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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC vs.
Revision 1.179 by root, Wed Aug 15 04:57:48 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 ())
965 if (sound_destroy) 966 if (sound_destroy)
966 play_sound (sound_destroy); 967 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER]) 968 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
969 970
970 attachable::destroy (); 971 attachable::destroy ();
971} 972}
972 973
973/* 974/*
1088 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1089 return; 1090 return;
1090 1091
1091 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1092 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
1093 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1094 { 1107 {
1095 /* 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
1096 * being removed. 1109 * being removed.
1097 */ 1110 */
1098
1099 if (tmp->type == PLAYER && tmp != this)
1100 {
1101 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view
1103 * appropriately.
1104 */
1105 if (tmp->container == this)
1106 {
1107 flag [FLAG_APPLIED] = 0;
1108 tmp->container = 0;
1109 }
1110
1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1113 }
1114 1111
1115 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1116 if (check_walk_off 1113 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1241 1238
1242 object *top, *floor = NULL; 1239 object *top, *floor = NULL;
1243 1240
1244 op->remove (); 1241 op->remove ();
1245 1242
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)) 1243 if (out_of_map (m, op->x, op->y))
1255 { 1244 {
1256 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 ());
1257#ifdef MANY_CORES 1246#ifdef MANY_CORES
1258 /* 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
1429 /* If we have a floor, we know the player, if any, will be above 1418 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there. 1419 * it, so save a few ticks and start from there.
1431 */ 1420 */
1432 if (!(flag & INS_MAP_LOAD)) 1421 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1422 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1423 pl->contr->ns->floorbox_update ();
1436 1424
1437 /* If this object glows, it may affect lighting conditions that are 1425 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1426 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1427 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1428 * on the map will get recalculated. The players could very well
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do. 2337 * core dumps if they do.
2350 * 2338 *
2351 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */ 2340 */
2353
2354int 2341int
2355can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2356{ 2343{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2673 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2661 container = 0;
2675 2662
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2664 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2665 play_sound (sound_find ("chest_close"));
2678 } 2666 }
2679 2667
2680 if (new_container) 2668 if (new_container)
2681 { 2669 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2670 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2687 container = new_container;
2700 2688
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2703 } 2692 }
2704} 2693}
2705 2694
2706object * 2695object *
2707object::force_find (const shstr name) 2696object::force_find (const shstr name)
2733 force->flag [FLAG_APPLIED] = true; 2722 force->flag [FLAG_APPLIED] = true;
2734 2723
2735 insert (force); 2724 insert (force);
2736} 2725}
2737 2726
2727void
2728object::play_sound (faceidx sound) const
2729{
2730 if (!sound)
2731 return;
2732
2733 if (flag [FLAG_REMOVED])
2734 return;
2735
2736 if (env)
2737 {
2738 if (object *pl = in_player ())
2739 pl->contr->play_sound (sound);
2740 }
2741 else
2742 map->play_sound (sound, x, y);
2743}
2744

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