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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.163 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.175 by root, Fri Aug 10 01:47:52 2007 UTC

299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
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))
1375 */ 1377 */
1376 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1377 top = last->below; 1379 top = last->below;
1378 } 1380 }
1379 } /* If objects on this space */ 1381 } /* If objects on this space */
1380
1381 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1382 top = ms.top; 1383 top = ms.top;
1383 1384
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1386 top = floor;
1425 /* 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
1426 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1427 */ 1428 */
1428 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1432 1432
1433 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1434 * 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
1435 * 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
1436 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
2640} 2640}
2641 2641
2642const materialtype_t * 2642const materialtype_t *
2643object::dominant_material () const 2643object::dominant_material () const
2644{ 2644{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2645 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2646 return mt;
2647 2647
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2648 return name_to_material (shstr_unknown);
2652} 2649}
2653 2650
2654void 2651void
2655object::open_container (object *new_container) 2652object::open_container (object *new_container)
2656{ 2653{
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2697 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2698 esrv_send_inventory (this, new_container);
2702 } 2699 }
2703} 2700}
2704 2701
2702object *
2703object::force_find (const shstr name)
2704{
2705 /* cycle through his inventory to look for the MARK we want to
2706 * place
2707 */
2708 for (object *tmp = inv; tmp; tmp = tmp->below)
2709 if (tmp->type == FORCE && tmp->slaying == name)
2710 return splay (tmp);
2705 2711
2712 return 0;
2713}
2714
2715void
2716object::force_add (const shstr name, int duration)
2717{
2718 if (object *force = force_find (name))
2719 force->destroy ();
2720
2721 object *force = get_archetype (FORCE_NAME);
2722
2723 force->slaying = name;
2724 force->stats.food = 1;
2725 force->speed_left = -1.f;
2726
2727 force->set_speed (duration ? 1.f / duration : 0.f);
2728 force->flag [FLAG_IS_USED_UP] = true;
2729 force->flag [FLAG_APPLIED] = true;
2730
2731 insert (force);
2732}
2733

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