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Comparing deliantra/server/server/time.C (file contents):
Revision 1.24 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
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.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 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)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 62
64 op->destroy (); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 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]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 91
93 op->destroy (); 92 op->drop_and_destroy ();
94} 93}
95 94
96/* Will generate a monster according to content 95static void
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 98 if (!gen->map)
157 return; 99 return;
158 100
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
160 if (i == -1)
161 return; 102 return;
162 103
163 while (at) 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
112 if (gen->flag [FLAG_CONTENT_ON_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 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
164 { 132 }
165 op = arch_to_object (at); 133 else if (gen->other_arch)
166 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
167 op->y = gen->y + freearr_y[i] + at->clone.y; 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;
168 139
169 if (head) 140 op = gen->other_arch->instance ();
170 op->head = head, prev->more = op; 141 }
142 else
143 return;
171 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
172 if (rndm (0, 9)) 151 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
174 153
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ()) 154 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
181 156
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 157 return;
158 }
196 159
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202} 161}
203 162
204void 163static void
205remove_force (object *op) 164remove_force (object *op)
206{ 165{
207 if (--op->duration > 0) 166 if (--op->duration > 0)
208 return; 167 return;
209 168
169 if (op->env)
210 switch (op->subtype) 170 switch (op->subtype)
211 { 171 {
212 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
213 if (op->env != NULL) 173 op->env->clr_flag (FLAG_CONFUSED);
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 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");
217 }
218 175
219 default: 176 default:
220 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op); 178 change_abil (op->env, op);
224 op->env->update_stats (); 179 op->env->update_stats ();
225 }
226 } 180 }
227 181
228 op->destroy (); 182 op->destroy ();
229} 183}
230 184
231void 185static void
232remove_blindness (object *op) 186remove_blindness (object *op)
233{ 187{
234 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
235 return; 189 return;
236 190
237 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
238 192
239 if (op->env != NULL) 193 if (op->env)
240 { 194 {
241 change_abil (op->env, op); 195 change_abil (op->env, op);
242 op->env->update_stats (); 196 op->env->update_stats ();
243 } 197 }
244 198
245 op->destroy (); 199 op->destroy ();
246} 200}
247 201
248void 202static void
249poison_more (object *op) 203poison_more (object *op)
250{ 204{
251 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)
252 { 206 {
253 op->destroy (); 207 op->destroy ();
254 return; 208 return;
255 } 209 }
256 210
257 if (op->stats.food == 1) 211 if (op->stats.food == 1)
258 { 212 {
259 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
260 * will not do anything. 214 * will not do anything.
261 */ 215 */
262 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
263 { 217 {
264 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
265 op->env->update_stats (); 219 op->env->update_stats ();
266 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.");
267 } 221 }
268 222
269 op->destroy (); 223 op->destroy ();
273 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
274 { 228 {
275 op->env->stats.food--; 229 op->env->stats.food--;
276 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
277 } 231 }
232
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279} 234}
280 235
281 236
282void 237static void
283move_gate (object *op) 238move_gate (object *op)
284{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
285 object *tmp; 240 object *tmp;
286 241
287 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))
288 { 243 {
289 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
290 op->stats.wc = 0; 245 op->stats.wc = 0;
291 } 246 }
292 247
293 /* We're going down */ 248 /* We're going down */
294 if (op->value) 249 if (op->value)
295 { 250 {
296 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
297 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
298 op->stats.wc = 0; 253 op->stats.wc = 0;
299 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
300 op->value = 0; 255 op->value = 0;
301 else 256 else
302 {
303 op->speed = 0; 257 op->set_speed (0);
304 update_ob_speed (op);
305 } 258 }
306 } 259
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 { 261 {
309 op->move_block = 0; 262 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
312 } 265 }
266
313 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
315 return; 269 return;
316 } 270 }
317 271
318 /* We're going up */ 272 /* We're going up */
319 273
320 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
321 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
322 { 276 {
323
324 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
325 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
326 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
327 * the gate slightly. 280 * the gate slightly.
328 */ 281 */
329 282
330 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
331 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
332 break; 285 break;
333 286
334 if (tmp == NULL) 287 if (!tmp)
335 { 288 {
336 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
337 op->value = 1; 290 op->value = 1;
338 else 291 else
339 {
340 op->speed = 0; 292 op->set_speed (0);
341 update_ob_speed (op); /* Reached top, let's stop */ 293
342 }
343 return; 294 return;
344 } 295 }
345 } 296 }
346 297
347 if (op->stats.food) 298 if (op->stats.food)
354 } 305 }
355 else 306 else
356 { /* The gate is still going up */ 307 { /* The gate is still going up */
357 op->stats.wc++; 308 op->stats.wc++;
358 309
359 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
360 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
361 312
362 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
363 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
364 */ 315 */
365 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
366 { 317 {
367 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
368 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
369 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
370
371 if (tmp != NULL)
372 { 321 ;
373 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
374 { 326 {
375 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
376 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
377 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
378 } 332 }
379 else
380 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
381 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
382 * off the gate. 335 * off the gate.
383 */ 336 */
384 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
385 { 338 {
386 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
387 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
388 341
389 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
390 if (i != -1) 343 if (i > 0)
391 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
392 tmp->remove (); 348 tmp->move_to (pos);
393 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
394 insert_ob_in_map (tmp, op->map, op, 0);
395 } 349 }
396 } 350 }
397 } 351 }
398 352
399 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
400 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
401 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
402 break; 356 break;
403 357
404 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
405 if (tmp) 359 if (tmp)
406 {
407 op->stats.food = 1; 360 op->stats.food = 1;
408 }
409 else 361 else
410 { 362 {
411 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
412 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
413 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
414 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
415 } 368 }
416 } /* gate is halfway up */ 369 } /* gate is halfway up */
417 370
418 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
422 375
423/* hp : how long door is open/closed 376/* hp : how long door is open/closed
424 * maxhp : initial value for hp 377 * maxhp : initial value for hp
425 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
426 */ 379 */
427void 380static void
428move_timed_gate (object *op) 381move_timed_gate (object *op)
429{ 382{
430 int v = op->value; 383 int v = op->value;
431 384
432 if (op->stats.sp) 385 if (op->stats.sp)
433 { 386 {
434 move_gate (op); 387 move_gate (op);
388
435 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
436 op->stats.sp = 0; 390 op->stats.sp = 0;
437 return; 391 return;
438 } 392 }
393
439 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
440 { /* keep gate down */ 395 { /* keep gate down */
441 move_gate (op); 396 move_gate (op);
397
442 if (op->value != v) 398 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0; 399 op->set_speed (0);
445 update_ob_speed (op);
446 }
447 } 400 }
448} 401}
449 402
450/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
452 * connected: connected value of detector 405 * connected: connected value of detector
453 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
454 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
455 */ 408 */
456 409static void
457void
458move_detector (object *op) 410move_detector (object *op)
459{ 411{
460 object *tmp; 412 object *tmp;
461 int last = op->value; 413 int last = op->value;
462 int detected; 414 int detected;
463 415
464 detected = 0; 416 detected = 0;
465 417
466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
467 { 419 {
468 object *tmp2; 420 object *tmp2;
469 421
470 if (op->stats.hp) 422 if (op->stats.hp)
471 { 423 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 { 425 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
475 detected = 1; 427 detected = 1;
428
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
477 detected = 1; 430 detected = 1;
478 } 431 }
479 } 432 }
433
480 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
481 {
482 detected = 1; 435 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1; 437 detected = 1;
486 } 438 }
487 439
488 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
489 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
490 { 442 {
491 if (detected && last == 0) 443 if (detected && last == 0)
492 { 444 {
493 op->value = 1; 445 op->value = 1;
494 push_button (op); 446 push_button (op, tmp);
495 } 447 }
448
496 if (!detected && last == 1) 449 if (!detected && last == 1)
497 { 450 {
498 op->value = 0; 451 op->value = 0;
499 push_button (op); 452 push_button (op, tmp);
500 } 453 }
501 } 454 }
502 else 455 else
503 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
504 if (detected && last == 1) 457 if (detected && last == 1)
505 { 458 {
506 op->value = 0; 459 op->value = 0;
507 push_button (op); 460 push_button (op, tmp);
508 } 461 }
462
509 if (!detected && last == 0) 463 if (!detected && last == 0)
510 { 464 {
511 op->value = 1; 465 op->value = 1;
512 push_button (op); 466 push_button (op, tmp);
513 } 467 }
514 } 468 }
515} 469}
516
517 470
518void 471void
519animate_trigger (object *op) 472animate_trigger (object *op)
520{ 473{
521 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
528 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
529 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
530 } 483 }
531} 484}
532 485
533void 486static void
534move_hole (object *op) 487move_hole (object *op)
535{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
536 object *next, *tmp;
537
538 if (op->value) 489 if (op->value)
539 { /* We're opening */ 490 { /* We're opening */
540 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
542 op->stats.wc = 0; 493 op->stats.wc = 0;
543 op->speed = 0; 494 op->set_speed (0);
544 update_ob_speed (op);
545 495
546 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
549 { 499 {
550 next = tmp->above; 500 next = tmp->above;
551 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
552 } 502 }
553 } 503 }
504
554 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
556 return; 507 return;
557 } 508 }
509
558 /* We're closing */ 510 /* We're closing */
559 op->move_on = 0; 511 op->move_on = 0;
560 512
561 op->stats.wc++; 513 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
564 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
570 return;
571 }
572} 521}
573 522
574 523
575/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
576 * may or may not have been removed from maps or inventories. It will not 525 * may or may not have been removed from maps or inventories. It will not
596 { 545 {
597 object *payload = op->inv; 546 object *payload = op->inv;
598 547
599 if (payload == NULL) 548 if (payload == NULL)
600 return NULL; 549 return NULL;
550
601 payload->remove (); 551 payload->remove ();
602 op->destroy (); 552 op->destroy ();
603 return payload; 553 return payload;
604 } 554 }
605 555
606 case ARROW: 556 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
608 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
609 return op; 559 return op;
610 560
611 default: 561 default:
612 return op; 562 return op;
621void 571void
622fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
623{ 573{
624 if (map == NULL) 574 if (map == NULL)
625 return; 575 return;
626 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
627 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW) 579 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
630} 581}
631 582
632
633object * 583object *
634fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
635{ 585{
636 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
637 { 587 {
638 /* Small chance of breaking */ 588 /* Small chance of breaking */
639 op->destroy (); 589 op->destroy ();
640 return NULL; 590 return NULL;
641 } 591 }
642 592
593 op->set_speed (0);
643 op->direction = 0; 594 op->direction = 0;
644 op->move_on = 0; 595 op->move_on = 0;
645 op->move_type = 0; 596 op->move_type = 0;
646 op->speed = 0; 597 op->skill = 0; // really?
647 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
648 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
651 op->slaying = 0; 603 op->slaying = op->custom_name;
652 op->skill = 0;
653 604
654 if (op->spellarg != NULL)
655 {
656 op->slaying = op->spellarg;
657 free (op->spellarg);
658 op->spellarg = NULL;
659 }
660 else
661 op->slaying = NULL;
662
663 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
664 op->spellarg = NULL; 606 op->custom_name = 0;
665 op->stats.sp = 0; 607 op->stats.sp = 0;
666 op->stats.hp = 0; 608 op->stats.hp = 0;
667 op->stats.grace = 0; 609 op->stats.grace = 0;
668 op->level = 0; 610 op->level = 0;
669 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
670 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
671 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
672 return op; 616 return op;
673} 617}
674 618
675/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
676 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
677 * here too. -b.t. 621 * here too. -b.t.
678 * 622 *
679 * Returns a pointer to the stopped object (which will have been removed 623 * Returns a pointer to the stopped object (which will have been removed
680 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
681 */ 625 */
682
683static void 626static void
684stop_arrow (object *op) 627stop_arrow (object *op)
685{ 628{
686 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
687 return; 630 return;
688 631
689 if (op->inv) 632 if (op->inv)
690 { 633 {
634 // replace this by straightforward drop to ground?
691 object *payload = op->inv; 635 object *payload = op->inv;
692 636
693 payload->remove ();
694 payload->owner = 0; 637 payload->owner = 0;
695 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
696 op->destroy (); 639 op->destroy ();
697 } 640 }
698 else 641 else
699 { 642 {
700 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
701 if (op) 645 if (op)
702 merge_ob (op, NULL); 646 merge_ob (op, 0);
703 } 647 }
704} 648}
705 649
706/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
707 */ 651 */
708
709void 652void
710move_arrow (object *op) 653move_arrow (object *op)
711{ 654{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 655 int was_reflected;
715 maptile *m;
716 656
717 if (op->map == NULL) 657 if (!op->map)
718 { 658 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
720 op->destroy (); 660 op->destroy ();
721 return; 661 return;
722 } 662 }
723 663
724 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
730 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
731 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
732 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
733 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
734 */ 674 */
735 if (op->inv == NULL) 675 if (!op->inv)
736 { 676 {
737 op->destroy (); 677 op->destroy ();
738 return; 678 return;
739 } 679 }
740 680
743 stop_arrow (op); 683 stop_arrow (op);
744 return; 684 return;
745 } 685 }
746 } 686 }
747 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
748 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
749 values look rediculous. */ 694 values look rediculous. */
750 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
751 { 696 {
752 stop_arrow (op); 697 stop_arrow (op);
753 return; 698 return;
754 } 699 }
755 700
756 /* Calculate target map square */ 701 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 702 was_reflected = 0;
760 703
761 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 705
764 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
765 { 707 {
766 stop_arrow (op); 708 stop_arrow (op);
767 return; 709 return;
768 } 710 }
769 711
770 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
771 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
772 { 714 {
773 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
775 break; 719 break;
776 720
777 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
779 * move into it. 723 * move into it.
782 { 726 {
783 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
784 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
786 */ 730 */
787 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
788 { 732 {
789 int number = op->face->number;
790
791 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
792 op->state = 0; 734 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
805 } 736 }
806 else 737 else
807 { 738 {
808 /* Attack the object. */ 739 /* Attack the object. */
812 return; 743 return;
813 } 744 }
814 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
816 747
817 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 { 749 {
819 int retry = 0; 750 int retry = 0;
820 751
821 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
822 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
823 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
824 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
825 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
826 */ 757 */
827 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
828 { 759 {
829 stop_arrow (op); 760 stop_arrow (op);
830 return; 761 return;
831 } 762 }
832 else 763 else
835 if (op->direction & 1) 766 if (op->direction & 1)
836 { 767 {
837 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
838 retry = 1; 769 retry = 1;
839 } 770 }
771
840 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
841 * use this retry here to make this one block 773 * use this retry here to make this one block
842 * that did the same thing. 774 * that did the same thing.
843 */ 775 */
844 while (retry < 2) 776 while (retry < 2)
845 { 777 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 778 retry++;
851 779
852 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
853 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
856 */ 784 */
857 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 787
861 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 790
865 if (left == right) 791 if (left == right)
866 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
867 else if (left) 793 else if (left)
868 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
869 else if (right) 795 else if (right)
870 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
871 797
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again. 799 * don't need to retry again.
876 */ 800 */
877 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
878 break; 803 break;
879
880 } 804 }
805
881 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 807 * stop it from moving.
883 */ 808 */
884 if (retry == 2) 809 if (retry == 2)
885 { 810 {
886 stop_arrow (op); 811 stop_arrow (op);
887 return; 812 return;
888 } 813 }
814
889 /* update object image for new facing */ 815 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 819 } /* object is reflected */
894 } /* object ran into a wall */ 820 } /* object ran into a wall */
895 821
896 /* Move the arrow. */ 822 /* Move the arrow. */
897 op->remove (); 823 op->move_to (pos);
898 op->x = new_x;
899 op->y = new_y;
900
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed.
903 */
904 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906} 824}
907 825
908/* This routine doesnt seem to work for "inanimate" objects that 826static void
909 * are being carried, ie a held torch leaps from your hands!.
910 * Modified this routine to allow held objects. b.t. */
911
912void
913change_object (object *op) 827change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
915 int i, j;
916
917 if (op->other_arch == NULL) 829 if (!op->other_arch)
918 { 830 {
919 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
920 return; 832 return;
921 } 833 }
922 834
923 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
925 { 837 {
926 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
927 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
928 else 855 else
929 op->stats.food = 1; /* so 1 other_arch is made */
930 }
931
932 object *pl = op->in_player ();
933 object *env = op->env;
934
935 op->remove ();
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 object *tmp = arch_to_object (op->other_arch);
939
940 if (op->type == LAMP)
941 tmp->stats.food = op->stats.food - 1;
942
943 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
944 if (env)
945 {
946 tmp->x = env->x, tmp->y = env->y;
947 tmp = insert_ob_in_ob (tmp, env);
948
949 /* If this object is the players inventory, we need to tell the
950 * client of the change. Insert_ob_in_map takes care of the
951 * updating the client, so we don't need to do that below.
952 */
953 if (pl)
954 {
955 esrv_del_item (pl->contr, op->count);
956 esrv_send_item (pl, tmp);
957 }
958 } 856 {
959 else
960 {
961 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
962 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
963 tmp->destroy (); 860 tmp->destroy ();
964 else 861 else
965 { 862 {
966 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
967 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
968 } 867 }
969 } 868 }
970 } 869 }
971 870
972 op->destroy (); 871 op->destroy ();
982 * there is an old multipart teleporter in which the other parts 881 * there is an old multipart teleporter in which the other parts
983 * have speed, we don't really want to call it twice for the same 882 * have speed, we don't really want to call it twice for the same
984 * function - in fact, as written below, part N would get called 883 * function - in fact, as written below, part N would get called
985 * N times without the speed check. 884 * N times without the speed check.
986 */ 885 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
988 move_teleporter (op->more); 887 move_teleporter (op->more);
989 888
990 if (op->head) 889 if (op->head)
991 head = op->head; 890 head = op->head;
992 891
993 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
994 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
995 break; 894 break;
996 895
997 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
998 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
999 return; 898 return;
1000 899
1001 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
1002 { 901 {
1003 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
1004 { 903 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return; 905 return;
1007 906
1008 enter_exit (tmp, head); 907 tmp->enter_exit (head);
1009 } 908 }
1010 else 909 else
1011 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
1012 return; 911 return;
1013 } 912 }
1028 else 927 else
1029 { 928 {
1030 /* Random teleporter */ 929 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 931 return;
932
1033 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1034 } 934 }
1035} 935}
1036
1037 936
1038/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
1041 can't be generalized. 940 can't be generalized.
1042*/ 941*/
1043 942static void
1044void
1045move_player_changer (object *op) 943move_player_changer (object *op)
1046{ 944{
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1052 return; 946 return;
1053 947
1054 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 949 * needs to be on top.
1056 */ 950 */
1057 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1058 { 952 {
953 object *player = op->above;
954
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 956 return;
1061 player = op->above;
1062 957
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1065 960
1066 player->update_stats (); 961 player->update_stats ();
1067 962
1068 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1070 965
1071 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 968 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1078 } 972 }
1079 else 973 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 974 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 975
1082 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1083 player->contr->save ();
1084 } 977 }
1085} 978}
1086 979
1087/* firewalls fire other spells. 980/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1097 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1098 991
1099 spell = op->inv; 992 spell = op->inv;
1100 993
1101 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1103 996
1104 if (!spell) 997 if (!spell)
1105 { 998 {
1106 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1107 return; 1000 return;
1108 } 1001 }
1109 1002
1110 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1111} 1004}
1112 1005
1113/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1114 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1115 * 1008 *
1116 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1117 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1118 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1119 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1120 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1121 */ 1014 */
1122void 1015static void
1123move_player_mover (object *op) 1016move_player_mover (object *op)
1124{ 1017{
1125 object *victim, *nextmover; 1018 int dir = 0;
1126 int dir = op->stats.sp;
1127 sint16 nx, ny;
1128 maptile *m;
1129 1019
1130 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1131 if (!dir)
1132 dir = rndm (1, 8);
1133
1134 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1135 { 1021 {
1136 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1137 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1138 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1139 1045
1140 if (victim->head) 1046 if (victim->head)
1141 victim = victim->head; 1047 victim = victim->head;
1142 1048
1143 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1144 {
1145 op->remove ();
1146 return;
1147 }
1148
1149 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir];
1151 m = op->map;
1152 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1153 {
1154 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1155 return;
1156 }
1157
1158 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1159 return; 1050 return;
1160 1051
1161 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1162 { 1053 {
1163 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1164 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1165 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1166 {
1167 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1168 }
1169 } 1059 }
1170 1060
1171 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1172 { 1062 {
1173 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1174 if (op->level) 1064 if (op->level)
1175 { 1065 {
1176 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1177 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1178 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1179 * get to this space. 1069 * get to this space.
1180 */ 1070 */
1181 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1182 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1183 move_player (victim, dir); 1073 move_player (victim, dir);
1184 } 1074 }
1185 else 1075 else
1186 return; 1076 return;
1187 } 1077 }
1188 else 1078 else
1189 move_object (victim, dir); 1079 victim->move (dir);
1190 1080
1191 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1192 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1193 1083
1194 if (op->attacktype) 1084 if (op->attacktype)
1195 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1196
1197 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1198 /* Not sure why, but for some chars on metalforge, they
1199 * would sometimes get -inf speed_left, and from the
1200 * description, it could only happen here, so just put
1201 * a lower sanity limit. My only guess is that the
1202 * mover has 0 speed.
1203 */
1204 if (victim->speed_left < -5.0)
1205 victim->speed_left = -5.0;
1206 } 1087 }
1207 } 1088 }
1208 } 1089 }
1209} 1090}
1210 1091
1220{ 1101{
1221 object *tmp; 1102 object *tmp;
1222 1103
1223 if (!op->other_arch) 1104 if (!op->other_arch)
1224 { 1105 {
1225 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1106 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1226 return; 1107 return;
1227 } 1108 }
1228 1109
1229 if (op->above == NULL) 1110 if (op->above == NULL)
1230 return; 1111 return;
1112
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1232 { 1114 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1234 { 1116 {
1235 if (op->level <= 0) 1117 if (op->level <= 0)
1236 tmp->destroy (); 1118 tmp->destroy ();
1237 else 1119 else
1238 { 1120 {
1260 * has to make sure that there is in fact space for the object. 1142 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is 1143 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1264*/ 1146*/
1265
1266void 1147void
1267move_creator (object *creator) 1148move_creator (object *creator)
1268{ 1149{
1269 object *new_ob; 1150 object *new_ob;
1270 1151
1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1272 { 1153 {
1273 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1274 return; 1155 return;
1275 } 1156 }
1276 1157
1277 if (creator->inv != NULL) 1158 if (creator->inv)
1278 { 1159 {
1279 object *ob; 1160 object *ob;
1280 int i; 1161 int i;
1281 object *ob_to_copy; 1162 object *ob_to_copy;
1282 1163
1283 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1284 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1286 { 1167 {
1287 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1288 { 1169 {
1289 ob_to_copy = ob; 1170 ob_to_copy = ob;
1290 } 1171 }
1291 } 1172 }
1292 new_ob = object_create_clone (ob_to_copy); 1173
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1177 }
1296 else 1178 else
1297 { 1179 {
1298 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1299 { 1181 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1184 return;
1303 } 1185 }
1304 1186
1305 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1189 }
1308 1190
1309 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1311 { 1193 {
1312 new_ob->destroy (); 1194 new_ob->destroy ();
1313 return; 1195 return;
1314 } 1196 }
1315 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1318 return; 1205 return;
1319 1206
1320 if (creator->slaying) 1207 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1209}
1325 1210
1326/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1218 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1219void
1336move_marker (object *op) 1220move_marker (object *op)
1337{ 1221{
1338 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1339 { 1223 {
1340 object *tmp2;
1341
1342 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1345 { 1229 {
1346 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1347 break;
1348 }
1349 1231
1350 /* cycle through his inventory to look for the MARK we want to
1351 * place
1352 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1355 break;
1356
1357 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL)
1359 {
1360 object *force = get_archetype (FORCE_NAME);
1361
1362 force->speed = 0;
1363 if (op->stats.food)
1364 {
1365 force->speed = 0.01;
1366 force->speed_left = -op->stats.food;
1367 }
1368 update_ob_speed (force);
1369 /* put in the lock code */
1370 force->slaying = op->slaying;
1371
1372 if (op->lore)
1373 force->lore = op->lore;
1374
1375 insert_ob_in_ob (force, tmp);
1376 if (op->msg) 1232 if (op->msg)
1377 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1378 1234
1379 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1380 { 1236 {
1381 op->stats.hp--; 1237 op->stats.hp--;
1238
1382 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1383 { 1240 {
1384 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1385 op->destroy (); 1242 op->destroy ();
1386 return; 1243 return;
1388 } 1245 }
1389 } 1246 }
1390 } 1247 }
1391} 1248}
1392 1249
1393int 1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1296void
1394process_object (object *op) 1297process_object (object *op)
1395{ 1298{
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1397 return 0; 1300 return;
1398 1301
1399 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1400 return 0; 1303 return;
1401 1304
1402 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1404 return 1; 1307 return;
1405 1308
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1407 { 1310 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1412 1312
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1414 make_sure_seen (op); 1314 make_sure_seen (op);
1415 } 1315 }
1416 1316
1417 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1418 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1419 change_object (op); 1325 change_object (op);
1420 return 1; 1326 return;
1421 } 1327 }
1422 1328
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1424 generate_monster (op); 1330 generate_monster (op);
1425 1331
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1427 { 1333 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1429 remove_force (op); 1335 remove_force (op);
1430 else 1336 else
1431 { 1337 {
1432 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1433 object *pl = op->in_player ();
1434 1339
1435 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1442 1342
1443 op->destroy (); 1343 op->drop_and_destroy ();
1444 } 1344 }
1445 1345
1446 return 1; 1346 return;
1347 }
1447 } 1348 }
1448 1349
1449 switch (op->type) 1350 switch (op->type)
1450 { 1351 {
1451 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1452 move_spell_effect (op); 1353 move_spell_effect (op);
1453 return 1; 1354 break;
1454 1355
1455 case ROD: 1356 case ROD:
1456 case HORN: 1357 case HORN:
1457 regenerate_rod (op); 1358 regenerate_rod (op);
1458 return 1; 1359 break;
1459 1360
1460 case FORCE: 1361 case FORCE:
1461 case POTION_EFFECT: 1362 case POTION_EFFECT:
1462 remove_force (op); 1363 remove_force (op);
1463 return 1; 1364 break;
1464 1365
1465 case BLINDNESS: 1366 case BLINDNESS:
1466 remove_blindness (op); 1367 remove_blindness (op);
1467 return 0; 1368 break;
1468 1369
1469 case POISONING: 1370 case POISONING:
1470 poison_more (op); 1371 poison_more (op);
1471 return 0; 1372 break;
1472 1373
1473 case DISEASE: 1374 case DISEASE:
1474 move_disease (op); 1375 move_disease (op);
1475 return 0; 1376 break;
1476 1377
1477 case SYMPTOM: 1378 case SYMPTOM:
1478 move_symptom (op); 1379 move_symptom (op);
1479 return 0; 1380 break;
1480 1381
1481 case THROWN_OBJ: 1382 case THROWN_OBJ:
1482 case ARROW: 1383 case ARROW:
1483 move_arrow (op); 1384 move_arrow (op);
1484 return 0; 1385 break;
1485 1386
1486 case DOOR: 1387 case DOOR:
1487 remove_door (op); 1388 remove_door (op);
1488 return 0; 1389 break;
1489 1390
1490 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1491 remove_door2 (op); 1392 remove_door2 (op);
1492 return 0; 1393 break;
1493 1394
1494 case TELEPORTER: 1395 case TELEPORTER:
1495 move_teleporter (op); 1396 move_teleporter (op);
1496 return 0; 1397 break;
1497 1398
1498 case GOLEM: 1399 case GOLEM:
1499 move_golem (op); 1400 move_golem (op);
1500 return 0; 1401 break;
1501 1402
1502 case EARTHWALL: 1403 case EARTHWALL:
1503 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1504 return 0; 1405 break;
1505 1406
1506 case FIREWALL: 1407 case FIREWALL:
1507 move_firewall (op); 1408 move_firewall (op);
1508 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1509 animate_turning (op); 1410 animate_turning (op);
1510 return 0; 1411 break;
1511 1412
1512 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1513 do_mood_floor (op); 1414 do_mood_floor (op);
1514 return 0; 1415 break;
1515 1416
1516 case GATE: 1417 case GATE:
1517 move_gate (op); 1418 move_gate (op);
1518 return 0; 1419 break;
1519 1420
1520 case TIMED_GATE: 1421 case TIMED_GATE:
1521 move_timed_gate (op); 1422 move_timed_gate (op);
1522 return 0; 1423 break;
1523 1424
1524 case TRIGGER: 1425 case TRIGGER:
1525 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1526 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1527 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1528 animate_trigger (op); 1429 animate_trigger (op);
1529 return 0; 1430 break;
1530 1431
1531 case DETECTOR: 1432 case DETECTOR:
1532 move_detector (op); 1433 move_detector (op);
1533 1434
1534 case DIRECTOR: 1435 case DIRECTOR:
1535 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1536 animate_turning (op); 1437 animate_turning (op);
1537 return 0; 1438 break;
1538 1439
1539 case HOLE: 1440 case HOLE:
1540 move_hole (op); 1441 move_hole (op);
1541 return 0; 1442 break;
1542 1443
1543 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1544 move_deep_swamp (op); 1445 move_deep_swamp (op);
1545 return 0; 1446 break;
1546 1447
1547 case RUNE: 1448 case RUNE:
1548 case TRAP: 1449 case TRAP:
1549 move_rune (op); 1450 move_rune (op);
1550 return 0; 1451 break;
1551 1452
1552 case PLAYERMOVER: 1453 case PLAYERMOVER:
1553 move_player_mover (op); 1454 move_player_mover (op);
1554 return 0; 1455 break;
1555 1456
1556 case CREATOR: 1457 case CREATOR:
1557 move_creator (op); 1458 move_creator (op);
1558 return 0; 1459 break;
1559 1460
1560 case MARKER: 1461 case MARKER:
1561 move_marker (op); 1462 move_marker (op);
1562 return 0; 1463 break;
1563 1464
1564 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1565 move_player_changer (op); 1466 move_player_changer (op);
1566 return 0; 1467 break;
1567 1468
1568 case PEACEMAKER: 1469 case PEACEMAKER:
1569 move_peacemaker (op); 1470 move_peacemaker (op);
1570 return 0; 1471 break;
1571 }
1572 1472
1573 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1574} 1491}
1492

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