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Comparing deliantra/server/common/object.C (file contents):
Revision 1.274 by root, Sun Dec 28 03:58:36 2008 UTC vs.
Revision 1.291 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
328 // the player inventory itself is always visible 329 // the player inventory itself is always visible
329 if (env->is_player ()) 330 if (env->is_player ())
330 return env; 331 return env;
331 332
332 // else a player could have our env open 333 // else a player could have our env open
333 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
334 335
335 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 337 // even if our inv is in a player.
337 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
431 object_freezer freezer; 432 object_freezer freezer;
432 op->write (freezer); 433 op->write (freezer);
433 return freezer.as_string (); 434 return freezer.as_string ();
434} 435}
435 436
437char *
438object::as_string ()
439{
440 return dump_object (this);
441}
442
436/* 443/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
440 */ 447 */
555 update_stats (); 562 update_stats ();
556 563
557 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 569 return false;
562 } 570 }
563 571
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 573 }
792 800
793object::object () 801object::object ()
794{ 802{
795 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
796 804
797 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
798 face = blank_face; 806 face = blank_face;
799} 807}
800 808
801object::~object () 809object::~object ()
802{ 810{
831{ 839{
832 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
833 if (active) 841 if (active)
834 return; 842 return;
835 843
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
840 actives.insert (this); 849 actives.insert (this);
850 }
841} 851}
842 852
843void 853void
844object::activate_recursive () 854object::activate_recursive ()
845{ 855{
963 973
964void 974void
965object::do_destroy () 975object::do_destroy ()
966{ 976{
967 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 978 remove_link ();
969 979
970 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 981 remove_friendly_object (this);
972 982
973 remove (); 983 remove ();
1297 1307
1298 if (object *more = op->more) 1308 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0; 1310 return 0;
1301 1311
1302 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1303 1313 op->env = 0;
1304 op->map = newmap; 1314 op->map = newmap;
1315
1305 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1306 1317
1307 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1308 */ 1319 */
1309 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1331 abort (); 1342 abort ();
1332 } 1343 }
1333 1344
1334 if (!originator->is_on_map ()) 1345 if (!originator->is_on_map ())
1346 {
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ()); 1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1337 1351
1338 op->above = originator; 1352 op->above = originator;
1339 op->below = originator->below; 1353 op->below = originator->below;
1340 originator->below = op; 1354 originator->below = op;
1341 1355
1473 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1488 * update_object().
1475 */ 1489 */
1476 1490
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1493 {
1480 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1481 return 0; 1495 return 0;
1482 1496
1483 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1497 */ 1511 */
1498void 1512void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1514{
1501 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1502 1516
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (); 1519 tmp->destroy ();
1506 1520
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1508 1522
1509 tmp->x = op->x; 1523 tmp->x = op->x;
1510 tmp->y = op->y; 1524 tmp->y = op->y;
1511 1525
1512 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1698 * on top. 1712 * on top.
1699 */ 1713 */
1700int 1714int
1701check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1702{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1703 object *tmp; 1720 object *tmp;
1704 maptile *m = op->map; 1721 maptile *m = op->map;
1705 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1706 1723
1707 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1708 1725
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1710 return 0;
1711 1727
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1715 1731
1716 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1719 * as walking. 1735 * as walking.
1730 return 0; 1746 return 0;
1731 1747
1732 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1734 */ 1750 */
1735 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 } 1752 {
1753 next = tmp->below;
1745 1754
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op) 1755 if (tmp == op)
1749 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1750 1757
1751 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 { 1765 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1768 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1770
1766 if (op->is_player ()) 1771 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1774 diff /= 4.0;
1770 1775
1771 op->speed_left -= diff; 1776 op->speed_left -= diff;
1772 } 1777 }
1773 } 1778 }
2057 * there is capable of. 2062 * there is capable of.
2058 */ 2063 */
2059int 2064int
2060find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2066{
2062 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2068 MoveType move_type;
2069 2069
2070 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2071 { 2071 {
2072 exclude = exclude->head; 2072 exclude = exclude->head;
2073 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2076 { 2076 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2079 } 2079 }
2080 2080
2081 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2082 { 2082 {
2083 mp = m; 2083 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2084 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2085
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2087 max = maxfree[i];
2091 else 2088 else
2092 { 2089 {
2093 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2094 2091
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2093 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2100 { 2095 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2099 return freedir [i];
2108 } 2100 }
2109 } 2101 }
2110 } 2102 }
2111 2103
2112 return 0; 2104 return 0;
2187 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2190 * functions. 2182 * functions.
2191 */ 2183 */
2192int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2335 return tmp; 2327 return tmp;
2336 2328
2337 return 0; 2329 return 0;
2338} 2330}
2339 2331
2340const shstr & 2332shstr_tmp
2341object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2342{ 2334{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key) 2336 if (kv->key == key)
2345 return kv->value; 2337 return kv->value;
2346 2338
2347 return shstr_null; 2339 return shstr ();
2348} 2340}
2349 2341
2350void 2342void
2351object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2352{ 2344{
2353 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (kv->key == key) 2346 if (kv->key == key)
2355 { 2347 {
2356 kv->value = value; 2348 kv->value = value;
2365 2357
2366 key_values = kv; 2358 key_values = kv;
2367} 2359}
2368 2360
2369void 2361void
2370object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2371{ 2363{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2374 { 2366 {
2375 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2506 container = 0; 2498 container = 0;
2507 2499
2508 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2510 2502
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2512 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2513 } 2505 }
2514 2506
2515 if (new_container) 2507 if (new_container)
2516 { 2508 {
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer); 2519 new_container->insert (closer);
2528 } 2520 }
2529#endif 2521#endif
2530 2522
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2532 2524
2533 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2535 2527
2536 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2544// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2546} 2538}
2547 2539
2548object * 2540object *
2549object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2550{ 2542{
2551 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2552 * place 2544 * place
2553 */ 2545 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2556 return splay (tmp); 2548 return splay (tmp);
2557 2549
2558 return 0; 2550 return 0;
2559} 2551}
2560 2552
2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2561object * 2562object *
2562object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2563{ 2564{
2564 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2565 force->destroy (); 2566 force->destroy ();
2566 2567
2567 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2568 2569
2569 force->slaying = name; 2570 force->slaying = name;
2570 force->stats.food = 1;
2571 force->speed_left = -1.f;
2572 2571
2573 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2574 force->flag [FLAG_IS_USED_UP] = true; 2573
2575 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2576 2575
2577 return insert (force); 2576 return insert (force);
2578} 2577}
2579 2578
2580void 2579void
2581object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2582{ 2581{
2583 if (!sound) 2582 if (!sound)
2584 return; 2583 return;
2585 2584
2586 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2587 return;
2588
2589 if (env)
2590 {
2591 if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593 }
2594 else
2595 map->play_sound (sound, x, y); 2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2596} 2598}
2597 2599
2598void 2600void
2599object::make_noise () 2601object::make_noise ()
2600{ 2602{

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