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Comparing deliantra/server/common/object.C (file contents):
Revision 1.169 by root, Wed Aug 1 01:07:42 2007 UTC vs.
Revision 1.197 by root, Wed Oct 17 22:04:31 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;
450 452
451 this->owner = owner; 453 this->owner = owner;
452} 454}
453 455
454int 456int
586object::copy_to (object *dst) 588object::copy_to (object *dst)
587{ 589{
588 *dst = *this; 590 *dst = *this;
589 591
590 if (speed < 0) 592 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
592 594
593 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
594} 596}
595 597
596void 598void
923 925
924 if (!freed_map) 926 if (!freed_map)
925 { 927 {
926 freed_map = new maptile; 928 freed_map = new maptile;
927 929
930 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 932 freed_map->width = 3;
930 freed_map->height = 3; 933 freed_map->height = 3;
931 934
932 freed_map->alloc (); 935 freed_map->alloc ();
960 return; 963 return;
961 964
962 if (destroy_inventory) 965 if (destroy_inventory)
963 destroy_inv (false); 966 destroy_inv (false);
964 967
968 if (is_head ())
969 if (sound_destroy)
965 play_sound (sound_die); 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
966 973
967 attachable::destroy (); 974 attachable::destroy ();
968} 975}
969 976
970/* 977/*
1085 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1086 return; 1093 return;
1087 1094
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1089 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
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1091 { 1110 {
1092 /* 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
1093 * being removed. 1112 * being removed.
1094 */ 1113 */
1095
1096 if (tmp->type == PLAYER && tmp != this)
1097 {
1098 /* If a container that the player is currently using somehow gets
1099 * removed (most likely destroyed), update the player view
1100 * appropriately.
1101 */
1102 if (tmp->container == this)
1103 {
1104 flag [FLAG_APPLIED] = 0;
1105 tmp->container = 0;
1106 }
1107
1108 if (tmp->contr->ns)
1109 tmp->contr->ns->floorbox_update ();
1110 }
1111 1114
1112 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1113 if (check_walk_off 1116 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1148{ 1151{
1149 if (!op->nrof) 1152 if (!op->nrof)
1150 return 0; 1153 return 0;
1151 1154
1152 if (top) 1155 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1154 ; 1157 ;
1155 1158
1156 for (; top; top = top->below) 1159 for (; top; top = top->below)
1157 { 1160 {
1238 1241
1239 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1240 1243
1241 op->remove (); 1244 op->remove ();
1242 1245
1243#if 0
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 {
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 }
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * 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
1272 * need extra work 1248 * need extra work
1273 */ 1249 */
1274 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1275 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);
1276 1261
1277 op->map = m; 1262 op->map = m;
1278 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1279 1264
1280 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1315 else 1300 else
1316 { 1301 {
1317 top = ms.bot; 1302 top = ms.bot;
1318 1303
1319 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1321 { 1306 {
1322 object *last = 0; 1307 object *last = 0;
1323 1308
1324 /* 1309 /*
1325 * 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.
1377 */ 1362 */
1378 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1379 top = last->below; 1364 top = last->below;
1380 } 1365 }
1381 } /* If objects on this space */ 1366 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1367
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1369 top = floor;
1387 1370
1388 /* 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.
1421 op->map->touch (); 1404 op->map->touch ();
1422 } 1405 }
1423 1406
1424 op->map->dirty = true; 1407 op->map->dirty = true;
1425 1408
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1433 1411
1434 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1435 * 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
1436 * 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
1437 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1675 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1676 */ 1654 */
1677object * 1655object *
1678object::insert (object *op) 1656object::insert (object *op)
1679{ 1657{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove (); 1659 op->remove ();
1684 1660
1685 if (op->more) 1661 if (op->more)
1686 { 1662 {
1688 return op; 1664 return op;
1689 } 1665 }
1690 1666
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1693 if (op->nrof) 1670 if (op->nrof)
1694 { 1671 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1697 { 1674 {
1698 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1676 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1719 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1720 } 1697 }
1721 else 1698 else
1722 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1723 1700
1724 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats (); 1703 otmp->update_stats ();
1728 1704
1705 op->owner = 0; // its his/hers now. period.
1729 op->map = 0; 1706 op->map = 0;
1730 op->env = this; 1707 op->env = this;
1731 op->above = 0; 1708 op->above = 0;
1732 op->below = 0; 1709 op->below = 0;
1733 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1734 1711
1735 /* 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 */
1736 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1737 { 1714 {
1738#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1739 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);
1740#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1741 if (map->darkness) 1718 if (map->darkness)
1975 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1976 */ 1953 */
1977void 1954void
1978flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1979{ 1956{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1958 {
1983 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1984 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1985 } 1961 }
1986} 1962}
1987 1963
1988/* 1964/*
1989 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1990 */ 1966 */
1991void 1967void
1992unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1993{ 1969{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1971 {
1997 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1998 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1999 } 1974 }
2000} 1975}
2001 1976
2002/* 1977/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1979 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 1993 * customized, changed states, etc.
2022 */ 1994 */
2023int 1995int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 1997{
1998 int altern[SIZEOFFREE];
2026 int index = 0, flag; 1999 int index = 0, flag;
2027 int altern[SIZEOFFREE];
2028 2000
2029 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2030 { 2002 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2033 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2034 2022
2035 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2042 */ 2030 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2044 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2045 } 2047 }
2046 2048
2047 if (!index) 2049 if (!index)
2048 return -1; 2050 return -1;
2049 2051
2058 */ 2060 */
2059int 2061int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2063{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2066 return i;
2065 2067
2066 return -1; 2068 return -1;
2067} 2069}
2068 2070
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2348 * core dumps if they do.
2347 * 2349 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2350 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2351 */
2350
2351int 2352int
2352can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2353{ 2354{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2613 &name, 2614 &name,
2614 title ? "\",title:\"" : "", 2615 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2616 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2617 flag_desc (flagdesc, 512), type);
2617 2618
2618 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2621
2621 if (map) 2622 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2624
2670 old_container->flag [FLAG_APPLIED] = 0; 2671 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0; 2672 container = 0;
2672 2673
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2674 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2675 } 2677 }
2676 2678
2677 if (new_container) 2679 if (new_container)
2678 { 2680 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2695 new_container->flag [FLAG_APPLIED] = 1; 2697 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container; 2698 container = new_container;
2697 2699
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2700 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2700 } 2703 }
2701} 2704}
2702 2705
2703object * 2706object *
2704object::force_find (const shstr name) 2707object::force_find (const shstr name)
2733} 2736}
2734 2737
2735void 2738void
2736object::play_sound (faceidx sound) const 2739object::play_sound (faceidx sound) const
2737{ 2740{
2738 if (map) 2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2739 map->play_sound (sound, x, y); 2753 map->play_sound (sound, x, y);
2740} 2754}
2755

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