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Comparing deliantra/server/common/object.C (file contents):
Revision 1.171 by root, Wed Aug 1 19:15:49 2007 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC

374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
452} 444}
453 445
454int 446int
586object::copy_to (object *dst) 578object::copy_to (object *dst)
587{ 579{
588 *dst = *this; 580 *dst = *this;
589 581
590 if (speed < 0) 582 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
592 584
593 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
594} 586}
595 587
596void 588void
960 return; 952 return;
961 953
962 if (destroy_inventory) 954 if (destroy_inventory)
963 destroy_inv (false); 955 destroy_inv (false);
964 956
957 if (is_head ())
958 if (sound_destroy)
965 play_sound (sound_destroy); 959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
966 962
967 attachable::destroy (); 963 attachable::destroy ();
968} 964}
969 965
970/* 966/*
1085 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1086 return; 1082 return;
1087 1083
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1089 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1091 { 1099 {
1092 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1093 * being removed. 1101 * being removed.
1094 */ 1102 */
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 1103
1112 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1113 if (check_walk_off 1105 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1238 1230
1239 object *top, *floor = NULL; 1231 object *top, *floor = NULL;
1240 1232
1241 op->remove (); 1233 op->remove ();
1242 1234
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)) 1235 if (out_of_map (m, op->x, op->y))
1252 { 1236 {
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1254#ifdef MANY_CORES 1238#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1421 op->map->touch (); 1405 op->map->touch ();
1422 } 1406 }
1423 1407
1424 op->map->dirty = true; 1408 op->map->dirty = true;
1425 1409
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)) 1410 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1433 1413
1434 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1415 * 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 1416 * 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 1417 * on the map will get recalculated. The players could very well
1675 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1676 */ 1656 */
1677object * 1657object *
1678object::insert (object *op) 1658object::insert (object *op)
1679{ 1659{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove (); 1661 op->remove ();
1684 1662
1685 if (op->more) 1663 if (op->more)
1686 { 1664 {
1688 return op; 1666 return op;
1689 } 1667 }
1690 1668
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1693 if (op->nrof) 1672 if (op->nrof)
1694 { 1673 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1697 { 1676 {
1698 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1678 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1719 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1720 } 1699 }
1721 else 1700 else
1722 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1723 1702
1724 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats (); 1705 otmp->update_stats ();
1728 1706
1707 op->owner = 0; // its his/hers now. period.
1729 op->map = 0; 1708 op->map = 0;
1730 op->env = this; 1709 op->env = this;
1731 op->above = 0; 1710 op->above = 0;
1732 op->below = 0; 1711 op->below = 0;
1733 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1734 1713
1735 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1737 { 1716 {
1738#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1741 if (map->darkness) 1720 if (map->darkness)
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2325 * core dumps if they do.
2347 * 2326 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2328 */
2350
2351int 2329int
2352can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2353{ 2331{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2613 &name, 2591 &name,
2614 title ? "\",title:\"" : "", 2592 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2617 2595
2618 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2598
2621 if (map) 2599 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2601
2670 old_container->flag [FLAG_APPLIED] = 0; 2648 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0; 2649 container = 0;
2672 2650
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2675 } 2654 }
2676 2655
2677 if (new_container) 2656 if (new_container)
2678 { 2657 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2695 new_container->flag [FLAG_APPLIED] = 1; 2674 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container; 2675 container = new_container;
2697 2676
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2700 } 2680 }
2701} 2681}
2702 2682
2703object * 2683object *
2704object::force_find (const shstr name) 2684object::force_find (const shstr name)
2730 force->flag [FLAG_APPLIED] = true; 2710 force->flag [FLAG_APPLIED] = true;
2731 2711
2732 insert (force); 2712 insert (force);
2733} 2713}
2734 2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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