… | |
… | |
960 | return; |
960 | return; |
961 | |
961 | |
962 | if (destroy_inventory) |
962 | if (destroy_inventory) |
963 | destroy_inv (false); |
963 | destroy_inv (false); |
964 | |
964 | |
|
|
965 | if (is_head ()) |
|
|
966 | if (sound_destroy) |
965 | play_sound (sound_die); |
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 |
966 | |
970 | |
967 | attachable::destroy (); |
971 | attachable::destroy (); |
968 | } |
972 | } |
969 | |
973 | |
970 | /* |
974 | /* |
… | |
… | |
1085 | if (map->in_memory == MAP_SAVING) |
1089 | if (map->in_memory == MAP_SAVING) |
1086 | return; |
1090 | return; |
1087 | |
1091 | |
1088 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1092 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1089 | |
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 | |
1090 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1106 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1091 | { |
1107 | { |
1092 | /* 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 |
1093 | * being removed. |
1109 | * being removed. |
1094 | */ |
1110 | */ |
1095 | |
|
|
1096 | if (tmp->type == PLAYER && tmp != this) |
|
|
1097 | { |
|
|
1098 | /* If a container that the player is currently using somehow gets |
|
|
1099 | * removed (most likely destroyed), update the player view |
|
|
1100 | * appropriately. |
|
|
1101 | */ |
|
|
1102 | if (tmp->container == this) |
|
|
1103 | { |
|
|
1104 | flag [FLAG_APPLIED] = 0; |
|
|
1105 | tmp->container = 0; |
|
|
1106 | } |
|
|
1107 | |
|
|
1108 | if (tmp->contr->ns) |
|
|
1109 | tmp->contr->ns->floorbox_update (); |
|
|
1110 | } |
|
|
1111 | |
1111 | |
1112 | /* See if object moving off should effect something */ |
1112 | /* See if object moving off should effect something */ |
1113 | if (check_walk_off |
1113 | if (check_walk_off |
1114 | && ((move_type & tmp->move_off) |
1114 | && ((move_type & tmp->move_off) |
1115 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1115 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
… | |
… | |
1426 | /* If we have a floor, we know the player, if any, will be above |
1426 | /* If we have a floor, we know the player, if any, will be above |
1427 | * it, so save a few ticks and start from there. |
1427 | * it, so save a few ticks and start from there. |
1428 | */ |
1428 | */ |
1429 | if (!(flag & INS_MAP_LOAD)) |
1429 | if (!(flag & INS_MAP_LOAD)) |
1430 | if (object *pl = ms.player ()) |
1430 | if (object *pl = ms.player ()) |
1431 | if (pl->contr->ns) |
|
|
1432 | pl->contr->ns->floorbox_update (); |
1431 | pl->contr->ns->floorbox_update (); |
1433 | |
1432 | |
1434 | /* If this object glows, it may affect lighting conditions that are |
1433 | /* If this object glows, it may affect lighting conditions that are |
1435 | * visible to others on this map. But update_all_los is really |
1434 | * visible to others on this map. But update_all_los is really |
1436 | * an inefficient way to do this, as it means los for all players |
1435 | * an inefficient way to do this, as it means los for all players |
1437 | * on the map will get recalculated. The players could very well |
1436 | * on the map will get recalculated. The players could very well |
… | |
… | |
2345 | * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2344 | * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2346 | * core dumps if they do. |
2345 | * core dumps if they do. |
2347 | * |
2346 | * |
2348 | * Add a check so we can't pick up invisible objects (0.93.8) |
2347 | * Add a check so we can't pick up invisible objects (0.93.8) |
2349 | */ |
2348 | */ |
2350 | |
|
|
2351 | int |
2349 | int |
2352 | can_pick (const object *who, const object *item) |
2350 | can_pick (const object *who, const object *item) |
2353 | { |
2351 | { |
2354 | return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2352 | return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2355 | (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
2353 | (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
… | |
… | |
2730 | force->flag [FLAG_APPLIED] = true; |
2728 | force->flag [FLAG_APPLIED] = true; |
2731 | |
2729 | |
2732 | insert (force); |
2730 | insert (force); |
2733 | } |
2731 | } |
2734 | |
2732 | |
2735 | void |
|
|
2736 | object::play_sound (faceidx sound) const |
|
|
2737 | { |
|
|
2738 | if (map) |
|
|
2739 | map->play_sound (sound, x, y); |
|
|
2740 | } |
|
|