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Comparing deliantra/server/common/object.C (file contents):
Revision 1.249 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.270 by root, Sat Dec 27 02:31:19 2008 UTC

186 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 187 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
189 return 0; 189 return 0;
190 190
191 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 194 return 0;
198 195
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 233 return 0;
237 234
238 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
242 .any ()) 238 .any ())
243 return 0; 239 return 0;
244 240
245 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
327 { 323 {
328 // see if we are in a container of sorts 324 // see if we are in a container of sorts
329 if (env) 325 if (env)
330 { 326 {
331 // the player inventory itself is always visible 327 // the player inventory itself is always visible
332 if (env->type == PLAYER) 328 if (env->is_player ())
333 return env; 329 return env;
334 330
335 // else a player could have our env open 331 // else a player could have our env open
336 object *envest = env->outer_env (); 332 object *envest = env->outer_env ();
337 333
640 } 636 }
641 637
642 if (speed < 0) 638 if (speed < 0)
643 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
644 640
645 dst->set_speed (dst->speed); 641 dst->activate ();
646} 642}
647 643
648void 644void
649object::instantiate () 645object::instantiate ()
650{ 646{
762 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
763 { 759 {
764 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 763 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 771 * have move_allow right now.
776 */ 772 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
779 m.flags_ = 0; 775 m.invalidate ();
780 } 776 }
781 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 779 * that is being removed.
784 */ 780 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 782 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
789 else 785 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 787
833object::activate () 829object::activate ()
834{ 830{
835 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
836 if (active) 832 if (active)
837 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838 837
839 if (has_active_speed ()) 838 if (has_active_speed ())
840 actives.insert (this); 839 actives.insert (this);
841} 840}
842 841
910 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 910 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
913 { 912 {
914 while (inv) 913 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 914 inv->destroy ();
918 }
919 } 915 }
920 else 916 else
921 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
922 while (inv) 918 while (inv)
923 { 919 {
927 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 924 || op->type == RUNE
929 || op->type == TRAP 925 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 928 op->destroy ();
933 else 929 else
934 map->insert (op, x, y); 930 map->insert (op, x, y);
935 } 931 }
936 } 932 }
937} 933}
1001 attacked_by = 0; 997 attacked_by = 0;
1002 current_weapon = 0; 998 current_weapon = 0;
1003} 999}
1004 1000
1005void 1001void
1006object::destroy (bool destroy_inventory) 1002object::destroy ()
1007{ 1003{
1008 if (destroyed ()) 1004 if (destroyed ())
1009 return; 1005 return;
1010 1006
1011 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1012 { 1008 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1010 head->destroy ();
1015 return; 1011 return;
1016 } 1012 }
1017 1013
1018 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1019 1015
1020 if (is_head ()) 1016 if (is_head ())
1021 if (sound_destroy) 1017 if (sound_destroy)
1022 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1059 if (object *pl = visible_to ()) 1055 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062 1058
1063 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1064 1062
1065 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1068 */ 1066 */
1080 1078
1081 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1082 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1083 * to save cpu time. 1081 * to save cpu time.
1084 */ 1082 */
1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1086 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1087 } 1091 }
1088 else if (map) 1092 else if (map)
1089 { 1093 {
1090 map->dirty = true; 1094 map->dirty = true;
1091 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1092 1096
1093 if (object *pl = ms.player ()) 1097 if (object *pl = ms.player ())
1094 { 1098 {
1095 if (type == PLAYER) // this == pl(!) 1099 if (is_player ())
1096 { 1100 {
1101 ms.smell = pticks; // remember the smell of the player
1102
1097 // leaving a spot always closes any open container on the ground 1103 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1104 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1105 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1106 // that the CLOSE event is being sent.
1101 close_container (); 1107 close_container ();
1118 *(below ? &below->above : &ms.bot) = above; 1124 *(below ? &below->above : &ms.bot) = above;
1119 1125
1120 above = 0; 1126 above = 0;
1121 below = 0; 1127 below = 0;
1122 1128
1129 ms.invalidate ();
1130
1123 if (map->in_memory == MAP_SAVING) 1131 if (map->in_memory == MAP_SAVING)
1124 return; 1132 return;
1125 1133
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1134 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1135
1159 } 1167 }
1160 1168
1161 last = tmp; 1169 last = tmp;
1162 } 1170 }
1163 1171
1164 /* last == NULL if there are no objects on this space */ 1172 if (affects_los ())
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1173 update_all_los (map, x, y);
1173 } 1174 }
1174} 1175}
1175 1176
1176/* 1177/*
1200 esrv_update_item (UPD_NROF, pl, top); 1201 esrv_update_item (UPD_NROF, pl, top);
1201 1202
1202 op->weight = 0; // cancel the addition above 1203 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1204 op->carrying = 0; // must be 0 already
1204 1205
1205 op->destroy (1); 1206 op->destroy ();
1206 1207
1207 return top; 1208 return top;
1208 } 1209 }
1209 1210
1210 return 0; 1211 return 0;
1272 * just 'op' otherwise 1273 * just 'op' otherwise
1273 */ 1274 */
1274object * 1275object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1277{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1278 op->remove ();
1287 }
1288 1279
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1280 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1281 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1283 }//D
1294 1284
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1286 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1287 * need extra work
1298 */ 1288 */
1299 if (!xy_normalise (m, op->x, op->y)) 1289 if (!xy_normalise (m, op->x, op->y))
1300 { 1290 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1292 return 0;
1303 } 1293 }
1304 1294
1305 if (object *more = op->more) 1295 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1296 if (!insert_ob_in_map (more, m, originator, flag))
1319 { 1309 {
1320 // TODO: we actually want to update tmp, not op, 1310 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1311 // but some caller surely breaks when we return tmp
1322 // from here :/ 1312 // from here :/
1323 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1314 tmp->destroy ();
1325 } 1315 }
1326 1316
1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1318 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1329 1319
1434 op->below = top; 1424 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1426 }
1437 } 1427 }
1438 1428
1439 if (op->type == PLAYER) 1429 if (op->is_player ())
1440 { 1430 {
1441 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1442 ++op->map->players; 1432 ++op->map->players;
1443 op->map->touch (); 1433 op->map->touch ();
1444 } 1434 }
1459 * be far away from this change and not affected in any way - 1449 * be far away from this change and not affected in any way -
1460 * this should get redone to only look for players within range, 1450 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1451 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1452 * of effect may be sufficient.
1463 */ 1453 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1454 if (op->affects_los ())
1455 {
1456 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1457 update_all_los (op->map, op->x, op->y);
1458 }
1466 1459
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1460 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1461 update_object (op, UP_OBJ_INSERT);
1469 1462
1470 INVOKE_OBJECT (INSERT, op); 1463 INVOKE_OBJECT (INSERT, op);
1504{ 1497{
1505 /* first search for itself and remove any old instances */ 1498 /* first search for itself and remove any old instances */
1506 1499
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1500 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1501 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1509 tmp->destroy (1); 1502 tmp->destroy ();
1510 1503
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1504 object *tmp = arch_to_object (archetype::find (arch_string));
1512 1505
1513 tmp->x = op->x; 1506 tmp->x = op->x;
1514 tmp->y = op->y; 1507 tmp->y = op->y;
1538 if (!nr) 1531 if (!nr)
1539 return true; 1532 return true;
1540 1533
1541 nr = min (nr, nrof); 1534 nr = min (nr, nrof);
1542 1535
1536 if (nrof > nr)
1537 {
1543 nrof -= nr; 1538 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1539 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1540
1549 if (object *pl = visible_to ()) 1541 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1542 esrv_update_item (UPD_NROF, pl, this);
1551 1543
1638 if (object *pl = tmp->visible_to ()) 1630 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1631 esrv_update_item (UPD_NROF, pl, tmp);
1640 1632
1641 adjust_weight (this, op->total_weight ()); 1633 adjust_weight (this, op->total_weight ());
1642 1634
1643 op->destroy (1); 1635 op->destroy ();
1644 op = tmp; 1636 op = tmp;
1645 goto inserted; 1637 goto inserted;
1646 } 1638 }
1647 1639
1648 op->owner = 0; // it's his/hers now. period. 1640 op->owner = 0; // it's his/hers now. period.
1666 1658
1667 adjust_weight (this, op->total_weight ()); 1659 adjust_weight (this, op->total_weight ());
1668 1660
1669inserted: 1661inserted:
1670 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1671 if (op->glow_radius && map && map->darkness) 1663 if (op->glow_radius && is_on_map ())
1664 {
1665 update_stats ();
1672 update_all_los (map, x, y); 1666 update_all_los (map, x, y);
1673 1667 }
1668 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1674 // if this is a player's inventory, update stats 1669 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1676 update_stats (); 1670 update_stats ();
1677 1671
1678 INVOKE_OBJECT (INSERT, this); 1672 INVOKE_OBJECT (INSERT, this);
1679 1673
1680 return op; 1674 return op;
1764 { 1758 {
1765 1759
1766 float 1760 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1762
1769 if (op->type == PLAYER) 1763 if (op->is_player ())
1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1772 diff /= 4.0; 1766 diff /= 4.0;
1773 1767
1774 op->speed_left -= diff; 1768 op->speed_left -= diff;
1982 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1983 */ 1977 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 1979 continue;
1986 1980
1987 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 1982 continue;
1989 1983
1990 altern [index++] = i; 1984 altern [index++] = i;
1991 } 1985 }
1992 1986
2100 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2101 max = maxfree[i]; 2095 max = maxfree[i];
2102 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2103 { 2097 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2100 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break; 2101 break;
2108 2102
2109 if (tmp) 2103 if (tmp)
2110 return freedir[i]; 2104 return freedir[i];
2296int 2290int
2297can_pick (const object *who, const object *item) 2291can_pick (const object *who, const object *item)
2298{ 2292{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2293 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2294 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2295 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2302} 2296}
2303 2297
2304/* 2298/*
2305 * create clone from object to another 2299 * create clone from object to another
2306 */ 2300 */
2559 return splay (tmp); 2553 return splay (tmp);
2560 2554
2561 return 0; 2555 return 0;
2562} 2556}
2563 2557
2564void 2558object *
2565object::force_add (const shstr name, int duration) 2559object::force_add (const shstr name, int duration)
2566{ 2560{
2567 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2568 force->destroy (); 2562 force->destroy ();
2569 2563
2575 2569
2576 force->set_speed (duration ? 1.f / duration : 0.f); 2570 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true; 2571 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2572 force->flag [FLAG_APPLIED] = true;
2579 2573
2580 insert (force); 2574 return insert (force);
2581} 2575}
2582 2576
2583void 2577void
2584object::play_sound (faceidx sound) 2578object::play_sound (faceidx sound)
2585{ 2579{
2596 } 2590 }
2597 else 2591 else
2598 map->play_sound (sound, x, y); 2592 map->play_sound (sound, x, y);
2599} 2593}
2600 2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2613 {
2614 force = archetype::get (shstr_noise_force);
2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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