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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.168 by root, Thu Jul 26 00:27:07 2007 UTC vs.
Revision 1.175 by root, Fri Aug 10 01:47:52 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 ())
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
970
965 attachable::destroy (); 971 attachable::destroy ();
966} 972}
967 973
968/* 974/*
969 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
1083 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1084 return; 1090 return;
1085 1091
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 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
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1107 {
1090 /* 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
1091 * being removed. 1109 * being removed.
1092 */ 1110 */
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 1111
1110 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1111 if (check_walk_off 1113 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1424 /* 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
1425 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1426 */ 1428 */
1427 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1428 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1429 if (pl->contr->ns)
1430 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1431 1432
1432 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1433 * 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
1434 * 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
1435 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
2728 force->flag [FLAG_APPLIED] = true; 2729 force->flag [FLAG_APPLIED] = true;
2729 2730
2730 insert (force); 2731 insert (force);
2731} 2732}
2732 2733
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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