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Comparing deliantra/server/common/object.C (file contents):
Revision 1.160 by root, Tue Jun 5 13:05:02 2007 UTC vs.
Revision 1.195 by root, Wed Oct 17 19:08:12 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
258 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
259 { 258 {
260 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
262 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0; /* inventory objexts differ */
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
271 } 271 }
300 return 0; 300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 302 return 0;
303 } 303 }
304 304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
307 { 306 {
308 ob1->optimise (); 307 ob1->optimise ();
309 ob2->optimise (); 308 ob2->optimise ();
310 309
311 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
312 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
313 } 322 }
314 323
315 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
316 return 1; 325 return 1;
317} 326}
375/* 384/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
379 */ 388 */
380
381object * 389object *
382get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
383{ 391{
384 object *tmp, *closest; 392 object *tmp, *closest;
385 int last_dist, i; 393 int last_dist, i;
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 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) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
451 452
452 this->owner = owner; 453 this->owner = owner;
453} 454}
454 455
455int 456int
587object::copy_to (object *dst) 588object::copy_to (object *dst)
588{ 589{
589 *dst = *this; 590 *dst = *this;
590 591
591 if (speed < 0) 592 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
593 594
594 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
595} 596}
596 597
597void 598void
924 925
925 if (!freed_map) 926 if (!freed_map)
926 { 927 {
927 freed_map = new maptile; 928 freed_map = new maptile;
928 929
930 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 932 freed_map->width = 3;
931 freed_map->height = 3; 933 freed_map->height = 3;
932 934
933 freed_map->alloc (); 935 freed_map->alloc ();
937 map = freed_map; 939 map = freed_map;
938 x = 1; 940 x = 1;
939 y = 1; 941 y = 1;
940 } 942 }
941 943
942 head = 0;
943
944 if (more) 944 if (more)
945 { 945 {
946 more->destroy (); 946 more->destroy ();
947 more = 0; 947 more = 0;
948 } 948 }
949 949
950 head = 0;
951
950 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
951 owner = 0; 953 owner = 0;
952 enemy = 0; 954 enemy = 0;
953 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
954} 957}
955 958
956void 959void
957object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
958{ 961{
959 if (destroyed ()) 962 if (destroyed ())
960 return; 963 return;
961 964
962 if (destroy_inventory) 965 if (destroy_inventory)
963 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 973
965 attachable::destroy (); 974 attachable::destroy ();
966} 975}
967 976
968/* 977/*
1083 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1084 return; 1093 return;
1085 1094
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1110 {
1090 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1091 * being removed. 1112 * being removed.
1092 */ 1113 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1114
1110 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1111 if (check_walk_off 1116 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 1121
1117 if (destroyed ()) 1122 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1124 }
1120 1125
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp; 1126 last = tmp;
1127 } 1127 }
1128 1128
1129 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1150merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1151{ 1151{
1152 if (!op->nrof) 1152 if (!op->nrof)
1153 return 0; 1153 return 0;
1154 1154
1155 if (top) 1155 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1157 ; 1157 ;
1158 1158
1159 for (; top; top = top->below) 1159 for (; top; top = top->below)
1160 { 1160 {
1241 1241
1242 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1243 1243
1244 op->remove (); 1244 op->remove ();
1245 1245
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))
1255 {
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 }
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1248 * need extra work
1276 */ 1249 */
1277 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1278 return 0; 1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1279 1261
1280 op->map = m; 1262 op->map = m;
1281 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1282 1264
1283 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1318 else 1300 else
1319 { 1301 {
1320 top = ms.bot; 1302 top = ms.bot;
1321 1303
1322 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1324 { 1306 {
1325 object *last = 0; 1307 object *last = 0;
1326 1308
1327 /* 1309 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1381 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1382 top = last->below; 1364 top = last->below;
1383 } 1365 }
1384 } /* If objects on this space */ 1366 } /* If objects on this space */
1385 1367
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1369 top = floor;
1391 1370
1392 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1393 */ 1372 */
1425 op->map->touch (); 1404 op->map->touch ();
1426 } 1405 }
1427 1406
1428 op->map->dirty = true; 1407 op->map->dirty = true;
1429 1408
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1437 1411
1438 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1679 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1680 */ 1654 */
1681object * 1655object *
1682object::insert (object *op) 1656object::insert (object *op)
1683{ 1657{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1659 op->remove ();
1688 1660
1689 if (op->more) 1661 if (op->more)
1690 { 1662 {
1692 return op; 1664 return op;
1693 } 1665 }
1694 1666
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1697 if (op->nrof) 1670 if (op->nrof)
1698 { 1671 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1701 { 1674 {
1702 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1676 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1724 } 1697 }
1725 else 1698 else
1726 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1727 1700
1728 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1703 otmp->update_stats ();
1732 1704
1705 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1706 op->map = 0;
1734 op->env = this; 1707 op->env = this;
1735 op->above = 0; 1708 op->above = 0;
1736 op->below = 0; 1709 op->below = 0;
1737 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1738 1711
1739 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1741 { 1714 {
1742#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1718 if (map->darkness)
2025 * customized, changed states, etc. 1998 * customized, changed states, etc.
2026 */ 1999 */
2027int 2000int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2002{
2003 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2004 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2005
2033 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2034 { 2007 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2037 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2038 2027
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2046 */ 2035 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2048 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2049 } 2049 }
2050 2050
2051 if (!index) 2051 if (!index)
2052 return -1; 2052 return -1;
2053 2053
2062 */ 2062 */
2063int 2063int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2065{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2068 return i;
2069 2069
2070 return -1; 2070 return -1;
2071} 2071}
2072 2072
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2350 * core dumps if they do.
2351 * 2351 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2353 */
2354
2355int 2354int
2356can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2357{ 2356{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2574 } 2573 }
2575 else 2574 else
2576 item = item->env; 2575 item = item->env;
2577} 2576}
2578 2577
2579
2580const char * 2578const char *
2581object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2582{ 2580{
2583 char *p = desc; 2581 char *p = desc;
2584 bool first = true; 2582 bool first = true;
2618 &name, 2616 &name,
2619 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2622 2620
2623 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2623
2626 if (map) 2624 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628 2626
2646} 2644}
2647 2645
2648const materialtype_t * 2646const materialtype_t *
2649object::dominant_material () const 2647object::dominant_material () const
2650{ 2648{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2650 return mt;
2653 2651
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2658} 2653}
2659 2654
2660void 2655void
2661object::open_container (object *new_container) 2656object::open_container (object *new_container)
2662{ 2657{
2678 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0; 2674 container = 0;
2680 2675
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2683 } 2679 }
2684 2680
2685 if (new_container) 2681 if (new_container)
2686 { 2682 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2703 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container; 2700 container = new_container;
2705 2701
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2708 } 2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2709} 2756}
2710 2757
2711

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