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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.180 by root, Wed Aug 15 04:59:46 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}
495 { 494 {
496 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
497 update_stats (); 496 update_stats ();
498 497
499 new_draw_info_format (NDI_UNIQUE, 0, this, 498 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. " 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); 501 "[You need to unapply some items first.]", &ob->name);
502 return false; 502 return false;
503 } 503 }
504 504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 506 }
507 else 507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 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 }
509 516
510 return true; 517 return true;
511} 518}
512 519
513/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
929 map = freed_map; 936 map = freed_map;
930 x = 1; 937 x = 1;
931 y = 1; 938 y = 1;
932 } 939 }
933 940
934 head = 0;
935
936 if (more) 941 if (more)
937 { 942 {
938 more->destroy (); 943 more->destroy ();
939 more = 0; 944 more = 0;
940 } 945 }
941 946
947 head = 0;
948
942 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
943 owner = 0; 950 owner = 0;
944 enemy = 0; 951 enemy = 0;
945 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
946} 954}
947 955
948void 956void
949object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
950{ 958{
951 if (destroyed ()) 959 if (destroyed ())
952 return; 960 return;
953 961
954 if (destroy_inventory) 962 if (destroy_inventory)
955 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
956 970
957 attachable::destroy (); 971 attachable::destroy ();
958} 972}
959 973
960/* 974/*
1075 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1076 return; 1090 return;
1077 1091
1078 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 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
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 { 1107 {
1082 /* 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
1083 * being removed. 1109 * being removed.
1084 */ 1110 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view
1090 * appropriately.
1091 */
1092 if (tmp->container == this)
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097
1098 if (tmp->contr->ns)
1099 tmp->contr->ns->floorbox_update ();
1100 }
1101 1111
1102 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1103 if (check_walk_off 1113 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1108 1118
1109 if (destroyed ()) 1119 if (destroyed ())
1110 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 ());
1111 } 1121 }
1112 1122
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp; 1123 last = tmp;
1119 } 1124 }
1120 1125
1121 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1173 if (more) 1178 if (more)
1174 return; 1179 return;
1175 1180
1176 object *prev = this; 1181 object *prev = this;
1177 1182
1178 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1184 {
1180 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1181 1186
1182 op->name = name; 1187 op->name = name;
1183 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1197object * 1202object *
1198insert_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)
1199{ 1204{
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1206 {
1202 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1204 } 1209 }
1205 1210
1206 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1207} 1212}
1208 1213
1229object * 1234object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1236{
1232 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1233 1238
1234 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1235 1240
1236 op->remove (); 1241 op->remove ();
1237
1238#if 0
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245 1242
1246 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1247 { 1244 {
1248 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 ());
1249#ifdef MANY_CORES 1246#ifdef MANY_CORES
1255#endif 1252#endif
1256 return op; 1253 return op;
1257 } 1254 }
1258 1255
1259 if (object *more = op->more) 1256 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0; 1258 return 0;
1267 }
1268 }
1269 1259
1270 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1261
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* 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 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1280 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1281 1271
1282 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1283 */ 1273 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1287 { 1277 {
1288 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1279 tmp->destroy ();
1290 } 1280 }
1379 */ 1369 */
1380 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1381 top = last->below; 1371 top = last->below;
1382 } 1372 }
1383 } /* If objects on this space */ 1373 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1386 top = ms.top; 1375 top = ms.top;
1387 1376
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1378 top = floor;
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
1459 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1445 * update_object().
1461 */ 1446 */
1462 1447
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 { 1450 {
1466 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1467 return 0; 1452 return 0;
1468 1453
1469 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1455 * walk on's.
1471 */ 1456 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1474 return 0; 1459 return 0;
1475 } 1460 }
1476 1461
1477 return op; 1462 return op;
1487 object *tmp, *tmp1; 1472 object *tmp, *tmp1;
1488 1473
1489 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1490 1475
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1478 tmp->destroy ();
1494 1479
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1481
1497 tmp1->x = op->x; 1482 tmp1->x = op->x;
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1644 free (dump);
1660 return op; 1645 return op;
1661 } 1646 }
1662 1647
1663 if (where->head) 1648 if (where->head_ () != where)
1664 { 1649 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1651 where = where->head;
1667 } 1652 }
1668 1653
1669 return where->insert (op); 1654 return where->insert (op);
1670} 1655}
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 { 1984 {
2000 CLEAR_FLAG (tmp, flag); 1985 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1986 unflag_inv (tmp, flag);
2002 } 1987 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 1988}
2017 1989
2018/* 1990/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2138 object *tmp; 2110 object *tmp;
2139 maptile *mp; 2111 maptile *mp;
2140 2112
2141 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2142 2114
2143 if (exclude && exclude->head) 2115 if (exclude && exclude->head_ () != exclude)
2144 { 2116 {
2145 exclude = exclude->head; 2117 exclude = exclude->head;
2146 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2147 } 2119 }
2148 else 2120 else
2171 max = maxfree[i]; 2143 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2173 { 2145 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break; 2149 break;
2178 2150
2179 if (tmp) 2151 if (tmp)
2180 return freedir[i]; 2152 return freedir[i];
2181 } 2153 }
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2334 * core dumps if they do.
2363 * 2335 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2337 */
2366
2367int 2338int
2368can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2369{ 2340{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2376 * create clone from object to another 2347 * create clone from object to another
2377 */ 2348 */
2378object * 2349object *
2379object_create_clone (object *asrc) 2350object_create_clone (object *asrc)
2380{ 2351{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 object *dst = 0, *tmp, *src, *prev, *item;
2382 2353
2383 if (!asrc) 2354 if (!asrc)
2384 return 0; 2355 return 0;
2385 2356
2386 src = asrc;
2387 if (src->head)
2388 src = src->head; 2357 src = asrc->head_ ();
2389 2358
2390 prev = 0; 2359 prev = 0;
2391 for (part = src; part; part = part->more) 2360 for (object *part = src; part; part = part->more)
2392 { 2361 {
2393 tmp = part->clone (); 2362 tmp = part->clone ();
2394 tmp->x -= src->x; 2363 tmp->x -= src->x;
2395 tmp->y -= src->y; 2364 tmp->y -= src->y;
2396 2365
2509 /* Basically, if the archetype has this key set, 2478 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2479 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2480 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2481 * we get this value back again.
2513 */ 2482 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2483 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2484 field->value = 0;
2516 else 2485 else
2517 { 2486 {
2518 if (last) 2487 if (last)
2519 last->next = field->next; 2488 last->next = field->next;
2588 } 2557 }
2589 else 2558 else
2590 item = item->env; 2559 item = item->env;
2591} 2560}
2592 2561
2593
2594const char * 2562const char *
2595object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2596{ 2564{
2597 char *p = desc; 2565 char *p = desc;
2598 bool first = true; 2566 bool first = true;
2660} 2628}
2661 2629
2662const materialtype_t * 2630const materialtype_t *
2663object::dominant_material () const 2631object::dominant_material () const
2664{ 2632{
2665 if (materialtype_t *mat = name_to_material (materialname)) 2633 if (materialtype_t *mt = name_to_material (materialname))
2666 return mat; 2634 return mt;
2667 2635
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown); 2636 return name_to_material (shstr_unknown);
2672} 2637}
2673 2638
2674void 2639void
2675object::open_container (object *new_container) 2640object::open_container (object *new_container)
2676{ 2641{
2692 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0; 2658 container = 0;
2694 2659
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2660 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2662 play_sound (sound_find ("chest_close"));
2697 } 2663 }
2698 2664
2699 if (new_container) 2665 if (new_container)
2700 { 2666 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2717 new_container->flag [FLAG_APPLIED] = 1; 2683 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container; 2684 container = new_container;
2719 2685
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2686 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2687 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open"));
2689 }
2690}
2691
2692object *
2693object::force_find (const shstr name)
2694{
2695 /* cycle through his inventory to look for the MARK we want to
2696 * place
2697 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 if (tmp->type == FORCE && tmp->slaying == name)
2700 return splay (tmp);
2701
2702 return 0;
2703}
2704
2705void
2706object::force_add (const shstr name, int duration)
2707{
2708 if (object *force = force_find (name))
2709 force->destroy ();
2710
2711 object *force = get_archetype (FORCE_NAME);
2712
2713 force->slaying = name;
2714 force->stats.food = 1;
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true;
2720
2721 insert (force);
2722}
2723
2724void
2725object::play_sound (faceidx sound) const
2726{
2727 if (!sound)
2728 return;
2729
2730 if (flag [FLAG_REMOVED])
2731 return;
2732
2733 if (env)
2722 } 2734 {
2735 if (object *pl = in_player ())
2736 pl->contr->play_sound (sound);
2737 }
2738 else
2739 map->play_sound (sound, x, y);
2723} 2740}
2724 2741
2725

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