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Comparing deliantra/server/common/object.C (file contents):
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra 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
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
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
962 963
963void 964void
964object::do_destroy () 965object::do_destroy ()
965{ 966{
966 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 968 remove_link ();
968 969
969 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 971 remove_friendly_object (this);
971 972
972 remove (); 973 remove ();
1079 /* 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
1080 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1082 * to save cpu time.
1082 */ 1083 */
1083 if (pl) 1084 if (pl)
1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)) 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1086 {
1086 pl->update_stats (); 1087 pl->update_stats ();
1087 1088
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness) 1089 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1090 update_all_los (pl->map, pl->x, pl->y);
1090 } 1091 }
1091 } 1092 }
1092 else if (map) 1093 else if (map)
1093 { 1094 {
1094 map->dirty = true; 1095 map->dirty = true;
1095 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1096 1097
1097 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1098 { 1099 {
1099 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1100 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1101 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1106 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1105 close_container (); 1109 close_container ();
1165 } 1169 }
1166 1170
1167 last = tmp; 1171 last = tmp;
1168 } 1172 }
1169 1173
1170 if (map->darkness && affects_los ()) 1174 if (affects_los ())
1171 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1172 } 1176 }
1173} 1177}
1174 1178
1175/* 1179/*
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 ();// 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 op->flag [FLAG_REMOVED] = false;
1298 1303 op->env = 0;
1299 op->map = m; 1304 op->map = newmap;
1305
1300 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1301 1307
1302 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1303 */ 1309 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1332 abort ();
1327 } 1333 }
1328 1334
1329 if (!originator->is_on_map ()) 1335 if (!originator->is_on_map ())
1336 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1332 1341
1333 op->above = originator; 1342 op->above = originator;
1334 op->below = originator->below; 1343 op->below = originator->below;
1335 originator->below = op; 1344 originator->below = op;
1336 1345
1422 op->below = top; 1431 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1433 }
1425 } 1434 }
1426 1435
1427 if (op->type == PLAYER) 1436 if (op->is_player ())
1428 { 1437 {
1429 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1430 ++op->map->players; 1439 ++op->map->players;
1431 op->map->touch (); 1440 op->map->touch ();
1432 } 1441 }
1447 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1459 * of effect may be sufficient.
1451 */ 1460 */
1452 if (op->affects_los () && op->map->darkness) 1461 if (op->affects_los ())
1453 { 1462 {
1454 op->ms ().invalidate (); 1463 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1456 } 1465 }
1457 1466
1489/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1492 */ 1501 */
1493void 1502void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1504{
1496 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1497 1506
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1509 tmp->destroy ();
1501 1510
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1503 1512
1504 tmp->x = op->x; 1513 tmp->x = op->x;
1505 tmp->y = op->y; 1514 tmp->y = op->y;
1506 1515
1507 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1656 1665
1657 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1658 1667
1659inserted: 1668inserted:
1660 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1662 { 1671 {
1663 update_stats (); 1672 update_stats ();
1664 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1665 } 1674 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1668 update_stats (); 1677 update_stats ();
1669 1678
1670 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1671 1680
1756 { 1765 {
1757 1766
1758 float 1767 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1769
1761 if (op->type == PLAYER) 1770 if (op->is_player ())
1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1764 diff /= 4.0; 1773 diff /= 4.0;
1765 1774
1766 op->speed_left -= diff; 1775 op->speed_left -= diff;
2052 * there is capable of. 2061 * there is capable of.
2053 */ 2062 */
2054int 2063int
2055find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2065{
2057 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2067 MoveType move_type;
2064 2068
2065 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2066 { 2070 {
2067 exclude = exclude->head; 2071 exclude = exclude->head;
2068 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2071 { 2075 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2074 } 2078 }
2075 2079
2076 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2077 { 2081 {
2078 mp = m; 2082 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2083 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2084
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2086 max = maxfree[i];
2086 else 2087 else
2087 { 2088 {
2088 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2089 2090
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2092 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2095 { 2094 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2098 return freedir [i];
2103 } 2099 }
2104 } 2100 }
2105 } 2101 }
2106 2102
2107 return 0; 2103 return 0;
2182 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2181 * functions.
2186 */ 2182 */
2187int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2288int 2284int
2289can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2290{ 2286{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2290}
2295 2291
2296/* 2292/*
2297 * create clone from object to another 2293 * create clone from object to another
2298 */ 2294 */
2330 return tmp; 2326 return tmp;
2331 2327
2332 return 0; 2328 return 0;
2333} 2329}
2334 2330
2335const shstr & 2331shstr_tmp
2336object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2337{ 2333{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2335 if (kv->key == key)
2340 return kv->value; 2336 return kv->value;
2341 2337
2342 return shstr_null; 2338 return shstr ();
2343} 2339}
2344 2340
2345void 2341void
2346object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2343{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2345 if (kv->key == key)
2350 { 2346 {
2351 kv->value = value; 2347 kv->value = value;
2360 2356
2361 key_values = kv; 2357 key_values = kv;
2362} 2358}
2363 2359
2364void 2360void
2365object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2366{ 2362{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2369 { 2365 {
2370 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2501 container = 0; 2497 container = 0;
2502 2498
2503 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2501
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2507 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2508 } 2504 }
2509 2505
2510 if (new_container) 2506 if (new_container)
2511 { 2507 {
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2518 new_container->insert (closer);
2523 } 2519 }
2524#endif 2520#endif
2525 2521
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2527 2523
2528 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2530 2526
2531 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2539// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2541} 2537}
2542 2538
2543object * 2539object *
2544object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2545{ 2541{
2546 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2547 * place 2543 * place
2548 */ 2544 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2552 2548
2553 return 0; 2549 return 0;
2554} 2550}
2555 2551
2556object * 2552object *
2557object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2558{ 2554{
2559 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2560 force->destroy (); 2556 force->destroy ();
2561 2557
2562 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2571 2567
2572 return insert (force); 2568 return insert (force);
2573} 2569}
2574 2570
2575void 2571void
2576object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2577{ 2573{
2578 if (!sound) 2574 if (!sound)
2579 return; 2575 return;
2580 2576
2581 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2591} 2590}
2592 2591
2593void 2592void
2594object::make_noise () 2593object::make_noise ()
2595{ 2594{
2596 // we do not model noise in the map, so instead put 2595 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source 2596 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our 2597 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit 2598 // goal, which is to make invisibility a bit harder to exploit
2600 2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2602 return;
2603
2601 // find old force, or create new one 2604 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force); 2605 object *force = force_find (shstr_noise_force);
2603 2606
2604 if (force) 2607 if (force)
2605 force->speed = 1.f / 4; // patch old speed up 2608 force->speed_left = -1.f; // patch old speed up
2606 else 2609 else
2607 { 2610 {
2608 force = get_archetype (shstr_noise_force); 2611 force = archetype::get (shstr_noise_force);
2609 2612
2610 force->slaying = name; 2613 force->slaying = shstr_noise_force;
2611 force->stats.food = 1; 2614 force->stats.food = 1;
2612 force->speed_left = -1.f; 2615 force->speed_left = -1.f;
2613 2616
2614 force->set_speed (1.f / 4); 2617 force->set_speed (1.f / 4.f);
2615 force->flag [FLAG_IS_USED_UP] = true; 2618 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true; 2619 force->flag [FLAG_APPLIED] = true;
2617 2620
2618 insert (force); 2621 insert (force);
2619 } 2622 }

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