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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.164 by root, Thu Jul 5 08:10:29 2007 UTC vs.
Revision 1.178 by root, Sun Aug 12 14:13:54 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
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2345 * core dumps if they do.
2346 * 2346 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2348 */
2349
2350int 2349int
2351can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2352{ 2351{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2640} 2639}
2641 2640
2642const materialtype_t * 2641const materialtype_t *
2643object::dominant_material () const 2642object::dominant_material () const
2644{ 2643{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2645 return mt;
2647 2646
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2652} 2648}
2653 2649
2654void 2650void
2655object::open_container (object *new_container) 2651object::open_container (object *new_container)
2656{ 2652{
2672 old_container->flag [FLAG_APPLIED] = 0; 2668 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0; 2669 container = 0;
2674 2670
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2671 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2677 } 2674 }
2678 2675
2679 if (new_container) 2676 if (new_container)
2680 { 2677 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2697 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container; 2695 container = new_container;
2699 2696
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);
2699 play_sound (sound_find ("chest_open"));
2702 } 2700 }
2703} 2701}
2704 2702
2705object * 2703object *
2706object::force_find (const shstr name) 2704object::force_find (const shstr name)
2732 force->flag [FLAG_APPLIED] = true; 2730 force->flag [FLAG_APPLIED] = true;
2733 2731
2734 insert (force); 2732 insert (force);
2735} 2733}
2736 2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (!sound)
2739 return;
2737 2740
2741 if (flag [FLAG_REMOVED])
2742 return;
2743
2744 if (env)
2745 {
2746 if (object *pl = in_player ())
2747 pl->contr->play_sound (sound);
2748 }
2749 else
2750 map->play_sound (sound, x, y);
2751}
2752

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