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Comparing deliantra/server/common/object.C (file contents):
Revision 1.241 by root, Wed May 7 19:19:09 2008 UTC vs.
Revision 1.289 by root, Sun Oct 11 05:31:54 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] = {
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
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
336 334
337 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 336 // even if our inv is in a player.
339 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
430 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
431 430
432 object_freezer freezer; 431 object_freezer freezer;
433 op->write (freezer); 432 op->write (freezer);
434 return freezer.as_string (); 433 return freezer.as_string ();
434}
435
436char *
437object::as_string ()
438{
439 return dump_object (this);
435} 440}
436 441
437/* 442/*
438 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
478 */ 483 */
479object * 484object *
480find_object_name (const char *str) 485find_object_name (const char *str)
481{ 486{
482 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
483 object *op;
484 488
489 if (str_)
485 for_all_objects (op) 490 for_all_objects (op)
486 if (op->name == str_) 491 if (op->name == str_)
487 break; 492 return op;
488 493
489 return op; 494 return 0;
490} 495}
491 496
492/* 497/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 499 * skill and experience objects.
556 update_stats (); 561 update_stats ();
557 562
558 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 564 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 565 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 568 return false;
563 } 569 }
564 570
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 572 }
638 } 644 }
639 645
640 if (speed < 0) 646 if (speed < 0)
641 dst->speed_left -= rndm (); 647 dst->speed_left -= rndm ();
642 648
643 dst->set_speed (dst->speed); 649 dst->activate ();
644} 650}
645 651
646void 652void
647object::instantiate () 653object::instantiate ()
648{ 654{
760 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
761 { 767 {
762 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 779 * have move_allow right now.
774 */ 780 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 783 m.invalidate ();
778 } 784 }
779 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 787 * that is being removed.
782 */ 788 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 790 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
787 else 793 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 795
793 799
794object::object () 800object::object ()
795{ 801{
796 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
797 803
798 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
799 face = blank_face; 805 face = blank_face;
800} 806}
801 807
802object::~object () 808object::~object ()
803{ 809{
833 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
834 if (active) 840 if (active)
835 return; 841 return;
836 842
837 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
838 actives.insert (this); 848 actives.insert (this);
849 }
839} 850}
840 851
841void 852void
842object::activate_recursive () 853object::activate_recursive ()
843{ 854{
908 || map->in_memory != MAP_ACTIVE 919 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 920 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
911 { 922 {
912 while (inv) 923 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 924 inv->destroy ();
916 }
917 } 925 }
918 else 926 else
919 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
920 while (inv) 928 while (inv)
921 { 929 {
925 || op->flag [FLAG_NO_DROP] 933 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 934 || op->type == RUNE
927 || op->type == TRAP 935 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 936 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 937 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 938 op->destroy ();
931 else 939 else
932 map->insert (op, x, y); 940 map->insert (op, x, y);
933 } 941 }
934 } 942 }
935} 943}
964 972
965void 973void
966object::do_destroy () 974object::do_destroy ()
967{ 975{
968 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this); 977 remove_link ();
970 978
971 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this); 980 remove_friendly_object (this);
973 981
974 remove (); 982 remove ();
999 attacked_by = 0; 1007 attacked_by = 0;
1000 current_weapon = 0; 1008 current_weapon = 0;
1001} 1009}
1002 1010
1003void 1011void
1004object::destroy (bool destroy_inventory) 1012object::destroy ()
1005{ 1013{
1006 if (destroyed ()) 1014 if (destroyed ())
1007 return; 1015 return;
1008 1016
1009 if (!is_head () && !head->destroyed ()) 1017 if (!is_head () && !head->destroyed ())
1010 { 1018 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory); 1020 head->destroy ();
1013 return; 1021 return;
1014 } 1022 }
1015 1023
1016 destroy_inv (!destroy_inventory); 1024 destroy_inv (false);
1017 1025
1018 if (is_head ()) 1026 if (is_head ())
1019 if (sound_destroy) 1027 if (sound_destroy)
1020 play_sound (sound_destroy); 1028 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER]) 1029 else if (flag [FLAG_MONSTER])
1057 if (object *pl = visible_to ()) 1065 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060 1068
1061 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1062 1072
1063 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1066 */ 1076 */
1078 1088
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1080 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1091 * to save cpu time.
1082 */ 1092 */
1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1084 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1085 } 1101 }
1086 else if (map) 1102 else if (map)
1087 { 1103 {
1088 map->dirty = true; 1104 map->dirty = true;
1089 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1090 1106
1091 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1092 { 1108 {
1093 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1094 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1095 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env) 1115 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1099 close_container (); 1118 close_container ();
1116 *(below ? &below->above : &ms.bot) = above; 1135 *(below ? &below->above : &ms.bot) = above;
1117 1136
1118 above = 0; 1137 above = 0;
1119 below = 0; 1138 below = 0;
1120 1139
1140 ms.invalidate ();
1141
1121 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1122 return; 1143 return;
1123 1144
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1146
1157 } 1178 }
1158 1179
1159 last = tmp; 1180 last = tmp;
1160 } 1181 }
1161 1182
1162 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1171 } 1185 }
1172} 1186}
1173 1187
1174/* 1188/*
1198 esrv_update_item (UPD_NROF, pl, top); 1212 esrv_update_item (UPD_NROF, pl, top);
1199 1213
1200 op->weight = 0; // cancel the addition above 1214 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already 1215 op->carrying = 0; // must be 0 already
1202 1216
1203 op->destroy (1); 1217 op->destroy ();
1204 1218
1205 return top; 1219 return top;
1206 } 1220 }
1207 1221
1208 return 0; 1222 return 0;
1236 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1237 */ 1251 */
1238object * 1252object *
1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240{ 1254{
1255 op->remove ();
1256
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1258 {
1243 tmp->x = x + tmp->arch->x; 1259 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1260 tmp->y = y + tmp->arch->y;
1245 } 1261 }
1270object * 1286object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1288{
1273 op->remove (); 1289 op->remove ();
1274 1290
1291 if (m == &freed_map)//D TODO: remove soon
1292 {//D
1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 }//D
1295
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1298 * need extra work
1278 */ 1299 */
1300 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1302 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1304 return 0;
1283 } 1305 }
1284 1306
1285 if (object *more = op->more) 1307 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1309 return 0;
1288 1310
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1290 1312 op->env = 0;
1291 op->map = m; 1313 op->map = newmap;
1314
1292 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1293 1316
1294 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1295 */ 1318 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1299 { 1322 {
1300 // TODO: we actually want to update tmp, not op, 1323 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp 1324 // but some caller surely breaks when we return tmp
1302 // from here :/ 1325 // from here :/
1303 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1304 tmp->destroy (1); 1327 tmp->destroy ();
1305 } 1328 }
1306 1329
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 1332
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1341 abort ();
1319 } 1342 }
1320 1343
1321 if (!originator->is_on_map ()) 1344 if (!originator->is_on_map ())
1345 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1324 1350
1325 op->above = originator; 1351 op->above = originator;
1326 op->below = originator->below; 1352 op->below = originator->below;
1327 originator->below = op; 1353 originator->below = op;
1328 1354
1414 op->below = top; 1440 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1442 }
1417 } 1443 }
1418 1444
1419 if (op->type == PLAYER) 1445 if (op->is_player ())
1420 { 1446 {
1421 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1422 ++op->map->players; 1448 ++op->map->players;
1423 op->map->touch (); 1449 op->map->touch ();
1424 } 1450 }
1439 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1468 * of effect may be sufficient.
1443 */ 1469 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1446 1475
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1449 1478
1450 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1487 * update_object().
1459 */ 1488 */
1460 1489
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1492 {
1464 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1465 return 0; 1494 return 0;
1466 1495
1467 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1481 */ 1510 */
1482void 1511void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1513{
1485 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1486 1515
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (1); 1518 tmp->destroy ();
1490 1519
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1492 1521
1493 tmp->x = op->x; 1522 tmp->x = op->x;
1494 tmp->y = op->y; 1523 tmp->y = op->y;
1495 1524
1496 insert_ob_in_map (tmp, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1518 if (!nr) 1547 if (!nr)
1519 return true; 1548 return true;
1520 1549
1521 nr = min (nr, nrof); 1550 nr = min (nr, nrof);
1522 1551
1552 if (nrof > nr)
1553 {
1523 nrof -= nr; 1554 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0 1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1528 1556
1529 if (object *pl = visible_to ()) 1557 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1558 esrv_update_item (UPD_NROF, pl, this);
1531 1559
1532 return true; 1560 return true;
1533 } 1561 }
1534 else 1562 else
1535 { 1563 {
1536 destroy (1); 1564 destroy ();
1537 return false; 1565 return false;
1538 } 1566 }
1539} 1567}
1540 1568
1541/* 1569/*
1618 if (object *pl = tmp->visible_to ()) 1646 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp); 1647 esrv_update_item (UPD_NROF, pl, tmp);
1620 1648
1621 adjust_weight (this, op->total_weight ()); 1649 adjust_weight (this, op->total_weight ());
1622 1650
1623 op->destroy (1); 1651 op->destroy ();
1624 op = tmp; 1652 op = tmp;
1625 goto inserted; 1653 goto inserted;
1626 } 1654 }
1627 1655
1628 op->owner = 0; // it's his/hers now. period. 1656 op->owner = 0; // it's his/hers now. period.
1646 1674
1647 adjust_weight (this, op->total_weight ()); 1675 adjust_weight (this, op->total_weight ());
1648 1676
1649inserted: 1677inserted:
1650 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness) 1679 if (op->glow_radius && is_on_map ())
1680 {
1681 update_stats ();
1652 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1653 1683 }
1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1654 // if this is a player's inventory, update stats 1685 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656 update_stats (); 1686 update_stats ();
1657 1687
1658 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1659 1689
1660 return op; 1690 return op;
1681 * on top. 1711 * on top.
1682 */ 1712 */
1683int 1713int
1684check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1685{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1686 object *tmp; 1719 object *tmp;
1687 maptile *m = op->map; 1720 maptile *m = op->map;
1688 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1689 1722
1690 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1691 1724
1692 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1693 return 0;
1694 1726
1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1698 1730
1699 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1700 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1701 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1702 * as walking. 1734 * as walking.
1713 return 0; 1745 return 0;
1714 1746
1715 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1716 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1717 */ 1749 */
1718 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 {
1721 /* Trim the search when we find the first other spell effect
1722 * this helps performance so that if a space has 50 spell objects,
1723 * we don't need to check all of them.
1724 */
1725 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726 break;
1727 } 1751 {
1752 next = tmp->below;
1728 1753
1729 for (; tmp; tmp = tmp->below)
1730 {
1731 if (tmp == op) 1754 if (tmp == op)
1732 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1733 1756
1734 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1735 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1740 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1741 { 1764 {
1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744 { 1767 {
1745
1746 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1748 1769
1749 if (op->type == PLAYER) 1770 if (op->is_player ())
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0; 1773 diff /= 4.0;
1753 1774
1754 op->speed_left -= diff; 1775 op->speed_left -= diff;
1755 } 1776 }
1756 } 1777 }
1962 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1963 */ 1984 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue; 1986 continue;
1966 1987
1967 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
1968 continue; 1989 continue;
1969 1990
1970 altern [index++] = i; 1991 altern [index++] = i;
1971 } 1992 }
1972 1993
2040 * there is capable of. 2061 * there is capable of.
2041 */ 2062 */
2042int 2063int
2043find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2044{ 2065{
2045 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2046
2047 sint16 nx, ny;
2048 object *tmp;
2049 maptile *mp;
2050
2051 MoveType blocked, move_type; 2067 MoveType move_type;
2052 2068
2053 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2054 { 2070 {
2055 exclude = exclude->head; 2071 exclude = exclude->head;
2056 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2059 { 2075 {
2060 /* 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. */
2061 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2062 } 2078 }
2063 2079
2064 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2065 { 2081 {
2066 mp = m; 2082 mapxy pos (m, x, y);
2067 nx = x + freearr_x[i]; 2083 pos.move (i);
2068 ny = y + freearr_y[i];
2069 2084
2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2071
2072 if (mflags & P_OUT_OF_MAP)
2073 max = maxfree[i]; 2086 max = maxfree[i];
2074 else 2087 else
2075 { 2088 {
2076 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2077 2090
2078 blocked = ms.move_block;
2079
2080 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2081 max = maxfree[i]; 2092 max = maxfree [i];
2082 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2083 { 2094 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break;
2088
2089 if (tmp)
2090 return freedir[i]; 2098 return freedir [i];
2091 } 2099 }
2092 } 2100 }
2093 } 2101 }
2094 2102
2095 return 0; 2103 return 0;
2170 * 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
2171 * 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.
2172 * 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
2173 * functions. 2181 * functions.
2174 */ 2182 */
2175int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2176 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2177 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2178 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2179 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2180 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2276int 2284int
2277can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2278{ 2286{
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 !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));
2282} 2290}
2283 2291
2284/* 2292/*
2285 * create clone from object to another 2293 * create clone from object to another
2286 */ 2294 */
2318 return tmp; 2326 return tmp;
2319 2327
2320 return 0; 2328 return 0;
2321} 2329}
2322 2330
2323const shstr & 2331shstr_tmp
2324object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2325{ 2333{
2326 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2327 if (kv->key == key) 2335 if (kv->key == key)
2328 return kv->value; 2336 return kv->value;
2329 2337
2330 return shstr_null; 2338 return shstr ();
2331} 2339}
2332 2340
2333void 2341void
2334object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2335{ 2343{
2336 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2337 if (kv->key == key) 2345 if (kv->key == key)
2338 { 2346 {
2339 kv->value = value; 2347 kv->value = value;
2348 2356
2349 key_values = kv; 2357 key_values = kv;
2350} 2358}
2351 2359
2352void 2360void
2353object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2354{ 2362{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2357 { 2365 {
2358 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2417{ 2425{
2418 char flagdesc[512]; 2426 char flagdesc[512];
2419 char info2[256 * 4]; 2427 char info2[256 * 4];
2420 char *p = info; 2428 char *p = info;
2421 2429
2422 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2423 count, 2431 count,
2424 uuid.c_str (), 2432 uuid.c_str (),
2425 &name, 2433 &name,
2426 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2427 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2428 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2429 2438
2430 if (!flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2432 2441
2488 container = 0; 2497 container = 0;
2489 2498
2490 // 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
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2501
2493 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 ());
2494 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2495 } 2504 }
2496 2505
2497 if (new_container) 2506 if (new_container)
2498 { 2507 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2518 new_container->insert (closer);
2510 } 2519 }
2511#endif 2520#endif
2512 2521
2513 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 ());
2514 2523
2515 // 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
2516 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2517 2526
2518 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2528} 2537}
2529 2538
2530object * 2539object *
2531object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2532{ 2541{
2533 /* 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
2534 * place 2543 * place
2535 */ 2544 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2547 return splay (tmp);
2539 2548
2540 return 0; 2549 return 0;
2541} 2550}
2542 2551
2543void 2552object *
2544object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2545{ 2554{
2546 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2547 force->destroy (); 2556 force->destroy ();
2548 2557
2549 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2554 2563
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2558 2567
2559 insert (force); 2568 return insert (force);
2560} 2569}
2561 2570
2562void 2571void
2563object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2564{ 2573{
2565 if (!sound) 2574 if (!sound)
2566 return; 2575 return;
2567 2576
2568 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
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);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2569 return; 2602 return;
2570 2603
2571 if (env) 2604 // find old force, or create new one
2572 { 2605 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2606
2574 pl->contr->play_sound (sound); 2607 if (force)
2575 } 2608 force->speed_left = -1.f; // patch old speed up
2576 else 2609 else
2577 map->play_sound (sound, x, y); 2610 {
2578} 2611 force = archetype::get (shstr_noise_force);
2579 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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