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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.170 by root, Wed Aug 1 01:53:13 2007 UTC vs.
Revision 1.180 by root, Wed Aug 15 04:59:46 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)
965 play_sound (sound_die); 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
966 970
967 attachable::destroy (); 971 attachable::destroy ();
968} 972}
969 973
970/* 974/*
1085 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1086 return; 1090 return;
1087 1091
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1089 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
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1091 { 1107 {
1092 /* 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
1093 * being removed. 1109 * being removed.
1094 */ 1110 */
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 1111
1112 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1113 if (check_walk_off 1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1238 1238
1239 object *top, *floor = NULL; 1239 object *top, *floor = NULL;
1240 1240
1241 op->remove (); 1241 op->remove ();
1242 1242
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)) 1243 if (out_of_map (m, op->x, op->y))
1252 { 1244 {
1253 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 ());
1254#ifdef MANY_CORES 1246#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1421 op->map->touch (); 1413 op->map->touch ();
1422 } 1414 }
1423 1415
1424 op->map->dirty = true; 1416 op->map->dirty = true;
1425 1417
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)) 1418 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1419 if (object *pl = ms.player ())
1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1433 1421
1434 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1435 * 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
1436 * 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
1437 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
2345 * 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
2346 * core dumps if they do. 2334 * core dumps if they do.
2347 * 2335 *
2348 * 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)
2349 */ 2337 */
2350
2351int 2338int
2352can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2353{ 2340{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2670 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0; 2658 container = 0;
2672 2659
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2660 esrv_update_item (UPD_FLAGS, this, old_container);
2674 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"));
2675 } 2663 }
2676 2664
2677 if (new_container) 2665 if (new_container)
2678 { 2666 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2695 new_container->flag [FLAG_APPLIED] = 1; 2683 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container; 2684 container = new_container;
2697 2685
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2686 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2687 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open"));
2700 } 2689 }
2701} 2690}
2702 2691
2703object * 2692object *
2704object::force_find (const shstr name) 2693object::force_find (const shstr name)
2730 force->flag [FLAG_APPLIED] = true; 2719 force->flag [FLAG_APPLIED] = true;
2731 2720
2732 insert (force); 2721 insert (force);
2733} 2722}
2734 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)
2734 {
2735 if (object *pl = in_player ())
2736 pl->contr->play_sound (sound);
2737 }
2738 else
2739 map->play_sound (sound, x, y);
2740}
2741

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