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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 1.198 by root, Mon Oct 22 02:52:48 2007 UTC

254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* 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
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 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 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
374/* 384/*
375 * 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
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
429} 438}
430 439
431/* 440/*
432 * 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
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
450 458
451 this->owner = owner; 459 this->owner = owner;
452} 460}
453 461
454int 462int
586object::copy_to (object *dst) 594object::copy_to (object *dst)
587{ 595{
588 *dst = *this; 596 *dst = *this;
589 597
590 if (speed < 0) 598 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 599 dst->speed_left -= rndm ();
592 600
593 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
594} 602}
595 603
596void 604void
923 931
924 if (!freed_map) 932 if (!freed_map)
925 { 933 {
926 freed_map = new maptile; 934 freed_map = new maptile;
927 935
936 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 938 freed_map->width = 3;
930 freed_map->height = 3; 939 freed_map->height = 3;
931 940
932 freed_map->alloc (); 941 freed_map->alloc ();
959 if (destroyed ()) 968 if (destroyed ())
960 return; 969 return;
961 970
962 if (destroy_inventory) 971 if (destroy_inventory)
963 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 979
965 attachable::destroy (); 980 attachable::destroy ();
966} 981}
967 982
968/* 983/*
1083 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1084 return; 1099 return;
1085 1100
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1116 {
1090 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1091 * being removed. 1118 * being removed.
1092 */ 1119 */
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 1120
1110 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1111 if (check_walk_off 1122 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1146{ 1157{
1147 if (!op->nrof) 1158 if (!op->nrof)
1148 return 0; 1159 return 0;
1149 1160
1150 if (top) 1161 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1152 ; 1163 ;
1153 1164
1154 for (; top; top = top->below) 1165 for (; top; top = top->below)
1155 { 1166 {
1236 1247
1237 object *top, *floor = NULL; 1248 object *top, *floor = NULL;
1238 1249
1239 op->remove (); 1250 op->remove ();
1240 1251
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1254 * need extra work
1271 */ 1255 */
1272 if (!xy_normalise (m, op->x, op->y)) 1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1273 return 0; 1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1274 1267
1275 op->map = m; 1268 op->map = m;
1276 mapspace &ms = op->ms (); 1269 mapspace &ms = op->ms ();
1277 1270
1278 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1313 else 1306 else
1314 { 1307 {
1315 top = ms.bot; 1308 top = ms.bot;
1316 1309
1317 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1311 if (top)
1319 { 1312 {
1320 object *last = 0; 1313 object *last = 0;
1321 1314
1322 /* 1315 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1375 */ 1368 */
1376 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1377 top = last->below; 1370 top = last->below;
1378 } 1371 }
1379 } /* If objects on this space */ 1372 } /* If objects on this space */
1380 if (flag & INS_MAP_LOAD)
1381 top = ms.top;
1382 1373
1383 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1384 top = floor; 1375 top = floor;
1385 1376
1386 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1419 op->map->touch (); 1410 op->map->touch ();
1420 } 1411 }
1421 1412
1422 op->map->dirty = true; 1413 op->map->dirty = true;
1423 1414
1424 /* 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.
1426 */
1427 if (!(flag & INS_MAP_LOAD))
1428 if (object *pl = ms.player ()) 1415 if (object *pl = ms.player ())
1429 if (pl->contr->ns)
1430 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1431 1417
1432 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1433 * visible to others on this map. But update_all_los is really 1419 * 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 1420 * 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 1421 * on the map will get recalculated. The players could very well
1673 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1674 */ 1660 */
1675object * 1661object *
1676object::insert (object *op) 1662object::insert (object *op)
1677{ 1663{
1678 object *tmp, *otmp;
1679
1680 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1681 op->remove (); 1665 op->remove ();
1682 1666
1683 if (op->more) 1667 if (op->more)
1684 { 1668 {
1686 return op; 1670 return op;
1687 } 1671 }
1688 1672
1689 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1690 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1691 if (op->nrof) 1676 if (op->nrof)
1692 { 1677 {
1693 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1694 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1695 { 1680 {
1696 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1697 (client needs the original object) */ 1682 (client needs the original object) */
1698 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1717 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1718 } 1703 }
1719 else 1704 else
1720 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1721 1706
1722 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1723 if (otmp && otmp->contr)
1724 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1725 otmp->update_stats (); 1709 otmp->update_stats ();
1726 1710
1711 op->owner = 0; // its his/hers now. period.
1727 op->map = 0; 1712 op->map = 0;
1728 op->env = this; 1713 op->env = this;
1729 op->above = 0; 1714 op->above = 0;
1730 op->below = 0; 1715 op->below = 0;
1731 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1732 1717
1733 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1734 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1735 { 1720 {
1736#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1738#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1739 if (map->darkness) 1724 if (map->darkness)
1973 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1974 */ 1959 */
1975void 1960void
1976flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1977{ 1962{
1978 if (op->inv)
1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1980 { 1964 {
1981 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1982 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1983 } 1967 }
1984} 1968}
1985 1969
1986/* 1970/*
1987 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1988 */ 1972 */
1989void 1973void
1990unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1991{ 1975{
1992 if (op->inv)
1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 { 1977 {
1995 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1996 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1997 } 1980 }
1998} 1981}
1999 1982
2000/* 1983/*
2001 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2002 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2004 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2005 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2006 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2007 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2008 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2009 * Note - this only checks to see if there is space for the head of the
2010 * object - if it is a multispace object, this should be called for all
2011 * pieces.
2012 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2013 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2014 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2015 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2016 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2017 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2019 * customized, changed states, etc. 1999 * customized, changed states, etc.
2020 */ 2000 */
2021int 2001int
2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2023{ 2003{
2004 int altern[SIZEOFFREE];
2024 int index = 0, flag; 2005 int index = 0, flag;
2025 int altern[SIZEOFFREE];
2026 2006
2027 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2028 { 2008 {
2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2030 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2031 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2032 2028
2033 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2034 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2035 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2036 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2037 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2038 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2039 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2040 */ 2036 */
2041 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2042 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2043 } 2053 }
2044 2054
2045 if (!index) 2055 if (!index)
2046 return -1; 2056 return -1;
2047 2057
2056 */ 2066 */
2057int 2067int
2058find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2059{ 2069{
2060 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2062 return i; 2072 return i;
2063 2073
2064 return -1; 2074 return -1;
2065} 2075}
2066 2076
2343 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2344 * core dumps if they do. 2354 * core dumps if they do.
2345 * 2355 *
2346 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2347 */ 2357 */
2348
2349int 2358int
2350can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2351{ 2360{
2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2611 &name, 2620 &name,
2612 title ? "\",title:\"" : "", 2621 title ? "\",title:\"" : "",
2613 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2615 2624
2616 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618 2627
2619 if (map) 2628 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621 2630
2668 old_container->flag [FLAG_APPLIED] = 0; 2677 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0; 2678 container = 0;
2670 2679
2671 esrv_update_item (UPD_FLAGS, this, old_container); 2680 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2673 } 2683 }
2674 2684
2675 if (new_container) 2685 if (new_container)
2676 { 2686 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2693 new_container->flag [FLAG_APPLIED] = 1; 2703 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container; 2704 container = new_container;
2695 2705
2696 esrv_update_item (UPD_FLAGS, this, new_container); 2706 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container); 2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2698 } 2709 }
2699} 2710}
2700 2711
2701object * 2712object *
2702object::force_find (const shstr name) 2713object::force_find (const shstr name)
2731} 2742}
2732 2743
2733void 2744void
2734object::play_sound (faceidx sound) const 2745object::play_sound (faceidx sound) const
2735{ 2746{
2736 if (map) 2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2737 map->play_sound (sound, x, y); 2759 map->play_sound (sound, x, y);
2738} 2760}
2761

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