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Comparing deliantra/server/common/object.C (file contents):
Revision 1.255 by root, Sun Aug 31 02:01:41 2008 UTC vs.
Revision 1.274 by root, Sun Dec 28 03:58:36 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] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
333 334
636 } 637 }
637 638
638 if (speed < 0) 639 if (speed < 0)
639 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
640 641
641 dst->set_speed (dst->speed); 642 dst->activate ();
642} 643}
643 644
644void 645void
645object::instantiate () 646object::instantiate ()
646{ 647{
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
770 /* 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
771 * have move_allow right now. 772 * have move_allow right now.
772 */ 773 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 776 m.invalidate ();
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
829object::activate () 830object::activate ()
830{ 831{
831 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
832 if (active) 833 if (active)
833 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
834 838
835 if (has_active_speed ()) 839 if (has_active_speed ())
836 actives.insert (this); 840 actives.insert (this);
837} 841}
838 842
906 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
907 || map->no_drop 911 || map->no_drop
908 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
909 { 913 {
910 while (inv) 914 while (inv)
911 inv->destroy (true); 915 inv->destroy ();
912 } 916 }
913 else 917 else
914 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
915 while (inv) 919 while (inv)
916 { 920 {
920 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
921 || op->type == RUNE 925 || op->type == RUNE
922 || op->type == TRAP 926 || op->type == TRAP
923 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
924 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
925 op->destroy (true); 929 op->destroy ();
926 else 930 else
927 map->insert (op, x, y); 931 map->insert (op, x, y);
928 } 932 }
929 } 933 }
930} 934}
994 attacked_by = 0; 998 attacked_by = 0;
995 current_weapon = 0; 999 current_weapon = 0;
996} 1000}
997 1001
998void 1002void
999object::destroy (bool destroy_inventory) 1003object::destroy ()
1000{ 1004{
1001 if (destroyed ()) 1005 if (destroyed ())
1002 return; 1006 return;
1003 1007
1004 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1005 { 1009 {
1006 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1007 head->destroy (destroy_inventory); 1011 head->destroy ();
1008 return; 1012 return;
1009 } 1013 }
1010 1014
1011 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1012 1016
1013 if (is_head ()) 1017 if (is_head ())
1014 if (sound_destroy) 1018 if (sound_destroy)
1015 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1016 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1052 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1053 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1054 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
1055 1059
1056 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1057 1063
1058 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1059 * 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
1060 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1061 */ 1067 */
1073 1079
1074 /* 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
1075 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1076 * to save cpu time. 1082 * to save cpu time.
1077 */ 1083 */
1078 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 {
1079 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 }
1080 } 1092 }
1081 else if (map) 1093 else if (map)
1082 { 1094 {
1083 map->dirty = true; 1095 map->dirty = true;
1084 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1085 1097
1086 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1087 { 1099 {
1088 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1089 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1090 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env) 1106 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1094 close_container (); 1109 close_container ();
1111 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1112 1127
1113 above = 0; 1128 above = 0;
1114 below = 0; 1129 below = 0;
1115 1130
1116 ms.flags_ = 0; 1131 ms.invalidate ();
1117 1132
1118 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1119 return; 1134 return;
1120 1135
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1154 } 1169 }
1155 1170
1156 last = tmp; 1171 last = tmp;
1157 } 1172 }
1158 1173
1159 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1174 if (affects_los ())
1160 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1161 } 1176 }
1162} 1177}
1163 1178
1164/* 1179/*
1188 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1189 1204
1190 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1191 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1192 1207
1193 op->destroy (1); 1208 op->destroy ();
1194 1209
1195 return top; 1210 return top;
1196 } 1211 }
1197 1212
1198 return 0; 1213 return 0;
1260 * just 'op' otherwise 1275 * just 'op' otherwise
1261 */ 1276 */
1262object * 1277object *
1263insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1264{ 1279{
1265 if (op->is_on_map ())
1266 {
1267 LOG (llevError, "insert_ob_in_map called for object already on map");
1268 abort ();
1269 }
1270
1271 if (op->env)
1272 {
1273 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove (); 1280 op->remove ();
1275 }
1276 1281
1277 if (op->face && !face_info (op->face))//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1278 {//D 1283 {//D
1279 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1280 op->face = 1;//D
1281 }//D 1285 }//D
1282 1286
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1289 * need extra work
1286 */ 1290 */
1291 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1293 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1295 return 0;
1291 } 1296 }
1292 1297
1293 if (object *more = op->more) 1298 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1300 return 0;
1296 1301
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1298 1303
1299 op->map = m; 1304 op->map = newmap;
1300 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1301 1306
1302 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1303 */ 1308 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1307 { 1312 {
1308 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1310 // from here :/ 1315 // from here :/
1311 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1317 tmp->destroy ();
1313 } 1318 }
1314 1319
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1322
1422 op->below = top; 1427 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1429 }
1425 } 1430 }
1426 1431
1427 if (op->type == PLAYER) 1432 if (op->is_player ())
1428 { 1433 {
1429 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1430 ++op->map->players; 1435 ++op->map->players;
1431 op->map->touch (); 1436 op->map->touch ();
1432 } 1437 }
1447 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1455 * of effect may be sufficient.
1451 */ 1456 */
1452 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1453 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1454 1462
1455 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1456 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1457 1465
1458 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1492{ 1500{
1493 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1494 1502
1495 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1496 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1497 tmp->destroy (1); 1505 tmp->destroy ();
1498 1506
1499 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1500 1508
1501 tmp->x = op->x; 1509 tmp->x = op->x;
1502 tmp->y = op->y; 1510 tmp->y = op->y;
1625 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1626 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1627 1635
1628 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1629 1637
1630 op->destroy (1); 1638 op->destroy ();
1631 op = tmp; 1639 op = tmp;
1632 goto inserted; 1640 goto inserted;
1633 } 1641 }
1634 1642
1635 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1653 1661
1654 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1655 1663
1656inserted: 1664inserted:
1657 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1658 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1659 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1660 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1661 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1662 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1663 update_stats (); 1673 update_stats ();
1664 1674
1665 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1666 1676
1667 return op; 1677 return op;
1751 { 1761 {
1752 1762
1753 float 1763 float
1754 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1765
1756 if (op->type == PLAYER) 1766 if (op->is_player ())
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1769 diff /= 4.0;
1760 1770
1761 op->speed_left -= diff; 1771 op->speed_left -= diff;
1969 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1970 */ 1980 */
1971 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1972 continue; 1982 continue;
1973 1983
1974 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1975 continue; 1985 continue;
1976 1986
1977 altern [index++] = i; 1987 altern [index++] = i;
1978 } 1988 }
1979 1989
2087 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2088 max = maxfree[i]; 2098 max = maxfree[i];
2089 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2090 { 2100 {
2091 for (tmp = ms.bot; tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2092 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2094 break; 2104 break;
2095 2105
2096 if (tmp) 2106 if (tmp)
2097 return freedir[i]; 2107 return freedir[i];
2283int 2293int
2284can_pick (const object *who, const object *item) 2294can_pick (const object *who, const object *item)
2285{ 2295{
2286 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2287 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2288 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2289} 2299}
2290 2300
2291/* 2301/*
2292 * create clone from object to another 2302 * create clone from object to another
2293 */ 2303 */
2546 return splay (tmp); 2556 return splay (tmp);
2547 2557
2548 return 0; 2558 return 0;
2549} 2559}
2550 2560
2551void 2561object *
2552object::force_add (const shstr name, int duration) 2562object::force_add (const shstr name, int duration)
2553{ 2563{
2554 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2555 force->destroy (); 2565 force->destroy ();
2556 2566
2562 2572
2563 force->set_speed (duration ? 1.f / duration : 0.f); 2573 force->set_speed (duration ? 1.f / duration : 0.f);
2564 force->flag [FLAG_IS_USED_UP] = true; 2574 force->flag [FLAG_IS_USED_UP] = true;
2565 force->flag [FLAG_APPLIED] = true; 2575 force->flag [FLAG_APPLIED] = true;
2566 2576
2567 insert (force); 2577 return insert (force);
2568} 2578}
2569 2579
2570void 2580void
2571object::play_sound (faceidx sound) 2581object::play_sound (faceidx sound)
2572{ 2582{
2583 } 2593 }
2584 else 2594 else
2585 map->play_sound (sound, x, y); 2595 map->play_sound (sound, x, y);
2586} 2596}
2587 2597
2598void
2599object::make_noise ()
2600{
2601 // we do not model noise in the map, so instead put
2602 // a temporary light into the noise source
2603 // could use the map instead, but that's less reliable for our
2604 // goal, which is to make invisibility a bit harder to exploit
2605
2606 // currently only works sensibly for players
2607 if (!is_player ())
2608 return;
2609
2610 // find old force, or create new one
2611 object *force = force_find (shstr_noise_force);
2612
2613 if (force)
2614 force->speed_left = -1.f; // patch old speed up
2615 else
2616 {
2617 force = archetype::get (shstr_noise_force);
2618
2619 force->slaying = shstr_noise_force;
2620 force->stats.food = 1;
2621 force->speed_left = -1.f;
2622
2623 force->set_speed (1.f / 4.f);
2624 force->flag [FLAG_IS_USED_UP] = true;
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 insert (force);
2628 }
2629}
2630

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