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Comparing deliantra/server/common/object.C (file contents):
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.180 by root, Wed Aug 15 04:59:46 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
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}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void 454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
455object::set_weapon (object *ob) 472object::change_weapon (object *ob)
456{ 473{
457 if (current_weapon == ob) 474 if (current_weapon == ob)
458 return; 475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
459 479
460 current_weapon = ob; 480 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
462 update_stats (); 486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
463} 518}
464 519
465/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
466 * refcounts and freeing the links. 521 * refcounts and freeing the links.
467 */ 522 */
549 * need for monsters, but doesn't hurt to do it for everything. 604 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting 605 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
553 */ 608 */
554 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
555 611
556 attachable::instantiate (); 612 attachable::instantiate ();
557} 613}
558 614
559object * 615object *
880 map = freed_map; 936 map = freed_map;
881 x = 1; 937 x = 1;
882 y = 1; 938 y = 1;
883 } 939 }
884 940
885 head = 0;
886
887 if (more) 941 if (more)
888 { 942 {
889 more->destroy (); 943 more->destroy ();
890 more = 0; 944 more = 0;
891 } 945 }
892 946
947 head = 0;
948
893 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
894 owner = 0; 950 owner = 0;
895 enemy = 0; 951 enemy = 0;
896 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
897} 954}
898 955
899void 956void
900object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
901{ 958{
902 if (destroyed ()) 959 if (destroyed ())
903 return; 960 return;
904 961
905 if (destroy_inventory) 962 if (destroy_inventory)
906 destroy_inv (false); 963 destroy_inv (false);
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
907 970
908 attachable::destroy (); 971 attachable::destroy ();
909} 972}
910 973
911/* 974/*
1026 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1027 return; 1090 return;
1028 1091
1029 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1030 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
1031 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1032 { 1107 {
1033 /* 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
1034 * being removed. 1109 * being removed.
1035 */ 1110 */
1036
1037 if (tmp->type == PLAYER && tmp != this)
1038 {
1039 /* If a container that the player is currently using somehow gets
1040 * removed (most likely destroyed), update the player view
1041 * appropriately.
1042 */
1043 if (tmp->container == this)
1044 {
1045 flag [FLAG_APPLIED] = 0;
1046 tmp->container = 0;
1047 }
1048
1049 if (tmp->contr->ns)
1050 tmp->contr->ns->floorbox_update ();
1051 }
1052 1111
1053 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1054 if (check_walk_off 1113 if (check_walk_off
1055 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1059 1118
1060 if (destroyed ()) 1119 if (destroyed ())
1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1062 } 1121 }
1063 1122
1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1066 if (tmp->above == tmp)
1067 tmp->above = 0;
1068
1069 last = tmp; 1123 last = tmp;
1070 } 1124 }
1071 1125
1072 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1124 if (more) 1178 if (more)
1125 return; 1179 return;
1126 1180
1127 object *prev = this; 1181 object *prev = this;
1128 1182
1129 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1130 { 1184 {
1131 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1132 1186
1133 op->name = name; 1187 op->name = name;
1134 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1148object * 1202object *
1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1150{ 1204{
1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1152 { 1206 {
1153 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1154 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1155 } 1209 }
1156 1210
1157 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1158} 1212}
1159 1213
1180object * 1234object *
1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1182{ 1236{
1183 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1184 1238
1185 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1186 1240
1187 op->remove (); 1241 op->remove ();
1188
1189#if 0
1190 if (!m->active != !op->active)
1191 if (m->active)
1192 op->activate_recursive ();
1193 else
1194 op->deactivate_recursive ();
1195#endif
1196 1242
1197 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1198 { 1244 {
1199 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 ());
1200#ifdef MANY_CORES 1246#ifdef MANY_CORES
1206#endif 1252#endif
1207 return op; 1253 return op;
1208 } 1254 }
1209 1255
1210 if (object *more = op->more) 1256 if (object *more = op->more)
1211 {
1212 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1213 {
1214 if (!op->head)
1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1216
1217 return 0; 1258 return 0;
1218 }
1219 }
1220 1259
1221 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1222 1261
1223 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1224 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1231 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1232 1271
1233 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1234 */ 1273 */
1235 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1238 { 1277 {
1239 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1240 tmp->destroy (); 1279 tmp->destroy ();
1241 } 1280 }
1330 */ 1369 */
1331 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1332 top = last->below; 1371 top = last->below;
1333 } 1372 }
1334 } /* If objects on this space */ 1373 } /* If objects on this space */
1335
1336 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1337 top = ms.top; 1375 top = ms.top;
1338 1376
1339 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1340 top = floor; 1378 top = floor;
1375 op->map->touch (); 1413 op->map->touch ();
1376 } 1414 }
1377 1415
1378 op->map->dirty = true; 1416 op->map->dirty = true;
1379 1417
1380 /* If we have a floor, we know the player, if any, will be above
1381 * it, so save a few ticks and start from there.
1382 */
1383 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1384 if (object *pl = ms.player ()) 1419 if (object *pl = ms.player ())
1385 if (pl->contr->ns)
1386 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1387 1421
1388 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1389 * 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
1390 * 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
1391 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1410 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1411 * update_object(). 1445 * update_object().
1412 */ 1446 */
1413 1447
1414 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1415 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1416 { 1450 {
1417 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1418 return 0; 1452 return 0;
1419 1453
1420 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1421 * walk on's. 1455 * walk on's.
1422 */ 1456 */
1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1424 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1425 return 0; 1459 return 0;
1426 } 1460 }
1427 1461
1428 return op; 1462 return op;
1438 object *tmp, *tmp1; 1472 object *tmp, *tmp1;
1439 1473
1440 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1441 1475
1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1444 tmp->destroy (); 1478 tmp->destroy ();
1445 1479
1446 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1447 1481
1448 tmp1->x = op->x; 1482 tmp1->x = op->x;
1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610 free (dump); 1644 free (dump);
1611 return op; 1645 return op;
1612 } 1646 }
1613 1647
1614 if (where->head) 1648 if (where->head_ () != where)
1615 { 1649 {
1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 where = where->head; 1651 where = where->head;
1618 } 1652 }
1619 1653
1620 return where->insert (op); 1654 return where->insert (op);
1621} 1655}
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 { 1984 {
1951 CLEAR_FLAG (tmp, flag); 1985 CLEAR_FLAG (tmp, flag);
1952 unflag_inv (tmp, flag); 1986 unflag_inv (tmp, flag);
1953 } 1987 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 1988}
1968 1989
1969/* 1990/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2089 object *tmp; 2110 object *tmp;
2090 maptile *mp; 2111 maptile *mp;
2091 2112
2092 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2093 2114
2094 if (exclude && exclude->head) 2115 if (exclude && exclude->head_ () != exclude)
2095 { 2116 {
2096 exclude = exclude->head; 2117 exclude = exclude->head;
2097 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2098 } 2119 }
2099 else 2120 else
2122 max = maxfree[i]; 2143 max = maxfree[i];
2123 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2124 { 2145 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break; 2149 break;
2129 2150
2130 if (tmp) 2151 if (tmp)
2131 return freedir[i]; 2152 return freedir[i];
2132 } 2153 }
2312 * 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
2313 * core dumps if they do. 2334 * core dumps if they do.
2314 * 2335 *
2315 * 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)
2316 */ 2337 */
2317
2318int 2338int
2319can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2320{ 2340{
2321 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2322 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 * create clone from object to another 2347 * create clone from object to another
2328 */ 2348 */
2329object * 2349object *
2330object_create_clone (object *asrc) 2350object_create_clone (object *asrc)
2331{ 2351{
2332 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 object *dst = 0, *tmp, *src, *prev, *item;
2333 2353
2334 if (!asrc) 2354 if (!asrc)
2335 return 0; 2355 return 0;
2336 2356
2337 src = asrc;
2338 if (src->head)
2339 src = src->head; 2357 src = asrc->head_ ();
2340 2358
2341 prev = 0; 2359 prev = 0;
2342 for (part = src; part; part = part->more) 2360 for (object *part = src; part; part = part->more)
2343 { 2361 {
2344 tmp = part->clone (); 2362 tmp = part->clone ();
2345 tmp->x -= src->x; 2363 tmp->x -= src->x;
2346 tmp->y -= src->y; 2364 tmp->y -= src->y;
2347 2365
2460 /* Basically, if the archetype has this key set, 2478 /* Basically, if the archetype has this key set,
2461 * we need to store the null value so when we save 2479 * we need to store the null value so when we save
2462 * it, we save the empty value so that when we load, 2480 * it, we save the empty value so that when we load,
2463 * we get this value back again. 2481 * we get this value back again.
2464 */ 2482 */
2465 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2483 if (get_ob_key_link (op->arch, canonical_key))
2466 field->value = 0; 2484 field->value = 0;
2467 else 2485 else
2468 { 2486 {
2469 if (last) 2487 if (last)
2470 last->next = field->next; 2488 last->next = field->next;
2539 } 2557 }
2540 else 2558 else
2541 item = item->env; 2559 item = item->env;
2542} 2560}
2543 2561
2544
2545const char * 2562const char *
2546object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2547{ 2564{
2548 char *p = desc; 2565 char *p = desc;
2549 bool first = true; 2566 bool first = true;
2611} 2628}
2612 2629
2613const materialtype_t * 2630const materialtype_t *
2614object::dominant_material () const 2631object::dominant_material () const
2615{ 2632{
2616 if (materialtype_t *mat = name_to_material (materialname)) 2633 if (materialtype_t *mt = name_to_material (materialname))
2617 return mat; 2634 return mt;
2618 2635
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown); 2636 return name_to_material (shstr_unknown);
2623} 2637}
2624 2638
2625void 2639void
2626object::open_container (object *new_container) 2640object::open_container (object *new_container)
2627{ 2641{
2643 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0; 2658 container = 0;
2645 2659
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2660 esrv_update_item (UPD_FLAGS, this, old_container);
2647 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"));
2648 } 2663 }
2649 2664
2650 if (new_container) 2665 if (new_container)
2651 { 2666 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 new_container->flag [FLAG_APPLIED] = 1; 2683 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container; 2684 container = new_container;
2670 2685
2671 esrv_update_item (UPD_FLAGS, this, new_container); 2686 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container); 2687 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open"));
2689 }
2690}
2691
2692object *
2693object::force_find (const shstr name)
2694{
2695 /* cycle through his inventory to look for the MARK we want to
2696 * place
2697 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 if (tmp->type == FORCE && tmp->slaying == name)
2700 return splay (tmp);
2701
2702 return 0;
2703}
2704
2705void
2706object::force_add (const shstr name, int duration)
2707{
2708 if (object *force = force_find (name))
2709 force->destroy ();
2710
2711 object *force = get_archetype (FORCE_NAME);
2712
2713 force->slaying = name;
2714 force->stats.food = 1;
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true;
2720
2721 insert (force);
2722}
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)
2673 } 2734 {
2735 if (object *pl = in_player ())
2736 pl->contr->play_sound (sound);
2737 }
2738 else
2739 map->play_sound (sound, x, y);
2674} 2740}
2675 2741
2676

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