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Comparing deliantra/server/server/time.C (file contents):
Revision 1.65 by root, Mon Aug 27 05:40:57 2007 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
35 */ 36 */
36void 37void
37remove_door (object *op) 38remove_door (object *op)
38{ 39{
39 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
40 object *tmp; 42 object *tmp;
41 43 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 44 pos.move (i);
43 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)))
44 { 47 {
45 tmp->set_speed (0.1f); 48 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 49 tmp->speed_left = -0.2f;
47 } 50 }
51 }
48 52
49 if (op->other_arch) 53 if (op->other_arch)
50 { 54 {
51 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 56 tmp->x = op->x;
53 tmp->y = op->y; 57 tmp->y = op->y;
54 tmp->map = op->map; 58 tmp->map = op->map;
55 tmp->level = op->level; 59 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
57 } 61 }
58 62
59 op->destroy (); 63 op->drop_and_destroy ();
60} 64}
61 65
62void 66void
63remove_door2 (object *op) 67remove_door2 (object *op)
64{ 68{
75 } 79 }
76 } 80 }
77 81
78 if (op->other_arch) 82 if (op->other_arch)
79 { 83 {
80 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 85 tmp->x = op->x;
82 tmp->y = op->y; 86 tmp->y = op->y;
83 tmp->map = op->map; 87 tmp->map = op->map;
84 tmp->level = op->level; 88 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
86 } 90 }
87 91
88 op->destroy (); 92 op->drop_and_destroy ();
89} 93}
90 94
91void 95static void
92generate_monster (object *gen) 96generate_monster (object *gen)
93{ 97{
94 if (!gen->map) 98 if (!gen->map)
95 return; 99 return;
96 100
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 102 return;
99 103
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
100 object *op; 109 object *op;
101 int i; 110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 125 if (dir < 0)
117 return; 126 return;
118 127
119 op = object_create_clone (op); 128 op = op->deep_clone ();
120 129
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 132 }
124 else if (gen->other_arch) 133 else if (gen->other_arch)
125 { 134 {
126 // ...or use other_arch 135 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 137 if (dir < 0)
129 return; 138 return;
130 139
131 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
132 } 141 }
133 else 142 else
134 return; 143 return;
135 144
136 op->expand_tail (); 145 op->expand_tail ();
137 146
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
139 { 150 {
140 if (rndm (0, 9)) 151 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
142 153
143 if (op->has_random_items ()) 154 if (op->has_random_items ())
147 } 158 }
148 159
149 op->destroy (); 160 op->destroy ();
150} 161}
151 162
152void 163static void
153remove_force (object *op) 164remove_force (object *op)
154{ 165{
155 if (--op->duration > 0) 166 if (--op->duration > 0)
156 return; 167 return;
157 168
158 if (op->env) 169 if (op->env)
159 switch (op->subtype) 170 switch (op->subtype)
160 { 171 {
161 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
162 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
163 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
164 175
165 default: 176 default:
166 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
167 change_abil (op->env, op); 178 change_abil (op->env, op);
168 op->env->update_stats (); 179 op->env->update_stats ();
169 } 180 }
170 181
171 op->destroy (); 182 op->destroy ();
172} 183}
173 184
174void 185static void
175remove_blindness (object *op) 186remove_blindness (object *op)
176{ 187{
177 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
178 return; 189 return;
179 190
180 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
181 192
182 if (op->env) 193 if (op->env)
183 { 194 {
184 change_abil (op->env, op); 195 change_abil (op->env, op);
185 op->env->update_stats (); 196 op->env->update_stats ();
186 } 197 }
187 198
188 op->destroy (); 199 op->destroy ();
189} 200}
190 201
191void 202static void
192poison_more (object *op) 203poison_more (object *op)
193{ 204{
194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
195 { 206 {
196 op->destroy (); 207 op->destroy ();
197 return; 208 return;
198 } 209 }
199 210
202 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
203 * will not do anything. 214 * will not do anything.
204 */ 215 */
205 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
206 { 217 {
207 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
208 op->env->update_stats (); 219 op->env->update_stats ();
209 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
210 } 221 }
211 222
212 op->destroy (); 223 op->destroy ();
221 232
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223} 234}
224 235
225 236
226void 237static void
227move_gate (object *op) 238move_gate (object *op)
228{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
229 object *tmp; 240 object *tmp;
230 241
231 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))
238 if (op->value) 249 if (op->value)
239 { 250 {
240 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
242 op->stats.wc = 0; 253 op->stats.wc = 0;
243 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
244 op->value = 0; 255 op->value = 0;
245 else 256 else
246 op->set_speed (0); 257 op->set_speed (0);
247 } 258 }
248 259
249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
250 { 261 {
251 op->move_block = 0; 262 op->move_block = 0;
252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
253 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
254 } 265 }
255 266
256 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
257 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
269 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
270 * the gate slightly. 281 * the gate slightly.
271 */ 282 */
272 283
273 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
275 break; 286 break;
276 287
277 if (!tmp) 288 if (!tmp)
278 { 289 {
279 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
280 op->value = 1; 291 op->value = 1;
281 else 292 else
282 op->set_speed (0); 293 op->set_speed (0);
283 294
284 return; 295 return;
295 } 306 }
296 else 307 else
297 { /* The gate is still going up */ 308 { /* The gate is still going up */
298 op->stats.wc++; 309 op->stats.wc++;
299 310
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
302 313
303 /* 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.
304 * 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
305 */ 316 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 { 318 {
308 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 322 ;
312 323
313 if (tmp) 324 if (tmp)
314 { 325 {
315 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
316 { 327 {
317 hit_player (tmp, random_roll (0, 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);
318 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
319 330
320 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
322 } 333 }
323 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
324 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
325 * off the gate. 336 * off the gate.
326 */ 337 */
327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
328 { 339 {
329 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
330 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);
331 342
332 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
333 if (i != -1) 344 if (i > 0)
334 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
335 tmp->remove (); 349 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 350 }
339 } 351 }
340 } 352 }
341 353
342 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
343 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
345 break; 357 break;
346 358
347 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
348 if (tmp) 360 if (tmp)
349 op->stats.food = 1; 361 op->stats.food = 1;
350 else 362 else
351 { 363 {
352 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
353 365
354 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
355 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
356 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
357 } 369 }
358 } /* gate is halfway up */ 370 } /* gate is halfway up */
359 371
360 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
364 376
365/* hp : how long door is open/closed 377/* hp : how long door is open/closed
366 * maxhp : initial value for hp 378 * maxhp : initial value for hp
367 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
368 */ 380 */
369void 381static void
370move_timed_gate (object *op) 382move_timed_gate (object *op)
371{ 383{
372 int v = op->value; 384 int v = op->value;
373 385
374 if (op->stats.sp) 386 if (op->stats.sp)
393 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
394 * connected: connected value of detector 406 * connected: connected value of detector
395 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
396 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
397 */ 409 */
398 410static void
399void
400move_detector (object *op) 411move_detector (object *op)
401{ 412{
402 object *tmp; 413 object *tmp;
403 int last = op->value; 414 int last = op->value;
404 int detected; 415 int detected;
405 416
406 detected = 0; 417 detected = 0;
407 418
408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
409 { 420 {
410 object *tmp2; 421 object *tmp2;
411 422
412 if (op->stats.hp) 423 if (op->stats.hp)
413 { 424 {
431 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
432 { 443 {
433 if (detected && last == 0) 444 if (detected && last == 0)
434 { 445 {
435 op->value = 1; 446 op->value = 1;
436 push_button (op); 447 push_button (op, tmp);
437 } 448 }
438 449
439 if (!detected && last == 1) 450 if (!detected && last == 1)
440 { 451 {
441 op->value = 0; 452 op->value = 0;
442 push_button (op); 453 push_button (op, tmp);
443 } 454 }
444 } 455 }
445 else 456 else
446 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
447 if (detected && last == 1) 458 if (detected && last == 1)
448 { 459 {
449 op->value = 0; 460 op->value = 0;
450 push_button (op); 461 push_button (op, tmp);
451 } 462 }
452 463
453 if (!detected && last == 0) 464 if (!detected && last == 0)
454 { 465 {
455 op->value = 1; 466 op->value = 1;
456 push_button (op); 467 push_button (op, tmp);
457 } 468 }
458 } 469 }
459} 470}
460
461 471
462void 472void
463animate_trigger (object *op) 473animate_trigger (object *op)
464{ 474{
465 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
472 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
473 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
474 } 484 }
475} 485}
476 486
477void 487static void
478move_hole (object *op) 488move_hole (object *op)
479{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
480 object *next, *tmp;
481
482 if (op->value) 490 if (op->value)
483 { /* We're opening */ 491 { /* We're opening */
484 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
485 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
486 op->stats.wc = 0; 494 op->stats.wc = 0;
487 op->set_speed (0); 495 op->set_speed (0);
488 496
489 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
490 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
491 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
492 { 500 {
493 next = tmp->above; 501 next = tmp->above;
494 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
495 } 503 }
496 } 504 }
497 505
498 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
499 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
500 return; 508 return;
501 } 509 }
510
502 /* We're closing */ 511 /* We're closing */
503 op->move_on = 0; 512 op->move_on = 0;
504 513
505 op->stats.wc++; 514 op->stats.wc++;
506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
537 { 546 {
538 object *payload = op->inv; 547 object *payload = op->inv;
539 548
540 if (payload == NULL) 549 if (payload == NULL)
541 return NULL; 550 return NULL;
551
542 payload->remove (); 552 payload->remove ();
543 op->destroy (); 553 op->destroy ();
544 return payload; 554 return payload;
545 } 555 }
546 556
563fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
564{ 574{
565 if (map == NULL) 575 if (map == NULL)
566 return; 576 return;
567 577
568 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
569 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
570 else if (op->type == ARROW) 580 else if (op->type == ARROW)
571 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
572} 582}
573 583
589 599
590 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
591 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
592 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
593 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
594 605
595 if (op->spellarg)
596 {
597 op->slaying = op->spellarg;
598 free (op->spellarg);
599 op->spellarg = 0;
600 }
601 else
602 op->slaying = 0;
603
604 /* 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 */
605 op->spellarg = NULL; 607 op->custom_name = 0;
606 op->stats.sp = 0; 608 op->stats.sp = 0;
607 op->stats.hp = 0; 609 op->stats.hp = 0;
608 op->stats.grace = 0; 610 op->stats.grace = 0;
609 op->level = 0; 611 op->level = 0;
610 op->face = op->arch->face; 612 op->face = op->arch->face;
611 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
612 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
613 return op; 617 return op;
614} 618}
615 619
616/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
617 * 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
626 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
627 return; 631 return;
628 632
629 if (op->inv) 633 if (op->inv)
630 { 634 {
635 // replace this by straightforward drop to ground?
631 object *payload = op->inv; 636 object *payload = op->inv;
632 637
633 payload->remove ();
634 payload->owner = 0; 638 payload->owner = 0;
635 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
636 op->destroy (); 640 op->destroy ();
637 } 641 }
638 else 642 else
642 if (op) 646 if (op)
643 merge_ob (op, 0); 647 merge_ob (op, 0);
644 } 648 }
645} 649}
646 650
647/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
648 */ 652 */
649void 653void
650move_arrow (object *op) 654move_arrow (object *op)
651{ 655{
652 object *tmp;
653 sint16 new_x, new_y;
654 int was_reflected, mflags; 656 int was_reflected;
655 maptile *m;
656 657
657 if (op->map == NULL) 658 if (!op->map)
658 { 659 {
659 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
660 op->destroy (); 661 op->destroy ();
661 return; 662 return;
662 } 663 }
670 * 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,
671 * 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
672 * 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,
673 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
674 */ 675 */
675 if (op->inv == NULL) 676 if (!op->inv)
676 { 677 {
677 op->destroy (); 678 op->destroy ();
678 return; 679 return;
679 } 680 }
680 681
683 stop_arrow (op); 684 stop_arrow (op);
684 return; 685 return;
685 } 686 }
686 } 687 }
687 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->speed -= 0.05;
693
688 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
689 values look rediculous. */ 695 values look rediculous. */
690 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
691 { 697 {
692 stop_arrow (op); 698 stop_arrow (op);
693 return; 699 return;
694 } 700 }
695 701
696 /* Calculate target map square */ 702 /* Calculate target map square */
697 new_x = op->x + DIRX (op);
698 new_y = op->y + DIRY (op);
699 was_reflected = 0; 703 was_reflected = 0;
700 704
701 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
702 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
703 706
704 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
705 { 708 {
706 stop_arrow (op); 709 stop_arrow (op);
707 return; 710 return;
708 } 711 }
709 712
710 /* only need to look for living creatures if this flag is set */ 713 /* only need to look for living creatures if this flag is set */
711 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
712 { 715 {
713 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
715 break; 720 break;
716 721
717 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
719 * move into it. 724 * move into it.
722 { 727 {
723 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
726 */ 731 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
728 { 733 {
729 int number = op->face; 734 int number = op->face;
730 735
731 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 737 update_turn_face (op);
741 return; 746 return;
742 } 747 }
743 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
745 750
746 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 { 752 {
748 int retry = 0; 753 int retry = 0;
749 754
750 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
755 */ 760 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 762 {
758 stop_arrow (op); 763 stop_arrow (op);
759 return; 764 return;
760 } 765 }
761 else 766 else
764 if (op->direction & 1) 769 if (op->direction & 1)
765 { 770 {
766 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
767 retry = 1; 772 retry = 1;
768 } 773 }
774
769 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
770 * use this retry here to make this one block 776 * use this retry here to make this one block
771 * that did the same thing. 777 * that did the same thing.
772 */ 778 */
773 while (retry < 2) 779 while (retry < 2)
774 { 780 {
775 int left, right, mflags;
776 maptile *m1;
777 sint16 x1, y1;
778
779 retry++; 781 retry++;
780 782
781 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
782 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
783 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
784 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
785 */ 787 */
786 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
787 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
788 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 790
790 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
791 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
792 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
793 793
794 if (left == right) 794 if (left == right)
795 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
796 else if (left) 796 else if (left)
797 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
798 else if (right) 798 else if (right)
799 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
800 800
801 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
802
803 /* If this space is not out of the map and not blocked, valid space - 801 /* If this space is not out of the map and not blocked, valid space -
804 * don't need to retry again. 802 * don't need to retry again.
805 */ 803 */
806 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
807 break; 806 break;
808
809 } 807 }
808
810 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
811 * top it from moving. 810 * stop it from moving.
812 */ 811 */
813 if (retry == 2) 812 if (retry == 2)
814 { 813 {
815 stop_arrow (op); 814 stop_arrow (op);
816 return; 815 return;
817 } 816 }
817
818 /* update object image for new facing */ 818 /* update object image for new facing */
819 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
820 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
821 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
822 } /* object is reflected */ 822 } /* object is reflected */
823 } /* object ran into a wall */ 823 } /* object ran into a wall */
824 824
825 /* Move the arrow. */ 825 /* Move the arrow. */
826 op->remove (); 826 op->move_to (pos);
827 op->x = new_x;
828 op->y = new_y;
829
830 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
831 * about 17 squares. Tune as needed.
832 */
833 op->speed -= 0.05;
834 insert_ob_in_map (op, m, op, 0);
835} 827}
836 828
837/* This routine doesnt seem to work for "inanimate" objects that 829static void
838 * are being carried, ie a held torch leaps from your hands!.
839 * Modified this routine to allow held objects. b.t. */
840
841void
842change_object (object *op) 830change_object (object *op)
843{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
844 int i, j;
845
846 if (op->other_arch == NULL) 832 if (!op->other_arch)
847 { 833 {
848 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 ());
849 return; 835 return;
850 } 836 }
851 837
852 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
853 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
854 { 840 {
855 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
856 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);
857 else 858 else
858 op->stats.food = 1; /* so 1 other_arch is made */
859 }
860
861 object *pl = op->in_player ();
862 object *env = op->env;
863
864 op->remove ();
865 for (i = 0; i < NROFNEWOBJS (op); i++)
866 {
867 object *tmp = arch_to_object (op->other_arch);
868
869 if (op->type == LAMP)
870 tmp->stats.food = op->stats.food - 1;
871
872 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
873 if (env)
874 {
875 tmp->x = env->x, tmp->y = env->y;
876 tmp = insert_ob_in_ob (tmp, env);
877
878 /* If this object is the players inventory, we need to tell the
879 * client of the change. Insert_ob_in_map takes care of the
880 * updating the client, so we don't need to do that below.
881 */
882 if (pl)
883 {
884 esrv_del_item (pl->contr, op->count);
885 esrv_send_item (pl, tmp);
886 }
887 } 859 {
888 else
889 {
890 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
891 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
892 tmp->destroy (); 863 tmp->destroy ();
893 else 864 else
894 { 865 {
895 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
896 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
897 } 870 }
898 } 871 }
899 } 872 }
900 873
901 op->destroy (); 874 op->destroy ();
918 891
919 if (op->head) 892 if (op->head)
920 head = op->head; 893 head = op->head;
921 894
922 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
923 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
924 break; 897 break;
925 898
926 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
927 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
928 return; 901 return;
929 902
930 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
931 { 904 {
932 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
957 else 930 else
958 { 931 {
959 /* Random teleporter */ 932 /* Random teleporter */
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
961 return; 934 return;
935
962 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
963 } 937 }
964} 938}
965 939
966/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
967 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
968 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
969 can't be generalized. 943 can't be generalized.
970*/ 944*/
971void 945static void
972move_player_changer (object *op) 946move_player_changer (object *op)
973{ 947{
974 object *player;
975 object *walk;
976
977 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
978 return; 949 return;
979 950
980 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
981 * needs to be on top. 952 * needs to be on top.
982 */ 953 */
983 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
984 { 955 {
956 object *player = op->above;
957
985 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
986 return; 959 return;
987 960
988 player = op->above;
989
990 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
991 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
992 963
993 player->update_stats (); 964 player->update_stats ();
994 965
995 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1042 * 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.
1043 * 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,
1044 * 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,
1045 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1046 */ 1017 */
1047void 1018static void
1048move_player_mover (object *op) 1019move_player_mover (object *op)
1049{ 1020{
1050 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1051 sint16 nx, ny; 1022 sint16 nx, ny;
1052 maptile *m; 1023 maptile *m;
1055 if (!dir) 1026 if (!dir)
1056 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1057 1028
1058 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1059 { 1030 {
1060 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1061 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1062 { 1033 {
1063 1034
1064 if (victim->head) 1035 if (victim->head)
1065 victim = victim->head; 1036 victim = victim->head;
1066 1037
1067 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1068 { 1039 {
1069 op->remove (); 1040 op->remove ();
1070 return; 1041 return;
1071 } 1042 }
1072 1043
1085 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1086 { 1057 {
1087 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1088 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1089 1060
1090 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1091 op->speed_left = -1.1f; /* 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 */
1092 } 1063 }
1093 1064
1094 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1095 { 1066 {
1096 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1097 if (op->level) 1068 if (op->level)
1098 { 1069 {
1099 /* 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
1100 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1101 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1102 * get to this space. 1073 * get to this space.
1103 */ 1074 */
1104 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1105 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1106 move_player (victim, dir); 1077 move_player (victim, dir);
1107 } 1078 }
1108 else 1079 else
1109 return; 1080 return;
1110 } 1081 }
1111 else 1082 else
1112 move_object (victim, dir); 1083 victim->move (dir);
1113 1084
1114 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1115 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1116 1087
1117 if (op->attacktype) 1088 if (op->attacktype)
1118 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1119 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1120 } 1091 }
1121 } 1092 }
1122 } 1093 }
1123} 1094}
1124 1095
1180void 1151void
1181move_creator (object *creator) 1152move_creator (object *creator)
1182{ 1153{
1183 object *new_ob; 1154 object *new_ob;
1184 1155
1185 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1186 { 1157 {
1187 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1188 return; 1159 return;
1189 } 1160 }
1190 1161
1191 if (creator->inv != NULL) 1162 if (creator->inv)
1192 { 1163 {
1193 object *ob; 1164 object *ob;
1194 int i; 1165 int i;
1195 object *ob_to_copy; 1166 object *ob_to_copy;
1196 1167
1201 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1202 { 1173 {
1203 ob_to_copy = ob; 1174 ob_to_copy = ob;
1204 } 1175 }
1205 } 1176 }
1206 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1207 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1208 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1209 } 1180 }
1210 else 1181 else
1211 { 1182 {
1212 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1213 { 1184 {
1214 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",
1215 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1216 return; 1187 return;
1217 } 1188 }
1219 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1220 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1221 } 1192 }
1222 1193
1223 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1224 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))
1225 { 1196 {
1226 new_ob->destroy (); 1197 new_ob->destroy ();
1227 return; 1198 return;
1228 } 1199 }
1229 1200
1230 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1231 // happens automated, so this will at least fix many identify-experience holes 1202 // happens automated, so this will at least fix many identify-experience holes
1232 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1233 1204
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1236 return; 1207 return;
1237 1208
1238 if (creator->slaying) 1209 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1211}
1243 1212
1244/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1256 { 1225 {
1257 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1258 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1259 force->destroy (); 1228 force->destroy ();
1260 1229
1261 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1231 {
1263 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1264 1233
1265 if (op->msg) 1234 if (op->msg)
1266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1278 } 1247 }
1279 } 1248 }
1280 } 1249 }
1281} 1250}
1282 1251
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
1283void 1298void
1284process_object (object *op) 1299process_object (object *op)
1285{ 1300{
1286 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1287 return; 1302 return;
1288 1303
1289 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1290 return; 1305 return;
1291 1306
1292 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1293 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1294 return; 1309 return;
1295 1310
1296 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1297 { 1312 {
1298 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1299 1314
1300 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1301 make_sure_seen (op); 1316 make_sure_seen (op);
1302 } 1317 }
1303 1318
1304 if (expect_false ( 1319 if (expect_false (
1305 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1306 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1307 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1308 )) 1323 ))
1309 { 1324 {
1310 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1311 { 1326 {
1312 change_object (op); 1327 change_object (op);
1313 return; 1328 return;
1314 } 1329 }
1315 1330
1316 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1317 generate_monster (op); 1332 generate_monster (op);
1318 1333
1319 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1320 { 1335 {
1321 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1322 remove_force (op); 1337 remove_force (op);
1323 else 1338 else
1324 { 1339 {
1325 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1326 object *pl = op->in_player ();
1327 1341
1328 if (pl)
1329 esrv_del_item (pl->contr, op->count);
1330
1331 op->remove ();
1332
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1334 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1335 1344
1336 op->destroy (); 1345 op->drop_and_destroy ();
1337 } 1346 }
1338 1347
1339 return; 1348 return;
1340 } 1349 }
1341 } 1350 }
1465 1474
1466 case PLAYER: 1475 case PLAYER:
1467 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1468 ++op->speed_left; 1477 ++op->speed_left;
1469 break; 1478 break;
1470 }
1471}
1472 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1489}
1490

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