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Comparing deliantra/server/common/object.C (file contents):
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC vs.
Revision 1.182 by root, Mon Aug 20 18:11:02 2007 UTC

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 ())
965 if (sound_destroy) 966 if (sound_destroy)
966 play_sound (sound_destroy); 967 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER]) 968 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
969 970
970 attachable::destroy (); 971 attachable::destroy ();
971} 972}
972 973
973/* 974/*
1088 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1089 return; 1090 return;
1090 1091
1091 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1092 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
1093 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1094 { 1107 {
1095 /* 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
1096 * being removed. 1109 * being removed.
1097 */ 1110 */
1098
1099 if (tmp->type == PLAYER && tmp != this)
1100 {
1101 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view
1103 * appropriately.
1104 */
1105 if (tmp->container == this)
1106 {
1107 flag [FLAG_APPLIED] = 0;
1108 tmp->container = 0;
1109 }
1110
1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1113 }
1114 1111
1115 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1116 if (check_walk_off 1113 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1241 1238
1242 object *top, *floor = NULL; 1239 object *top, *floor = NULL;
1243 1240
1244 op->remove (); 1241 op->remove ();
1245 1242
1246#if 0
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1255 { 1244 {
1256 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 ());
1257#ifdef MANY_CORES 1246#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1424 op->map->touch (); 1413 op->map->touch ();
1425 } 1414 }
1426 1415
1427 op->map->dirty = true; 1416 op->map->dirty = true;
1428 1417
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)) 1418 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1419 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1436 1421
1437 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1423 * 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 1424 * 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 1425 * on the map will get recalculated. The players could very well
1678 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1679 */ 1664 */
1680object * 1665object *
1681object::insert (object *op) 1666object::insert (object *op)
1682{ 1667{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove (); 1669 op->remove ();
1687 1670
1688 if (op->more) 1671 if (op->more)
1689 { 1672 {
1691 return op; 1674 return op;
1692 } 1675 }
1693 1676
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679
1696 if (op->nrof) 1680 if (op->nrof)
1697 { 1681 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1700 { 1684 {
1701 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1686 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1722 add_weight (this, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1723 } 1707 }
1724 else 1708 else
1725 add_weight (this, (op->weight + op->carrying)); 1709 add_weight (this, (op->weight + op->carrying));
1726 1710
1727 otmp = this->in_player (); 1711 if (object *otmp = this->in_player ())
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats (); 1713 otmp->update_stats ();
1731 1714
1715 op->owner = 0; // its his/hers now. period.
1732 op->map = 0; 1716 op->map = 0;
1733 op->env = this; 1717 op->env = this;
1734 op->above = 0; 1718 op->above = 0;
1735 op->below = 0; 1719 op->below = 0;
1736 op->x = 0, op->y = 0; 1720 op->x = op->y = 0;
1737 1721
1738 /* reset the light list and los of the players on the map */ 1722 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1723 if (op->glow_radius && map)
1740 { 1724 {
1741#ifdef DEBUG_LIGHTS 1725#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */ 1727#endif /* DEBUG_LIGHTS */
1744 if (map->darkness) 1728 if (map->darkness)
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2332 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do. 2333 * core dumps if they do.
2350 * 2334 *
2351 * Add a check so we can't pick up invisible objects (0.93.8) 2335 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */ 2336 */
2353
2354int 2337int
2355can_pick (const object *who, const object *item) 2338can_pick (const object *who, const object *item)
2356{ 2339{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2616 &name, 2599 &name,
2617 title ? "\",title:\"" : "", 2600 title ? "\",title:\"" : "",
2618 title ? (const char *)title : "", 2601 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type); 2602 flag_desc (flagdesc, 512), type);
2620 2603
2621 if (env) 2604 if (!this->flag[FLAG_REMOVED] && env)
2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2623 2606
2624 if (map) 2607 if (map)
2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2626 2609
2673 old_container->flag [FLAG_APPLIED] = 0; 2656 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2657 container = 0;
2675 2658
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 play_sound (sound_find ("chest_close"));
2678 } 2662 }
2679 2663
2680 if (new_container) 2664 if (new_container)
2681 { 2665 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2682 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2683 container = new_container;
2700 2684
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2685 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2703 } 2688 }
2704} 2689}
2705 2690
2706object * 2691object *
2707object::force_find (const shstr name) 2692object::force_find (const shstr name)
2733 force->flag [FLAG_APPLIED] = true; 2718 force->flag [FLAG_APPLIED] = true;
2734 2719
2735 insert (force); 2720 insert (force);
2736} 2721}
2737 2722
2723void
2724object::play_sound (faceidx sound) const
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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