2597 item = item->env; 2562 item = item->env;
2598} 2563}
2599 2564
2600
2601const char * 2565const char *
2602object::flag_desc (char *desc, int len) const 2566object::flag_desc (char *desc, int len) const
2603{ 2567{
2604 char *p = desc; 2568 char *p = desc;
2605 bool first = true; 2569 bool first = true;
2667} 2631}
2668 2632
2669const materialtype_t * 2633const materialtype_t *
2670object::dominant_material () const 2634object::dominant_material () const
2671{ 2635{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2636 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2637 return mt;
2674 2638
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2639 return name_to_material (shstr_unknown);
2679} 2640}
2680 2641
2681void 2642void
2682object::open_container (object *new_container) 2643object::open_container (object *new_container)
2683{ 2644{
2699 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0; 2661 container = 0;
2701 2662
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2664 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2665 play_sound (sound_find ("chest_close"));
2704 } 2666 }
2705 2667
2706 if (new_container) 2668 if (new_container)
2707 { 2669 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2670 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2724 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container; 2687 container = new_container;
2726 2688
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693}
2694
2695object *
2696object::force_find (const shstr name)
2697{
2698 /* cycle through his inventory to look for the MARK we want to
2699 * place
2700 */
2701 for (object *tmp = inv; tmp; tmp = tmp->below)
2702 if (tmp->type == FORCE && tmp->slaying == name)
2703 return splay (tmp);
2704
2705 return 0;
2706}
2707
2708void
2709object::force_add (const shstr name, int duration)
2710{
2711 if (object *force = force_find (name))
2712 force->destroy ();
2713
2714 object *force = get_archetype (FORCE_NAME);
2715
2716 force->slaying = name;
2717 force->stats.food = 1;
2718 force->speed_left = -1.f;
2719
2720 force->set_speed (duration ? 1.f / duration : 0.f);
2721 force->flag [FLAG_IS_USED_UP] = true;
2722 force->flag [FLAG_APPLIED] = true;
2723
2724 insert (force);
2725}
2726
2727void
2728object::play_sound (faceidx sound) const
2729{
2730 if (!sound)
2731 return;
2732
2733 if (flag [FLAG_REMOVED])
2734 return;
2735
2736 if (env)
2729 } 2737 {
2738 if (object *pl = in_player ())
2739 pl->contr->play_sound (sound);
2740 }
2741 else
2742 map->play_sound (sound, x, y);
2730} 2743}
2731 2744
2732

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