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Comparing deliantra/server/common/object.C (file contents):
Revision 1.250 by root, Wed Jul 16 14:29:40 2008 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 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] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 234 return 0;
237 235
238 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
242 .any ()) 239 .any ())
243 return 0; 240 return 0;
244 241
245 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
327 { 324 {
328 // see if we are in a container of sorts 325 // see if we are in a container of sorts
329 if (env) 326 if (env)
330 { 327 {
331 // the player inventory itself is always visible 328 // the player inventory itself is always visible
332 if (env->type == PLAYER) 329 if (env->is_player ())
333 return env; 330 return env;
334 331
335 // else a player could have our env open 332 // else a player could have our env open
336 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
337 334
640 } 637 }
641 638
642 if (speed < 0) 639 if (speed < 0)
643 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
644 641
645 dst->set_speed (dst->speed); 642 dst->activate ();
646} 643}
647 644
648void 645void
649object::instantiate () 646object::instantiate ()
650{ 647{
762 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
763 { 760 {
764 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 772 * have move_allow right now.
776 */ 773 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 776 m.invalidate ();
780 } 777 }
781 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 780 * that is being removed.
784 */ 781 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 783 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
789 else 786 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 788
833object::activate () 830object::activate ()
834{ 831{
835 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
836 if (active) 833 if (active)
837 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
838 838
839 if (has_active_speed ()) 839 if (has_active_speed ())
840 actives.insert (this); 840 actives.insert (this);
841} 841}
842 842
910 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 911 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
913 { 913 {
914 while (inv) 914 while (inv)
915 inv->destroy (true); 915 inv->destroy ();
916 } 916 }
917 else 917 else
918 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
919 while (inv) 919 while (inv)
920 { 920 {
924 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 925 || op->type == RUNE
926 || op->type == TRAP 926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 929 op->destroy ();
930 else 930 else
931 map->insert (op, x, y); 931 map->insert (op, x, y);
932 } 932 }
933 } 933 }
934} 934}
998 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0; 999 current_weapon = 0;
1000} 1000}
1001 1001
1002void 1002void
1003object::destroy (bool destroy_inventory) 1003object::destroy ()
1004{ 1004{
1005 if (destroyed ()) 1005 if (destroyed ())
1006 return; 1006 return;
1007 1007
1008 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1009 { 1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return; 1012 return;
1013 } 1013 }
1014 1014
1015 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1016 1016
1017 if (is_head ()) 1017 if (is_head ())
1018 if (sound_destroy) 1018 if (sound_destroy)
1019 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1056 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 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
1059 1059
1060 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1061 1063
1062 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1063 * 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
1064 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1065 */ 1067 */
1077 1079
1078 /* 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
1079 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1082 * to save cpu time.
1081 */ 1083 */
1082 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 {
1083 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 }
1084 } 1092 }
1085 else if (map) 1093 else if (map)
1086 { 1094 {
1087 map->dirty = true; 1095 map->dirty = true;
1088 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1089 1097
1090 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1091 { 1099 {
1092 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1093 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1094 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1106 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1098 close_container (); 1109 close_container ();
1115 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1116 1127
1117 above = 0; 1128 above = 0;
1118 below = 0; 1129 below = 0;
1119 1130
1131 ms.invalidate ();
1132
1120 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1121 return; 1134 return;
1122 1135
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1137
1156 } 1169 }
1157 1170
1158 last = tmp; 1171 last = tmp;
1159 } 1172 }
1160 1173
1161 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1170 } 1176 }
1171} 1177}
1172 1178
1173/* 1179/*
1197 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1198 1204
1199 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1201 1207
1202 op->destroy (1); 1208 op->destroy ();
1203 1209
1204 return top; 1210 return top;
1205 } 1211 }
1206 1212
1207 return 0; 1213 return 0;
1269 * just 'op' otherwise 1275 * just 'op' otherwise
1270 */ 1276 */
1271object * 1277object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1279{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1280 op->remove ();
1284 }
1285 1281
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1283 {//D
1288 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
1289 op->face = 1;//D
1290 }//D 1285 }//D
1291 1286
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * 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
1294 * need extra work 1289 * need extra work
1295 */ 1290 */
1296 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1297 { 1292 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1294 return 0;
1300 } 1295 }
1301 1296
1302 if (object *more = op->more) 1297 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1316 { 1311 {
1317 // TODO: we actually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1319 // from here :/ 1314 // from here :/
1320 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1316 tmp->destroy ();
1322 } 1317 }
1323 1318
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1321
1431 op->below = top; 1426 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1428 }
1434 } 1429 }
1435 1430
1436 if (op->type == PLAYER) 1431 if (op->is_player ())
1437 { 1432 {
1438 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1439 ++op->map->players; 1434 ++op->map->players;
1440 op->map->touch (); 1435 op->map->touch ();
1441 } 1436 }
1456 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1454 * of effect may be sufficient.
1460 */ 1455 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1463 1461
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1466 1464
1467 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1501{ 1499{
1502 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1503 1501
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1506 tmp->destroy (1); 1504 tmp->destroy ();
1507 1505
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1509 1507
1510 tmp->x = op->x; 1508 tmp->x = op->x;
1511 tmp->y = op->y; 1509 tmp->y = op->y;
1535 if (!nr) 1533 if (!nr)
1536 return true; 1534 return true;
1537 1535
1538 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1539 1537
1538 if (nrof > nr)
1539 {
1540 nrof -= nr; 1540 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545 1542
1546 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1548 1545
1635 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1637 1634
1638 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1639 1636
1640 op->destroy (1); 1637 op->destroy ();
1641 op = tmp; 1638 op = tmp;
1642 goto inserted; 1639 goto inserted;
1643 } 1640 }
1644 1641
1645 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1663 1660
1664 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1665 1662
1666inserted: 1663inserted:
1667 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1668 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1669 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1670 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats (); 1672 update_stats ();
1674 1673
1675 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1676 1675
1677 return op; 1676 return op;
1761 { 1760 {
1762 1761
1763 float 1762 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1764
1766 if (op->type == PLAYER) 1765 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1768 diff /= 4.0;
1770 1769
1771 op->speed_left -= diff; 1770 op->speed_left -= diff;
1979 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1980 */ 1979 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue; 1981 continue;
1983 1982
1984 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue; 1984 continue;
1986 1985
1987 altern [index++] = i; 1986 altern [index++] = i;
1988 } 1987 }
1989 1988
2097 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2098 max = maxfree[i]; 2097 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2100 { 2099 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2103 break;
2105 2104
2106 if (tmp) 2105 if (tmp)
2107 return freedir[i]; 2106 return freedir[i];
2293int 2292int
2294can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2295{ 2294{
2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2299} 2298}
2300 2299
2301/* 2300/*
2302 * create clone from object to another 2301 * create clone from object to another
2303 */ 2302 */
2556 return splay (tmp); 2555 return splay (tmp);
2557 2556
2558 return 0; 2557 return 0;
2559} 2558}
2560 2559
2561void 2560object *
2562object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2563{ 2562{
2564 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2565 force->destroy (); 2564 force->destroy ();
2566 2565
2572 2571
2573 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2576 2575
2577 insert (force); 2576 return insert (force);
2578} 2577}
2579 2578
2580void 2579void
2581object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2582{ 2581{
2593 } 2592 }
2594 else 2593 else
2595 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2596} 2595}
2597 2596
2597void
2598object::make_noise ()
2599{
2600 // we do not model noise in the map, so instead put
2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2604
2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2628}
2629

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