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Comparing deliantra/server/common/object.C (file contents):
Revision 1.155 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 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}
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
495 { 486 {
496 current_weapon = chosen_skill = 0; 487 current_weapon = chosen_skill = 0;
497 update_stats (); 488 update_stats ();
498 489
499 new_draw_info_format (NDI_UNIQUE, 0, this, 490 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. " 491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 493 "[You need to unapply some items first.]", &ob->name);
502 return false; 494 return false;
503 } 495 }
504 496
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 498 }
586object::copy_to (object *dst) 578object::copy_to (object *dst)
587{ 579{
588 *dst = *this; 580 *dst = *this;
589 581
590 if (speed < 0) 582 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
592 584
593 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
594} 586}
595 587
596void 588void
923 915
924 if (!freed_map) 916 if (!freed_map)
925 { 917 {
926 freed_map = new maptile; 918 freed_map = new maptile;
927 919
920 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 922 freed_map->width = 3;
930 freed_map->height = 3; 923 freed_map->height = 3;
931 924
932 freed_map->alloc (); 925 freed_map->alloc ();
936 map = freed_map; 929 map = freed_map;
937 x = 1; 930 x = 1;
938 y = 1; 931 y = 1;
939 } 932 }
940 933
941 head = 0;
942
943 if (more) 934 if (more)
944 { 935 {
945 more->destroy (); 936 more->destroy ();
946 more = 0; 937 more = 0;
947 } 938 }
948 939
940 head = 0;
941
949 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
950 owner = 0; 943 owner = 0;
951 enemy = 0; 944 enemy = 0;
952 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
953} 947}
954 948
955void 949void
956object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
957{ 951{
958 if (destroyed ()) 952 if (destroyed ())
959 return; 953 return;
960 954
961 if (destroy_inventory) 955 if (destroy_inventory)
962 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
963 963
964 attachable::destroy (); 964 attachable::destroy ();
965} 965}
966 966
967/* 967/*
1082 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1083 return; 1083 return;
1084 1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 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
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1100 {
1089 /* 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
1090 * being removed. 1102 * being removed.
1091 */ 1103 */
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 1104
1109 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1110 if (check_walk_off 1106 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1111
1116 if (destroyed ()) 1112 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1114 }
1119 1115
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; 1116 last = tmp;
1126 } 1117 }
1127 1118
1128 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1171 if (more)
1181 return; 1172 return;
1182 1173
1183 object *prev = this; 1174 object *prev = this;
1184 1175
1185 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1177 {
1187 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1188 1179
1189 op->name = name; 1180 op->name = name;
1190 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1204object * 1195object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1197{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1199 {
1209 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1211 } 1202 }
1212 1203
1213 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1214} 1205}
1215 1206
1240 1231
1241 object *top, *floor = NULL; 1232 object *top, *floor = NULL;
1242 1233
1243 op->remove (); 1234 op->remove ();
1244 1235
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
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 if (!insert_ob_in_map (more, m, originator, flag))
1268 return 0;
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * 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
1274 * need extra work 1238 * need extra work
1275 */ 1239 */
1276 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1277 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);
1278 1251
1279 op->map = m; 1252 op->map = m;
1280 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1281 1254
1282 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1379 */ 1352 */
1380 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1381 top = last->below; 1354 top = last->below;
1382 } 1355 }
1383 } /* If objects on this space */ 1356 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1386 top = ms.top; 1358 top = ms.top;
1387 1359
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1361 top = floor;
1424 op->map->touch (); 1396 op->map->touch ();
1425 } 1397 }
1426 1398
1427 op->map->dirty = true; 1399 op->map->dirty = true;
1428 1400
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1436 1404
1437 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1487 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1488 1456
1489 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1490 1458
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1461 tmp->destroy ();
1494 1462
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1464
1497 tmp1->x = op->x; 1465 tmp1->x = op->x;
1678 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1679 */ 1647 */
1680object * 1648object *
1681object::insert (object *op) 1649object::insert (object *op)
1682{ 1650{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove (); 1652 op->remove ();
1687 1653
1688 if (op->more) 1654 if (op->more)
1689 { 1655 {
1691 return op; 1657 return op;
1692 } 1658 }
1693 1659
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1696 if (op->nrof) 1663 if (op->nrof)
1697 { 1664 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1700 { 1667 {
1701 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1669 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1722 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1723 } 1690 }
1724 else 1691 else
1725 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1726 1693
1727 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats (); 1696 otmp->update_stats ();
1731 1697
1698 op->owner = 0; // its his/hers now. period.
1732 op->map = 0; 1699 op->map = 0;
1733 op->env = this; 1700 op->env = this;
1734 op->above = 0; 1701 op->above = 0;
1735 op->below = 0; 1702 op->below = 0;
1736 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1737 1704
1738 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1740 { 1707 {
1741#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1744 if (map->darkness) 1711 if (map->darkness)
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do. 2316 * core dumps if they do.
2350 * 2317 *
2351 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */ 2319 */
2353
2354int 2320int
2355can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2356{ 2322{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2494 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2463 * we get this value back again.
2498 */ 2464 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2466 field->value = 0;
2501 else 2467 else
2502 { 2468 {
2503 if (last) 2469 if (last)
2504 last->next = field->next; 2470 last->next = field->next;
2573 } 2539 }
2574 else 2540 else
2575 item = item->env; 2541 item = item->env;
2576} 2542}
2577 2543
2578
2579const char * 2544const char *
2580object::flag_desc (char *desc, int len) const 2545object::flag_desc (char *desc, int len) const
2581{ 2546{
2582 char *p = desc; 2547 char *p = desc;
2583 bool first = true; 2548 bool first = true;
2617 &name, 2582 &name,
2618 title ? "\",title:\"" : "", 2583 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2621 2586
2622 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2589
2625 if (map) 2590 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2592
2645} 2610}
2646 2611
2647const materialtype_t * 2612const materialtype_t *
2648object::dominant_material () const 2613object::dominant_material () const
2649{ 2614{
2650 if (materialtype_t *mat = name_to_material (materialname)) 2615 if (materialtype_t *mt = name_to_material (materialname))
2651 return mat; 2616 return mt;
2652 2617
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown); 2618 return name_to_material (shstr_unknown);
2657} 2619}
2658 2620
2659void 2621void
2660object::open_container (object *new_container) 2622object::open_container (object *new_container)
2661{ 2623{
2677 old_container->flag [FLAG_APPLIED] = 0; 2639 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0; 2640 container = 0;
2679 2641
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2642 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2682 } 2645 }
2683 2646
2684 if (new_container) 2647 if (new_container)
2685 { 2648 {
2686 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 new_container->flag [FLAG_APPLIED] = 1; 2665 new_container->flag [FLAG_APPLIED] = 1;
2703 container = new_container; 2666 container = new_container;
2704 2667
2705 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2706 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2707 } 2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2708} 2722}
2709 2723
2710

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