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Comparing deliantra/server/common/object.C (file contents):
Revision 1.146 by root, Fri May 11 21:07:13 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}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
455void 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
456object::set_weapon (object *ob) 472object::change_weapon (object *ob)
457{ 473{
458 if (current_weapon == ob) 474 if (current_weapon == ob)
459 return; 475 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 476
463 if (chosen_skill) 477 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 478 chosen_skill->flag [FLAG_APPLIED] = false;
465 479
466 current_weapon = ob; 480 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 482
469 if (chosen_skill) 483 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 484 chosen_skill->flag [FLAG_APPLIED] = true;
471 485
472 update_stats (); 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;
473} 518}
474 519
475/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 521 * refcounts and freeing the links.
477 */ 522 */
891 map = freed_map; 936 map = freed_map;
892 x = 1; 937 x = 1;
893 y = 1; 938 y = 1;
894 } 939 }
895 940
896 head = 0;
897
898 if (more) 941 if (more)
899 { 942 {
900 more->destroy (); 943 more->destroy ();
901 more = 0; 944 more = 0;
902 } 945 }
903 946
947 head = 0;
948
904 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
905 owner = 0; 950 owner = 0;
906 enemy = 0; 951 enemy = 0;
907 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
908} 954}
909 955
910void 956void
911object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
912{ 958{
913 if (destroyed ()) 959 if (destroyed ())
914 return; 960 return;
915 961
916 if (destroy_inventory) 962 if (destroy_inventory)
917 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
918 970
919 attachable::destroy (); 971 attachable::destroy ();
920} 972}
921 973
922/* 974/*
1037 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1038 return; 1090 return;
1039 1091
1040 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1041 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
1042 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 { 1107 {
1044 /* 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
1045 * being removed. 1109 * being removed.
1046 */ 1110 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1111
1064 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1065 if (check_walk_off 1113 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1118
1071 if (destroyed ()) 1119 if (destroyed ())
1072 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 ());
1073 } 1121 }
1074 1122
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1123 last = tmp;
1081 } 1124 }
1082 1125
1083 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1135 if (more) 1178 if (more)
1136 return; 1179 return;
1137 1180
1138 object *prev = this; 1181 object *prev = this;
1139 1182
1140 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1184 {
1142 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1143 1186
1144 op->name = name; 1187 op->name = name;
1145 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1159object * 1202object *
1160insert_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)
1161{ 1204{
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1206 {
1164 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1166 } 1209 }
1167 1210
1168 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1169} 1212}
1170 1213
1191object * 1234object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1236{
1194 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1195 1238
1196 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1197 1240
1198 op->remove (); 1241 op->remove ();
1199
1200#if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206#endif
1207 1242
1208 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1209 { 1244 {
1210 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 ());
1211#ifdef MANY_CORES 1246#ifdef MANY_CORES
1217#endif 1252#endif
1218 return op; 1253 return op;
1219 } 1254 }
1220 1255
1221 if (object *more = op->more) 1256 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0; 1258 return 0;
1229 }
1230 }
1231 1259
1232 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1261
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1242 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1243 1271
1244 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1245 */ 1273 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1249 { 1277 {
1250 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1279 tmp->destroy ();
1252 } 1280 }
1341 */ 1369 */
1342 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1343 top = last->below; 1371 top = last->below;
1344 } 1372 }
1345 } /* If objects on this space */ 1373 } /* If objects on this space */
1346
1347 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1348 top = ms.top; 1375 top = ms.top;
1349 1376
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1378 top = floor;
1391 /* 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
1392 * it, so save a few ticks and start from there. 1419 * it, so save a few ticks and start from there.
1393 */ 1420 */
1394 if (!(flag & INS_MAP_LOAD)) 1421 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = ms.player ()) 1422 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update (); 1423 pl->contr->ns->floorbox_update ();
1398 1424
1399 /* If this object glows, it may affect lighting conditions that are 1425 /* If this object glows, it may affect lighting conditions that are
1400 * 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
1401 * 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
1402 * on the map will get recalculated. The players could very well 1428 * on the map will get recalculated. The players could very well
1421 * blocked() and wall() work properly), and these flags are updated by 1447 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1448 * update_object().
1423 */ 1449 */
1424 1450
1425 /* 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 */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1452 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1453 {
1428 if (check_move_on (op, originator)) 1454 if (check_move_on (op, originator))
1429 return 0; 1455 return 0;
1430 1456
1431 /* 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
1432 * walk on's. 1458 * walk on's.
1433 */ 1459 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1460 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1461 if (check_move_on (tmp, originator))
1436 return 0; 1462 return 0;
1437 } 1463 }
1438 1464
1439 return op; 1465 return op;
1449 object *tmp, *tmp1; 1475 object *tmp, *tmp1;
1450 1476
1451 /* first search for itself and remove any old instances */ 1477 /* first search for itself and remove any old instances */
1452 1478
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1479 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1480 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1481 tmp->destroy ();
1456 1482
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1483 tmp1 = arch_to_object (archetype::find (arch_string));
1458 1484
1459 tmp1->x = op->x; 1485 tmp1->x = op->x;
1620 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);
1621 free (dump); 1647 free (dump);
1622 return op; 1648 return op;
1623 } 1649 }
1624 1650
1625 if (where->head) 1651 if (where->head_ () != where)
1626 { 1652 {
1627 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");
1628 where = where->head; 1654 where = where->head;
1629 } 1655 }
1630 1656
1631 return where->insert (op); 1657 return where->insert (op);
1632} 1658}
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 { 1987 {
1962 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1964 } 1990 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1991}
1979 1992
1980/* 1993/*
1981 * 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
1982 * 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
2100 object *tmp; 2113 object *tmp;
2101 maptile *mp; 2114 maptile *mp;
2102 2115
2103 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2104 2117
2105 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2106 { 2119 {
2107 exclude = exclude->head; 2120 exclude = exclude->head;
2108 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2109 } 2122 }
2110 else 2123 else
2133 max = maxfree[i]; 2146 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2135 { 2148 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2152 break;
2140 2153
2141 if (tmp) 2154 if (tmp)
2142 return freedir[i]; 2155 return freedir[i];
2143 } 2156 }
2323 * 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
2324 * core dumps if they do. 2337 * core dumps if they do.
2325 * 2338 *
2326 * 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)
2327 */ 2340 */
2328
2329int 2341int
2330can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2331{ 2343{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2338 * create clone from object to another 2350 * create clone from object to another
2339 */ 2351 */
2340object * 2352object *
2341object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2342{ 2354{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2344 2356
2345 if (!asrc) 2357 if (!asrc)
2346 return 0; 2358 return 0;
2347 2359
2348 src = asrc;
2349 if (src->head)
2350 src = src->head; 2360 src = asrc->head_ ();
2351 2361
2352 prev = 0; 2362 prev = 0;
2353 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2354 { 2364 {
2355 tmp = part->clone (); 2365 tmp = part->clone ();
2356 tmp->x -= src->x; 2366 tmp->x -= src->x;
2357 tmp->y -= src->y; 2367 tmp->y -= src->y;
2358 2368
2471 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2472 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2473 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2474 * we get this value back again. 2484 * we get this value back again.
2475 */ 2485 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2477 field->value = 0; 2487 field->value = 0;
2478 else 2488 else
2479 { 2489 {
2480 if (last) 2490 if (last)
2481 last->next = field->next; 2491 last->next = field->next;
2550 } 2560 }
2551 else 2561 else
2552 item = item->env; 2562 item = item->env;
2553} 2563}
2554 2564
2555
2556const char * 2565const char *
2557object::flag_desc (char *desc, int len) const 2566object::flag_desc (char *desc, int len) const
2558{ 2567{
2559 char *p = desc; 2568 char *p = desc;
2560 bool first = true; 2569 bool first = true;
2622} 2631}
2623 2632
2624const materialtype_t * 2633const materialtype_t *
2625object::dominant_material () const 2634object::dominant_material () const
2626{ 2635{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2636 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2637 return mt;
2629 2638
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2639 return name_to_material (shstr_unknown);
2634} 2640}
2635 2641
2636void 2642void
2637object::open_container (object *new_container) 2643object::open_container (object *new_container)
2638{ 2644{
2654 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0; 2661 container = 0;
2656 2662
2657 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2658 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"));
2659 } 2666 }
2660 2667
2661 if (new_container) 2668 if (new_container)
2662 { 2669 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2670 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container; 2687 container = new_container;
2681 2688
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2683 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)
2684 } 2737 {
2738 if (object *pl = in_player ())
2739 pl->contr->play_sound (sound);
2740 }
2741 else
2742 map->play_sound (sound, x, y);
2685} 2743}
2686 2744
2687

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