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Comparing deliantra/server/common/object.C (file contents):
Revision 1.254 by root, Sun Aug 31 01:17:11 2008 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 234 return 0;
234 235
235 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
239 .any ()) 239 .any ())
240 return 0; 240 return 0;
241 241
242 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
324 { 324 {
325 // see if we are in a container of sorts 325 // see if we are in a container of sorts
326 if (env) 326 if (env)
327 { 327 {
328 // the player inventory itself is always visible 328 // the player inventory itself is always visible
329 if (env->type == PLAYER) 329 if (env->is_player ())
330 return env; 330 return env;
331 331
332 // else a player could have our env open 332 // else a player could have our env open
333 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
334 334
637 } 637 }
638 638
639 if (speed < 0) 639 if (speed < 0)
640 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
641 641
642 dst->set_speed (dst->speed); 642 dst->activate ();
643} 643}
644 644
645void 645void
646object::instantiate () 646object::instantiate ()
647{ 647{
759 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
760 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 772 * have move_allow right now.
773 */ 773 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.flags_ = 0; 776 m.invalidate ();
777 } 777 }
778 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 780 * that is being removed.
781 */ 781 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.flags_ = 0; 783 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
786 else 786 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 788
830object::activate () 830object::activate ()
831{ 831{
832 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
833 if (active) 833 if (active)
834 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
835 838
836 if (has_active_speed ()) 839 if (has_active_speed ())
837 actives.insert (this); 840 actives.insert (this);
838} 841}
839 842
907 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
908 || map->no_drop 911 || map->no_drop
909 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
910 { 913 {
911 while (inv) 914 while (inv)
912 inv->destroy (true); 915 inv->destroy ();
913 } 916 }
914 else 917 else
915 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
916 while (inv) 919 while (inv)
917 { 920 {
921 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE 925 || op->type == RUNE
923 || op->type == TRAP 926 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true); 929 op->destroy ();
927 else 930 else
928 map->insert (op, x, y); 931 map->insert (op, x, y);
929 } 932 }
930 } 933 }
931} 934}
995 attacked_by = 0; 998 attacked_by = 0;
996 current_weapon = 0; 999 current_weapon = 0;
997} 1000}
998 1001
999void 1002void
1000object::destroy (bool destroy_inventory) 1003object::destroy ()
1001{ 1004{
1002 if (destroyed ()) 1005 if (destroyed ())
1003 return; 1006 return;
1004 1007
1005 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1006 { 1009 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1011 head->destroy ();
1009 return; 1012 return;
1010 } 1013 }
1011 1014
1012 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1013 1016
1014 if (is_head ()) 1017 if (is_head ())
1015 if (sound_destroy) 1018 if (sound_destroy)
1016 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1053 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1059
1057 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1058 1063
1059 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1062 */ 1067 */
1074 1079
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1082 * to save cpu time.
1078 */ 1083 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1080 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1081 } 1092 }
1082 else if (map) 1093 else if (map)
1083 { 1094 {
1084 map->dirty = true; 1095 map->dirty = true;
1085 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1086 1097
1087 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1088 { 1099 {
1089 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1090 { 1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1091 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1105 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1095 close_container (); 1108 close_container ();
1112 *(below ? &below->above : &ms.bot) = above; 1125 *(below ? &below->above : &ms.bot) = above;
1113 1126
1114 above = 0; 1127 above = 0;
1115 below = 0; 1128 below = 0;
1116 1129
1117 ms.flags_ = 0; 1130 ms.invalidate ();
1118 1131
1119 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1120 return; 1133 return;
1121 1134
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 } 1168 }
1156 1169
1157 last = tmp; 1170 last = tmp;
1158 } 1171 }
1159 1172
1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1173 if (affects_los ())
1161 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1162 } 1175 }
1163} 1176}
1164 1177
1165/* 1178/*
1189 esrv_update_item (UPD_NROF, pl, top); 1202 esrv_update_item (UPD_NROF, pl, top);
1190 1203
1191 op->weight = 0; // cancel the addition above 1204 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already 1205 op->carrying = 0; // must be 0 already
1193 1206
1194 op->destroy (1); 1207 op->destroy ();
1195 1208
1196 return top; 1209 return top;
1197 } 1210 }
1198 1211
1199 return 0; 1212 return 0;
1261 * just 'op' otherwise 1274 * just 'op' otherwise
1262 */ 1275 */
1263object * 1276object *
1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1265{ 1278{
1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove (); 1279 op->remove ();
1276 }
1277 1280
1278 if (op->face && !face_info (op->face))//D TODO: remove soon 1281 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1282 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D 1284 }//D
1283 1285
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1288 * need extra work
1287 */ 1289 */
1288 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1289 { 1291 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1293 return 0;
1292 } 1294 }
1293 1295
1294 if (object *more = op->more) 1296 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1308 { 1310 {
1309 // TODO: we actually want to update tmp, not op, 1311 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1312 // but some caller surely breaks when we return tmp
1311 // from here :/ 1313 // from here :/
1312 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1315 tmp->destroy ();
1314 } 1316 }
1315 1317
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1320
1423 op->below = top; 1425 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1425 } 1427 }
1426 } 1428 }
1427 1429
1428 if (op->type == PLAYER) 1430 if (op->is_player ())
1429 { 1431 {
1430 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1431 ++op->map->players; 1433 ++op->map->players;
1432 op->map->touch (); 1434 op->map->touch ();
1433 } 1435 }
1448 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1449 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1453 * of effect may be sufficient.
1452 */ 1454 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1455 1460
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1458 1463
1459 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1493{ 1498{
1494 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1495 1500
1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1498 tmp->destroy (1); 1503 tmp->destroy ();
1499 1504
1500 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1501 1506
1502 tmp->x = op->x; 1507 tmp->x = op->x;
1503 tmp->y = op->y; 1508 tmp->y = op->y;
1626 if (object *pl = tmp->visible_to ()) 1631 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp); 1632 esrv_update_item (UPD_NROF, pl, tmp);
1628 1633
1629 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1630 1635
1631 op->destroy (1); 1636 op->destroy ();
1632 op = tmp; 1637 op = tmp;
1633 goto inserted; 1638 goto inserted;
1634 } 1639 }
1635 1640
1636 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1654 1659
1655 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1656 1661
1657inserted: 1662inserted:
1658 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1659 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1660 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1661 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1662 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1664 update_stats (); 1671 update_stats ();
1665 1672
1666 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1667 1674
1668 return op; 1675 return op;
1752 { 1759 {
1753 1760
1754 float 1761 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1756 1763
1757 if (op->type == PLAYER) 1764 if (op->is_player ())
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0; 1767 diff /= 4.0;
1761 1768
1762 op->speed_left -= diff; 1769 op->speed_left -= diff;
1970 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1971 */ 1978 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue; 1980 continue;
1974 1981
1975 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1976 continue; 1983 continue;
1977 1984
1978 altern [index++] = i; 1985 altern [index++] = i;
1979 } 1986 }
1980 1987
2088 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2089 max = maxfree[i]; 2096 max = maxfree[i];
2090 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2091 { 2098 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2095 break; 2102 break;
2096 2103
2097 if (tmp) 2104 if (tmp)
2098 return freedir[i]; 2105 return freedir[i];
2284int 2291int
2285can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2286{ 2293{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2297}
2291 2298
2292/* 2299/*
2293 * create clone from object to another 2300 * create clone from object to another
2294 */ 2301 */
2547 return splay (tmp); 2554 return splay (tmp);
2548 2555
2549 return 0; 2556 return 0;
2550} 2557}
2551 2558
2552void 2559object *
2553object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2554{ 2561{
2555 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2556 force->destroy (); 2563 force->destroy ();
2557 2564
2563 2570
2564 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2567 2574
2568 insert (force); 2575 return insert (force);
2569} 2576}
2570 2577
2571void 2578void
2572object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2573{ 2580{
2584 } 2591 }
2585 else 2592 else
2586 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2587} 2594}
2588 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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