ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.44 by root, Sat Apr 21 22:01:57 2007 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92static void 95static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
115/* Will generate a monster according to content
116 * of generator.
117 */
118static void
119generate_monster_inv (object *gen)
120{
121 if (!gen->inv)
122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
131 op = object_create_clone (op);
132
133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
135
136 generate_monster_tail (gen, op);
137}
138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144}
145
146void
147generate_monster (object *gen) 96generate_monster (object *gen)
148{ 97{
149 if (!gen->map) 98 if (!gen->map)
150 return; 99 return;
151 100
152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
153 return; 102 return;
154 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
156 generate_monster_inv (gen); 113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = gen->other_arch->instance ();
141 }
157 else 142 else
158 generate_monster_arch (gen); 143 return;
159 144
160} 145 op->expand_tail ();
161 146
162void 147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161}
162
163static void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
165 if (--op->duration > 0) 166 if (--op->duration > 0)
166 return; 167 return;
167 168
179 } 180 }
180 181
181 op->destroy (); 182 op->destroy ();
182} 183}
183 184
184void 185static void
185remove_blindness (object *op) 186remove_blindness (object *op)
186{ 187{
187 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
188 return; 189 return;
189 190
196 } 197 }
197 198
198 op->destroy (); 199 op->destroy ();
199} 200}
200 201
201void 202static void
202poison_more (object *op) 203poison_more (object *op)
203{ 204{
204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
205 { 206 {
206 op->destroy (); 207 op->destroy ();
231 232
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 234}
234 235
235 236
236void 237static void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
242 { 243 {
243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
278 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 break; 286 break;
286 287
287 if (tmp == NULL) 288 if (!tmp)
288 { 289 {
289 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
290 op->value = 1; 291 op->value = 1;
291 else 292 else
292 op->set_speed (0); 293 op->set_speed (0);
293 294
294 return; 295 return;
305 } 306 }
306 else 307 else
307 { /* The gate is still going up */ 308 { /* The gate is still going up */
308 op->stats.wc++; 309 op->stats.wc++;
309 310
310 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312 313
313 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
314 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
315 */ 316 */
316 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 { 318 {
318 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
321 323
322 if (tmp != NULL) 324 if (tmp)
323 { 325 {
324 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
325 { 327 {
326 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
327 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
329 } 333 }
330 else
331 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
332 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
333 * off the gate. 336 * off the gate.
334 */ 337 */
335 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
336 { 339 {
337 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
338 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
339 342
340 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
341 if (i != -1) 344 if (i > 0)
342 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
343 tmp->remove (); 349 tmp->move_to (pos);
344 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
345 insert_ob_in_map (tmp, op->map, op, 0);
346 } 350 }
347 } 351 }
348 } 352 }
349 353
350 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
353 break; 357 break;
354 358
355 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
356 if (tmp) 360 if (tmp)
357 {
358 op->stats.food = 1; 361 op->stats.food = 1;
359 }
360 else 362 else
361 { 363 {
362 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
363 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
364 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
365 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
366 } 369 }
367 } /* gate is halfway up */ 370 } /* gate is halfway up */
368 371
373 376
374/* hp : how long door is open/closed 377/* hp : how long door is open/closed
375 * maxhp : initial value for hp 378 * maxhp : initial value for hp
376 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
377 */ 380 */
378void 381static void
379move_timed_gate (object *op) 382move_timed_gate (object *op)
380{ 383{
381 int v = op->value; 384 int v = op->value;
382 385
383 if (op->stats.sp) 386 if (op->stats.sp)
384 { 387 {
385 move_gate (op); 388 move_gate (op);
389
386 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
387 op->stats.sp = 0; 391 op->stats.sp = 0;
388 return; 392 return;
389 } 393 }
394
390 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
391 { /* keep gate down */ 396 { /* keep gate down */
392 move_gate (op); 397 move_gate (op);
398
393 if (op->value != v) 399 if (op->value != v)
394 op->set_speed (0); 400 op->set_speed (0);
395 } 401 }
396} 402}
397 403
399 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
400 * connected: connected value of detector 406 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
403 */ 409 */
404 410static void
405void
406move_detector (object *op) 411move_detector (object *op)
407{ 412{
408 object *tmp; 413 object *tmp;
409 int last = op->value; 414 int last = op->value;
410 int detected; 415 int detected;
411 416
412 detected = 0; 417 detected = 0;
413 418
414 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
415 { 420 {
416 object *tmp2; 421 object *tmp2;
417 422
418 if (op->stats.hp) 423 if (op->stats.hp)
419 { 424 {
437 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
438 { 443 {
439 if (detected && last == 0) 444 if (detected && last == 0)
440 { 445 {
441 op->value = 1; 446 op->value = 1;
442 push_button (op); 447 push_button (op, tmp);
443 } 448 }
449
444 if (!detected && last == 1) 450 if (!detected && last == 1)
445 { 451 {
446 op->value = 0; 452 op->value = 0;
447 push_button (op); 453 push_button (op, tmp);
448 } 454 }
449 } 455 }
450 else 456 else
451 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
452 if (detected && last == 1) 458 if (detected && last == 1)
453 { 459 {
454 op->value = 0; 460 op->value = 0;
455 push_button (op); 461 push_button (op, tmp);
456 } 462 }
463
457 if (!detected && last == 0) 464 if (!detected && last == 0)
458 { 465 {
459 op->value = 1; 466 op->value = 1;
460 push_button (op); 467 push_button (op, tmp);
461 } 468 }
462 } 469 }
463} 470}
464
465 471
466void 472void
467animate_trigger (object *op) 473animate_trigger (object *op)
468{ 474{
469 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
477 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
478 } 484 }
479} 485}
480 486
481void 487static void
482move_hole (object *op) 488move_hole (object *op)
483{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
484 object *next, *tmp;
485
486 if (op->value) 490 if (op->value)
487 { /* We're opening */ 491 { /* We're opening */
488 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
489 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
490 op->stats.wc = 0; 494 op->stats.wc = 0;
491 op->set_speed (0); 495 op->set_speed (0);
492 496
493 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
494 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
495 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
496 { 500 {
497 next = tmp->above; 501 next = tmp->above;
498 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
499 } 503 }
500 } 504 }
501 505
502 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
504 return; 508 return;
505 } 509 }
510
506 /* We're closing */ 511 /* We're closing */
507 op->move_on = 0; 512 op->move_on = 0;
508 513
509 op->stats.wc++; 514 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
541 { 546 {
542 object *payload = op->inv; 547 object *payload = op->inv;
543 548
544 if (payload == NULL) 549 if (payload == NULL)
545 return NULL; 550 return NULL;
551
546 payload->remove (); 552 payload->remove ();
547 op->destroy (); 553 op->destroy ();
548 return payload; 554 return payload;
549 } 555 }
550 556
585 return NULL; 591 return NULL;
586 } 592 }
587 593
588 op->set_speed (0); 594 op->set_speed (0);
589 op->direction = 0; 595 op->direction = 0;
590 op->move_on = 0; 596 op->move_on = 0;
591 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
592 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
593 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
594 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
595 op->slaying = 0; 604 op->slaying = op->custom_name;
596 op->skill = 0;
597 605
598 if (op->spellarg != NULL)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = NULL;
603 }
604 else
605 op->slaying = NULL;
606
607 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
608 op->spellarg = NULL; 607 op->custom_name = 0;
609 op->stats.sp = 0; 608 op->stats.sp = 0;
610 op->stats.hp = 0; 609 op->stats.hp = 0;
611 op->stats.grace = 0; 610 op->stats.grace = 0;
612 op->level = 0; 611 op->level = 0;
613 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
615 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
616 return op; 617 return op;
617} 618}
618 619
619/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
620 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
629 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
630 return; 631 return;
631 632
632 if (op->inv) 633 if (op->inv)
633 { 634 {
635 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 636 object *payload = op->inv;
635 637
636 payload->remove ();
637 payload->owner = 0; 638 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 640 op->destroy ();
640 } 641 }
641 else 642 else
642 { 643 {
643 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
644 if (op) 646 if (op)
645 merge_ob (op, NULL); 647 merge_ob (op, 0);
646 } 648 }
647} 649}
648 650
649/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
650 */ 652 */
651void 653void
652move_arrow (object *op) 654move_arrow (object *op)
653{ 655{
654 object *tmp;
655 sint16 new_x, new_y;
656 int was_reflected, mflags; 656 int was_reflected;
657 maptile *m;
658 657
659 if (op->map == NULL) 658 if (!op->map)
660 { 659 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
662 op->destroy (); 661 op->destroy ();
663 return; 662 return;
664 } 663 }
672 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
676 */ 675 */
677 if (op->inv == NULL) 676 if (!op->inv)
678 { 677 {
679 op->destroy (); 678 op->destroy ();
680 return; 679 return;
681 } 680 }
682 681
694 stop_arrow (op); 693 stop_arrow (op);
695 return; 694 return;
696 } 695 }
697 696
698 /* Calculate target map square */ 697 /* Calculate target map square */
699 new_x = op->x + DIRX (op);
700 new_y = op->y + DIRY (op);
701 was_reflected = 0; 698 was_reflected = 0;
702 699
703 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
704 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
705 701
706 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
707 { 703 {
708 stop_arrow (op); 704 stop_arrow (op);
709 return; 705 return;
710 } 706 }
711 707
712 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
713 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
714 { 710 {
715 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break; 715 break;
718 716
719 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
743 return; 741 return;
744 } 742 }
745 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
747 745
748 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 { 747 {
750 int retry = 0; 748 int retry = 0;
751 749
752 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
753 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
766 if (op->direction & 1) 764 if (op->direction & 1)
767 { 765 {
768 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
769 retry = 1; 767 retry = 1;
770 } 768 }
769
771 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
772 * use this retry here to make this one block 771 * use this retry here to make this one block
773 * that did the same thing. 772 * that did the same thing.
774 */ 773 */
775 while (retry < 2) 774 while (retry < 2)
776 { 775 {
777 int left, right, mflags;
778 maptile *m1;
779 sint16 x1, y1;
780
781 retry++; 776 retry++;
782 777
783 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
784 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
787 */ 782 */
788 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
789 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
791 785
792 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
793 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
795 788
796 if (left == right) 789 if (left == right)
797 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
798 else if (left) 791 else if (left)
799 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
800 else if (right) 793 else if (right)
801 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
802 795
803 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
804
805 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
806 * don't need to retry again. 797 * don't need to retry again.
807 */ 798 */
808 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
809 break; 801 break;
810
811 } 802 }
803
812 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
813 * top it from moving. 805 * stop it from moving.
814 */ 806 */
815 if (retry == 2) 807 if (retry == 2)
816 { 808 {
817 stop_arrow (op); 809 stop_arrow (op);
818 return; 810 return;
819 } 811 }
812
820 /* update object image for new facing */ 813 /* update object image for new facing */
821 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
822 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
823 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
824 } /* object is reflected */ 817 } /* object is reflected */
825 } /* object ran into a wall */ 818 } /* object ran into a wall */
826
827 /* Move the arrow. */
828 op->remove ();
829 op->x = new_x;
830 op->y = new_y;
831 819
832 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
833 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
834 */ 822 */
835 op->speed -= 0.05; 823 op->speed -= 0.05;
836 insert_ob_in_map (op, m, op, 0);
837}
838 824
839/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
840 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
841 * Modified this routine to allow held objects. b.t. */ 827}
842 828
843void 829static void
844change_object (object *op) 830change_object (object *op)
845{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
846 int i, j;
847
848 if (op->other_arch == NULL) 832 if (!op->other_arch)
849 { 833 {
850 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
851 return; 835 return;
852 } 836 }
853 837
854 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
855 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
856 { 840 {
857 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
858 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
859 else 858 else
860 op->stats.food = 1; /* so 1 other_arch is made */
861 }
862
863 object *pl = op->in_player ();
864 object *env = op->env;
865
866 op->remove ();
867 for (i = 0; i < NROFNEWOBJS (op); i++)
868 {
869 object *tmp = arch_to_object (op->other_arch);
870
871 if (op->type == LAMP)
872 tmp->stats.food = op->stats.food - 1;
873
874 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
875 if (env)
876 {
877 tmp->x = env->x, tmp->y = env->y;
878 tmp = insert_ob_in_ob (tmp, env);
879
880 /* If this object is the players inventory, we need to tell the
881 * client of the change. Insert_ob_in_map takes care of the
882 * updating the client, so we don't need to do that below.
883 */
884 if (pl)
885 {
886 esrv_del_item (pl->contr, op->count);
887 esrv_send_item (pl, tmp);
888 }
889 } 859 {
890 else
891 {
892 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
893 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
894 tmp->destroy (); 863 tmp->destroy ();
895 else 864 else
896 { 865 {
897 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
898 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
899 } 870 }
900 } 871 }
901 } 872 }
902 873
903 op->destroy (); 874 op->destroy ();
919 move_teleporter (op->more); 890 move_teleporter (op->more);
920 891
921 if (op->head) 892 if (op->head)
922 head = op->head; 893 head = op->head;
923 894
924 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
925 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
926 break; 897 break;
927 898
928 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
929 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
959 else 930 else
960 { 931 {
961 /* Random teleporter */ 932 /* Random teleporter */
962 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
963 return; 934 return;
935
964 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
965 } 937 }
966} 938}
967
968 939
969/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
970 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
971 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
972 can't be generalized. 943 can't be generalized.
973*/ 944*/
974void 945static void
975move_player_changer (object *op) 946move_player_changer (object *op)
976{ 947{
977 object *player;
978 object *walk;
979
980 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
981 return; 949 return;
982 950
983 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
984 * needs to be on top. 952 * needs to be on top.
985 */ 953 */
986 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
987 { 955 {
956 object *player = op->above;
957
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
989 return; 959 return;
990 960
991 player = op->above;
992
993 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
994 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
995 963
996 player->update_stats (); 964 player->update_stats ();
997 965
998 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1025 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1026 994
1027 spell = op->inv; 995 spell = op->inv;
1028 996
1029 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1030 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1031 999
1032 if (!spell) 1000 if (!spell)
1033 { 1001 {
1034 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1035 return; 1003 return;
1045 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1046 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1047 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1048 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1049 */ 1017 */
1050void 1018static void
1051move_player_mover (object *op) 1019move_player_mover (object *op)
1052{ 1020{
1053 object *victim, *nextmover;
1054 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1055 sint16 nx, ny; 1022 sint16 nx, ny;
1056 maptile *m; 1023 maptile *m;
1057 1024
1058 /* Determine direction now for random movers so we do the right thing */ 1025 /* Determine direction now for random movers so we do the right thing */
1059 if (!dir) 1026 if (!dir)
1060 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1061 1028
1062 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1063 { 1030 {
1064 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1065 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1066 { 1033 {
1067 1034
1084 } 1051 }
1085 1052
1086 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1087 return; 1054 return;
1088 1055
1089 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1090 { 1057 {
1091 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1092 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1093 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1094 {
1095 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1096 }
1097 } 1063 }
1098 1064
1099 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1100 { 1066 {
1101 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1102 if (op->level) 1068 if (op->level)
1103 { 1069 {
1104 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1105 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1106 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1107 * get to this space. 1073 * get to this space.
1108 */ 1074 */
1109 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1110 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1111 move_player (victim, dir); 1077 move_player (victim, dir);
1112 } 1078 }
1113 else 1079 else
1114 return; 1080 return;
1115 } 1081 }
1116 else 1082 else
1117 move_object (victim, dir); 1083 victim->move (dir);
1118 1084
1119 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1120 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1121 1087
1122 if (op->attacktype) 1088 if (op->attacktype)
1123 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1124
1125 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1126 /* Not sure why, but for some chars on metalforge, they
1127 * would sometimes get -inf speed_left, and from the
1128 * description, it could only happen here, so just put
1129 * a lower sanity limit. My only guess is that the
1130 * mover has 0 speed.
1131 */
1132 if (victim->speed_left < -5.0)
1133 victim->speed_left = -5.0;
1134 } 1091 }
1135 } 1092 }
1136 } 1093 }
1137} 1094}
1138 1095
1157 if (op->above == NULL) 1114 if (op->above == NULL)
1158 return; 1115 return;
1159 1116
1160 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1161 { 1118 {
1162 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1163 { 1120 {
1164 if (op->level <= 0) 1121 if (op->level <= 0)
1165 tmp->destroy (); 1122 tmp->destroy ();
1166 else 1123 else
1167 { 1124 {
1189 * has to make sure that there is in fact space for the object. 1146 * has to make sure that there is in fact space for the object.
1190 * It should really do this for small objects also, but there is 1147 * It should really do this for small objects also, but there is
1191 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1192 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1193*/ 1150*/
1194
1195void 1151void
1196move_creator (object *creator) 1152move_creator (object *creator)
1197{ 1153{
1198 object *new_ob; 1154 object *new_ob;
1199 1155
1201 { 1157 {
1202 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1203 return; 1159 return;
1204 } 1160 }
1205 1161
1206 if (creator->inv != NULL) 1162 if (creator->inv)
1207 { 1163 {
1208 object *ob; 1164 object *ob;
1209 int i; 1165 int i;
1210 object *ob_to_copy; 1166 object *ob_to_copy;
1211 1167
1216 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1217 { 1173 {
1218 ob_to_copy = ob; 1174 ob_to_copy = ob;
1219 } 1175 }
1220 } 1176 }
1221 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1222 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1223 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1224 } 1180 }
1225 else 1181 else
1226 { 1182 {
1227 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1228 { 1184 {
1229 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1230 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1231 return; 1187 return;
1232 } 1188 }
1234 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1236 } 1192 }
1237 1193
1238 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1239 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1240 { 1196 {
1241 new_ob->destroy (); 1197 new_ob->destroy ();
1242 return; 1198 return;
1243 } 1199 }
1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1244 1204
1245 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1246 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1247 return; 1207 return;
1248 1208
1249 if (creator->slaying) 1209 if (creator->slaying)
1250 {
1251 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1252 }
1253} 1211}
1254 1212
1255/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1256 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1257 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1263void 1221void
1264move_marker (object *op) 1222move_marker (object *op)
1265{ 1223{
1266 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1267 { 1225 {
1268 object *tmp2;
1269
1270 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1273 { 1231 {
1274 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1275 break;
1276 }
1277 1233
1278 /* cycle through his inventory to look for the MARK we want to
1279 * place
1280 */
1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1283 break;
1284
1285 /* if we didn't find our own MARK */
1286 if (!tmp2)
1287 {
1288 object *force = get_archetype (FORCE_NAME);
1289
1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg) 1234 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307 1236
1308 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1309 { 1238 {
1310 op->stats.hp--; 1239 op->stats.hp--;
1240
1311 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1312 { 1242 {
1313 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1314 op->destroy (); 1244 op->destroy ();
1315 return; 1245 return;
1317 } 1247 }
1318 } 1248 }
1319 } 1249 }
1320} 1250}
1321 1251
1322int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1323process_object (object *op) 1299process_object (object *op)
1324{ 1300{
1325 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1326 return 0; 1302 return;
1327 1303
1328 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1329 return 0; 1305 return;
1330 1306
1331 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1332 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1333 return 1; 1309 return;
1334 1310
1335 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1336 { 1312 {
1337 if (op->type == PLAYER)
1338 animate_object (op, op->facing);
1339 else
1340 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1341 1314
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1343 make_sure_seen (op); 1316 make_sure_seen (op);
1344 } 1317 }
1345 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1346 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1347 { 1326 {
1348 change_object (op); 1327 change_object (op);
1349 return 1; 1328 return;
1350 } 1329 }
1351 1330
1352 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1353 generate_monster (op); 1332 generate_monster (op);
1354 1333
1355 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1356 { 1335 {
1357 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1358 remove_force (op); 1337 remove_force (op);
1359 else 1338 else
1360 { 1339 {
1361 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1362 object *pl = op->in_player ();
1363 1341
1364 if (pl)
1365 esrv_del_item (pl->contr, op->count);
1366
1367 op->remove ();
1368
1369 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1370 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1371 1344
1372 op->destroy (); 1345 op->drop_and_destroy ();
1373 } 1346 }
1374 1347
1375 return 1; 1348 return;
1349 }
1376 } 1350 }
1377 1351
1378 switch (op->type) 1352 switch (op->type)
1379 { 1353 {
1380 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1381 move_spell_effect (op); 1355 move_spell_effect (op);
1382 return 1; 1356 break;
1383 1357
1384 case ROD: 1358 case ROD:
1385 case HORN: 1359 case HORN:
1386 regenerate_rod (op); 1360 regenerate_rod (op);
1387 return 1; 1361 break;
1388 1362
1389 case FORCE: 1363 case FORCE:
1390 case POTION_EFFECT: 1364 case POTION_EFFECT:
1391 remove_force (op); 1365 remove_force (op);
1392 return 1; 1366 break;
1393 1367
1394 case BLINDNESS: 1368 case BLINDNESS:
1395 remove_blindness (op); 1369 remove_blindness (op);
1396 return 0; 1370 break;
1397 1371
1398 case POISONING: 1372 case POISONING:
1399 poison_more (op); 1373 poison_more (op);
1400 return 0; 1374 break;
1401 1375
1402 case DISEASE: 1376 case DISEASE:
1403 move_disease (op); 1377 move_disease (op);
1404 return 0; 1378 break;
1405 1379
1406 case SYMPTOM: 1380 case SYMPTOM:
1407 move_symptom (op); 1381 move_symptom (op);
1408 return 0; 1382 break;
1409 1383
1410 case THROWN_OBJ: 1384 case THROWN_OBJ:
1411 case ARROW: 1385 case ARROW:
1412 move_arrow (op); 1386 move_arrow (op);
1413 return 0; 1387 break;
1414 1388
1415 case DOOR: 1389 case DOOR:
1416 remove_door (op); 1390 remove_door (op);
1417 return 0; 1391 break;
1418 1392
1419 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1420 remove_door2 (op); 1394 remove_door2 (op);
1421 return 0; 1395 break;
1422 1396
1423 case TELEPORTER: 1397 case TELEPORTER:
1424 move_teleporter (op); 1398 move_teleporter (op);
1425 return 0; 1399 break;
1426 1400
1427 case GOLEM: 1401 case GOLEM:
1428 move_golem (op); 1402 move_golem (op);
1429 return 0; 1403 break;
1430 1404
1431 case EARTHWALL: 1405 case EARTHWALL:
1432 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1433 return 0; 1407 break;
1434 1408
1435 case FIREWALL: 1409 case FIREWALL:
1436 move_firewall (op); 1410 move_firewall (op);
1437 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1438 animate_turning (op); 1412 animate_turning (op);
1439 return 0; 1413 break;
1440 1414
1441 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1442 do_mood_floor (op); 1416 do_mood_floor (op);
1443 return 0; 1417 break;
1444 1418
1445 case GATE: 1419 case GATE:
1446 move_gate (op); 1420 move_gate (op);
1447 return 0; 1421 break;
1448 1422
1449 case TIMED_GATE: 1423 case TIMED_GATE:
1450 move_timed_gate (op); 1424 move_timed_gate (op);
1451 return 0; 1425 break;
1452 1426
1453 case TRIGGER: 1427 case TRIGGER:
1454 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1455 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1456 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1457 animate_trigger (op); 1431 animate_trigger (op);
1458 return 0; 1432 break;
1459 1433
1460 case DETECTOR: 1434 case DETECTOR:
1461 move_detector (op); 1435 move_detector (op);
1462 1436
1463 case DIRECTOR: 1437 case DIRECTOR:
1464 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1465 animate_turning (op); 1439 animate_turning (op);
1466 return 0; 1440 break;
1467 1441
1468 case HOLE: 1442 case HOLE:
1469 move_hole (op); 1443 move_hole (op);
1470 return 0; 1444 break;
1471 1445
1472 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1473 move_deep_swamp (op); 1447 move_deep_swamp (op);
1474 return 0; 1448 break;
1475 1449
1476 case RUNE: 1450 case RUNE:
1477 case TRAP: 1451 case TRAP:
1478 move_rune (op); 1452 move_rune (op);
1479 return 0; 1453 break;
1480 1454
1481 case PLAYERMOVER: 1455 case PLAYERMOVER:
1482 move_player_mover (op); 1456 move_player_mover (op);
1483 return 0; 1457 break;
1484 1458
1485 case CREATOR: 1459 case CREATOR:
1486 move_creator (op); 1460 move_creator (op);
1487 return 0; 1461 break;
1488 1462
1489 case MARKER: 1463 case MARKER:
1490 move_marker (op); 1464 move_marker (op);
1491 return 0; 1465 break;
1492 1466
1493 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1494 move_player_changer (op); 1468 move_player_changer (op);
1495 return 0; 1469 break;
1496 1470
1497 case PEACEMAKER: 1471 case PEACEMAKER:
1498 move_peacemaker (op); 1472 move_peacemaker (op);
1499 return 0; 1473 break;
1500 }
1501 1474
1502 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1503} 1489}
1490

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines