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Comparing deliantra/server/server/time.C (file contents):
Revision 1.25 by root, Tue Dec 26 08:17:59 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
210 if (op->env) 169 if (op->env)
211 switch (op->subtype) 170 switch (op->subtype)
212 { 171 {
213 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
214 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
215 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");
216 175
217 default: 176 default:
218 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
219 change_abil (op->env, op); 178 change_abil (op->env, op);
220 op->env->update_stats (); 179 op->env->update_stats ();
221 } 180 }
222 181
223 op->destroy (); 182 op->destroy ();
224} 183}
225 184
226void 185static void
227remove_blindness (object *op) 186remove_blindness (object *op)
228{ 187{
229 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
230 return; 189 return;
231 190
232 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
233 192
234 if (op->env != NULL) 193 if (op->env)
235 { 194 {
236 change_abil (op->env, op); 195 change_abil (op->env, op);
237 op->env->update_stats (); 196 op->env->update_stats ();
238 } 197 }
239 198
240 op->destroy (); 199 op->destroy ();
241} 200}
242 201
243void 202static void
244poison_more (object *op) 203poison_more (object *op)
245{ 204{
246 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)
247 { 206 {
248 op->destroy (); 207 op->destroy ();
249 return; 208 return;
250 } 209 }
251 210
252 if (op->stats.food == 1) 211 if (op->stats.food == 1)
253 { 212 {
254 /* 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
255 * will not do anything. 214 * will not do anything.
256 */ 215 */
257 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
258 { 217 {
259 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
260 op->env->update_stats (); 219 op->env->update_stats ();
261 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.");
262 } 221 }
263 222
264 op->destroy (); 223 op->destroy ();
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 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...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237static void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 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))
283 { 243 {
284 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));
285 op->stats.wc = 0; 245 op->stats.wc = 0;
286 } 246 }
287 247
288 /* We're going down */ 248 /* We're going down */
289 if (op->value) 249 if (op->value)
290 { 250 {
291 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 253 op->stats.wc = 0;
294 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
295 op->value = 0; 255 op->value = 0;
296 else 256 else
297 {
298 op->speed = 0; 257 op->set_speed (0);
299 update_ob_speed (op);
300 } 258 }
301 } 259
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 261 {
304 op->move_block = 0; 262 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
307 } 265 }
266
308 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
310 return; 269 return;
311 } 270 }
312 271
313 /* We're going up */ 272 /* We're going up */
314 273
315 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
316 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317 { 276 {
318
319 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
320 * 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,
321 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 280 * the gate slightly.
323 */ 281 */
324 282
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
326 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])
327 break; 285 break;
328 286
329 if (tmp == NULL) 287 if (!tmp)
330 { 288 {
331 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
332 op->value = 1; 290 op->value = 1;
333 else 291 else
334 {
335 op->speed = 0; 292 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 293
337 }
338 return; 294 return;
339 } 295 }
340 } 296 }
341 297
342 if (op->stats.food) 298 if (op->stats.food)
349 } 305 }
350 else 306 else
351 { /* The gate is still going up */ 307 { /* The gate is still going up */
352 op->stats.wc++; 308 op->stats.wc++;
353 309
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 312
357 /* 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.
358 * 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
359 */ 315 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 317 {
362 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
365
366 if (tmp != NULL)
367 { 321 ;
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
369 { 326 {
370 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
371 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
372 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);
373 } 332 }
374 else
375 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
377 * off the gate. 335 * off the gate.
378 */ 336 */
379 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]))
380 { 338 {
381 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
382 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);
383 341
384 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
385 if (i != -1) 343 if (i > 0)
386 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
387 tmp->remove (); 348 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 349 }
391 } 350 }
392 } 351 }
393 352
394 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
396 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])
397 break; 356 break;
398 357
399 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
400 if (tmp) 359 if (tmp)
401 {
402 op->stats.food = 1; 360 op->stats.food = 1;
403 }
404 else 361 else
405 { 362 {
406 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
407 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
410 } 368 }
411 } /* gate is halfway up */ 369 } /* gate is halfway up */
412 370
413 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
417 375
418/* hp : how long door is open/closed 376/* hp : how long door is open/closed
419 * maxhp : initial value for hp 377 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
421 */ 379 */
422void 380static void
423move_timed_gate (object *op) 381move_timed_gate (object *op)
424{ 382{
425 int v = op->value; 383 int v = op->value;
426 384
427 if (op->stats.sp) 385 if (op->stats.sp)
428 { 386 {
429 move_gate (op); 387 move_gate (op);
388
430 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 390 op->stats.sp = 0;
432 return; 391 return;
433 } 392 }
393
434 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 395 { /* keep gate down */
436 move_gate (op); 396 move_gate (op);
397
437 if (op->value != v) 398 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 399 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 400 }
443} 401}
444 402
445/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
447 * connected: connected value of detector 405 * connected: connected value of detector
448 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
449 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
450 */ 408 */
451 409static void
452void
453move_detector (object *op) 410move_detector (object *op)
454{ 411{
455 object *tmp; 412 object *tmp;
456 int last = op->value; 413 int last = op->value;
457 int detected; 414 int detected;
458 415
459 detected = 0; 416 detected = 0;
460 417
461 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)
462 { 419 {
463 object *tmp2; 420 object *tmp2;
464 421
465 if (op->stats.hp) 422 if (op->stats.hp)
466 { 423 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 425 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 427 detected = 1;
428
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 430 detected = 1;
473 } 431 }
474 } 432 }
433
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 435 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 437 detected = 1;
481 } 438 }
482 439
483 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
485 { 442 {
486 if (detected && last == 0) 443 if (detected && last == 0)
487 { 444 {
488 op->value = 1; 445 op->value = 1;
489 push_button (op); 446 push_button (op, tmp);
490 } 447 }
448
491 if (!detected && last == 1) 449 if (!detected && last == 1)
492 { 450 {
493 op->value = 0; 451 op->value = 0;
494 push_button (op); 452 push_button (op, tmp);
495 } 453 }
496 } 454 }
497 else 455 else
498 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
499 if (detected && last == 1) 457 if (detected && last == 1)
500 { 458 {
501 op->value = 0; 459 op->value = 0;
502 push_button (op); 460 push_button (op, tmp);
503 } 461 }
462
504 if (!detected && last == 0) 463 if (!detected && last == 0)
505 { 464 {
506 op->value = 1; 465 op->value = 1;
507 push_button (op); 466 push_button (op, tmp);
508 } 467 }
509 } 468 }
510} 469}
511
512 470
513void 471void
514animate_trigger (object *op) 472animate_trigger (object *op)
515{ 473{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
523 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
524 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
525 } 483 }
526} 484}
527 485
528void 486static void
529move_hole (object *op) 487move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 489 if (op->value)
534 { /* We're opening */ 490 { /* We're opening */
535 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
537 op->stats.wc = 0; 493 op->stats.wc = 0;
538 op->speed = 0; 494 op->set_speed (0);
539 update_ob_speed (op);
540 495
541 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 499 {
545 next = tmp->above; 500 next = tmp->above;
546 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
547 } 502 }
548 } 503 }
504
549 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
551 return; 507 return;
552 } 508 }
509
553 /* We're closing */ 510 /* We're closing */
554 op->move_on = 0; 511 op->move_on = 0;
555 512
556 op->stats.wc++; 513 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
559 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 521}
568 522
569 523
570/* 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
571 * 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
591 { 545 {
592 object *payload = op->inv; 546 object *payload = op->inv;
593 547
594 if (payload == NULL) 548 if (payload == NULL)
595 return NULL; 549 return NULL;
550
596 payload->remove (); 551 payload->remove ();
597 op->destroy (); 552 op->destroy ();
598 return payload; 553 return payload;
599 } 554 }
600 555
601 case ARROW: 556 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
603 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
604 return op; 559 return op;
605 560
606 default: 561 default:
607 return op; 562 return op;
616void 571void
617fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
618{ 573{
619 if (map == NULL) 574 if (map == NULL)
620 return; 575 return;
621 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
622 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
623 else if (op->type == ARROW) 579 else if (op->type == ARROW)
624 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
625} 581}
626 582
627
628object * 583object *
629fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
630{ 585{
631 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
632 { 587 {
633 /* Small chance of breaking */ 588 /* Small chance of breaking */
634 op->destroy (); 589 op->destroy ();
635 return NULL; 590 return NULL;
636 } 591 }
637 592
593 op->set_speed (0);
638 op->direction = 0; 594 op->direction = 0;
639 op->move_on = 0; 595 op->move_on = 0;
640 op->move_type = 0; 596 op->move_type = 0;
641 op->speed = 0; 597 op->skill = 0; // really?
642 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
643 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
644 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
645 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
646 op->slaying = 0; 603 op->slaying = op->custom_name;
647 op->skill = 0;
648 604
649 if (op->spellarg != NULL)
650 {
651 op->slaying = op->spellarg;
652 free (op->spellarg);
653 op->spellarg = NULL;
654 }
655 else
656 op->slaying = NULL;
657
658 /* 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 */
659 op->spellarg = NULL; 606 op->custom_name = 0;
660 op->stats.sp = 0; 607 op->stats.sp = 0;
661 op->stats.hp = 0; 608 op->stats.hp = 0;
662 op->stats.grace = 0; 609 op->stats.grace = 0;
663 op->level = 0; 610 op->level = 0;
664 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
665 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
666 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
667 return op; 616 return op;
668} 617}
669 618
670/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
671 * 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
672 * here too. -b.t. 621 * here too. -b.t.
673 * 622 *
674 * 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
675 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
676 */ 625 */
677
678static void 626static void
679stop_arrow (object *op) 627stop_arrow (object *op)
680{ 628{
681 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
682 return; 630 return;
683 631
684 if (op->inv) 632 if (op->inv)
685 { 633 {
634 // replace this by straightforward drop to ground?
686 object *payload = op->inv; 635 object *payload = op->inv;
687 636
688 payload->remove ();
689 payload->owner = 0; 637 payload->owner = 0;
690 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
691 op->destroy (); 639 op->destroy ();
692 } 640 }
693 else 641 else
694 { 642 {
695 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
696 if (op) 645 if (op)
697 merge_ob (op, NULL); 646 merge_ob (op, 0);
698 } 647 }
699} 648}
700 649
701/* 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.
702 */ 651 */
703
704void 652void
705move_arrow (object *op) 653move_arrow (object *op)
706{ 654{
707 object *tmp;
708 sint16 new_x, new_y;
709 int was_reflected, mflags; 655 int was_reflected;
710 maptile *m;
711 656
712 if (op->map == NULL) 657 if (!op->map)
713 { 658 {
714 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
715 op->destroy (); 660 op->destroy ();
716 return; 661 return;
717 } 662 }
718 663
719 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
725 * 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,
726 * 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
727 * 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,
728 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
729 */ 674 */
730 if (op->inv == NULL) 675 if (!op->inv)
731 { 676 {
732 op->destroy (); 677 op->destroy ();
733 return; 678 return;
734 } 679 }
735 680
738 stop_arrow (op); 683 stop_arrow (op);
739 return; 684 return;
740 } 685 }
741 } 686 }
742 687
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
743 /* 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
744 values look rediculous. */ 694 values look rediculous. */
745 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
746 { 696 {
747 stop_arrow (op); 697 stop_arrow (op);
748 return; 698 return;
749 } 699 }
750 700
751 /* Calculate target map square */ 701 /* Calculate target map square */
752 new_x = op->x + DIRX (op);
753 new_y = op->y + DIRY (op);
754 was_reflected = 0; 702 was_reflected = 0;
755 703
756 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758 705
759 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
760 { 707 {
761 stop_arrow (op); 708 stop_arrow (op);
762 return; 709 return;
763 } 710 }
764 711
765 /* 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 */
766 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
767 { 714 {
768 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
770 break; 719 break;
771 720
772 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
773 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
774 * move into it. 723 * move into it.
777 { 726 {
778 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
779 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
780 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
781 */ 730 */
782 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))
783 { 732 {
784 int number = op->face->number;
785
786 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
787 op->state = 0; 734 update_turn_face (op);
788
789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
793 if (number > GET_ANIMATION (op, 8))
794 number -= 8;
795
796 op->face = &new_faces[number];
797 }
798
799 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
800 } 736 }
801 else 737 else
802 { 738 {
803 /* Attack the object. */ 739 /* Attack the object. */
807 return; 743 return;
808 } 744 }
809 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
810 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
811 747
812 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))
813 { 749 {
814 int retry = 0; 750 int retry = 0;
815 751
816 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
817 * 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
818 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
819 * 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
820 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
821 */ 757 */
822 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
823 { 759 {
824 stop_arrow (op); 760 stop_arrow (op);
825 return; 761 return;
826 } 762 }
827 else 763 else
830 if (op->direction & 1) 766 if (op->direction & 1)
831 { 767 {
832 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
833 retry = 1; 769 retry = 1;
834 } 770 }
771
835 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
836 * use this retry here to make this one block 773 * use this retry here to make this one block
837 * that did the same thing. 774 * that did the same thing.
838 */ 775 */
839 while (retry < 2) 776 while (retry < 2)
840 { 777 {
841 int left, right, mflags;
842 maptile *m1;
843 sint16 x1, y1;
844
845 retry++; 778 retry++;
846 779
847 /* 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
848 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
849 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
850 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
851 */ 784 */
852 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));
853 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855 787
856 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));
857 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859 790
860 if (left == right) 791 if (left == right)
861 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
862 else if (left) 793 else if (left)
863 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
864 else if (right) 795 else if (right)
865 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
866 797
867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868
869 /* 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 -
870 * don't need to retry again. 799 * don't need to retry again.
871 */ 800 */
872 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))
873 break; 803 break;
874
875 } 804 }
805
876 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
877 * top it from moving. 807 * stop it from moving.
878 */ 808 */
879 if (retry == 2) 809 if (retry == 2)
880 { 810 {
881 stop_arrow (op); 811 stop_arrow (op);
882 return; 812 return;
883 } 813 }
814
884 /* update object image for new facing */ 815 /* update object image for new facing */
885 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
886 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
887 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
888 } /* object is reflected */ 819 } /* object is reflected */
889 } /* object ran into a wall */ 820 } /* object ran into a wall */
890 821
891 /* Move the arrow. */ 822 /* Move the arrow. */
892 op->remove (); 823 op->move_to (pos);
893 op->x = new_x;
894 op->y = new_y;
895
896 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
897 * about 17 squares. Tune as needed.
898 */
899 op->speed -= 0.05;
900 insert_ob_in_map (op, m, op, 0);
901} 824}
902 825
903/* This routine doesnt seem to work for "inanimate" objects that 826static void
904 * are being carried, ie a held torch leaps from your hands!.
905 * Modified this routine to allow held objects. b.t. */
906
907void
908change_object (object *op) 827change_object (object *op)
909{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
910 int i, j;
911
912 if (op->other_arch == NULL) 829 if (!op->other_arch)
913 { 830 {
914 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 ());
915 return; 832 return;
916 } 833 }
917 834
918 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
920 { 837 {
921 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
922 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);
923 else 855 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if (pl)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 } 856 {
954 else
955 {
956 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
957 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
958 tmp->destroy (); 860 tmp->destroy ();
959 else 861 else
960 { 862 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
963 } 867 }
964 } 868 }
965 } 869 }
966 870
967 op->destroy (); 871 op->destroy ();
977 * there is an old multipart teleporter in which the other parts 881 * there is an old multipart teleporter in which the other parts
978 * 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
979 * function - in fact, as written below, part N would get called 883 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 884 * N times without the speed check.
981 */ 885 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 887 move_teleporter (op->more);
984 888
985 if (op->head) 889 if (op->head)
986 head = op->head; 890 head = op->head;
987 891
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
990 break; 894 break;
991 895
992 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
994 return; 898 return;
995 899
996 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
997 { 901 {
998 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
999 { 903 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 905 return;
1002 906
1003 enter_exit (tmp, head); 907 tmp->enter_exit (head);
1004 } 908 }
1005 else 909 else
1006 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
1007 return; 911 return;
1008 } 912 }
1023 else 927 else
1024 { 928 {
1025 /* Random teleporter */ 929 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return; 931 return;
932
1028 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1029 } 934 }
1030} 935}
1031
1032 936
1033/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1035 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
1036 can't be generalized. 940 can't be generalized.
1037*/ 941*/
1038 942static void
1039void
1040move_player_changer (object *op) 943move_player_changer (object *op)
1041{ 944{
1042 object *player;
1043 object *walk;
1044 char c;
1045
1046 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1047 return; 946 return;
1048 947
1049 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1050 * needs to be on top. 949 * needs to be on top.
1051 */ 950 */
1052 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1053 { 952 {
953 object *player = op->above;
954
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return; 956 return;
1056 player = op->above;
1057 957
1058 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1059 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1060 960
1061 player->update_stats (); 961 player->update_stats ();
1062 962
1063 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1065 965
1066 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1068 if (c == '/')
1069 { 968 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1071 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1073 } 972 }
1074 else 973 else
1075 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));
1076 975
1077 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1078 player->contr->save ();
1079 } 977 }
1080} 978}
1081 979
1082/* firewalls fire other spells. 980/* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1092 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1093 991
1094 spell = op->inv; 992 spell = op->inv;
1095 993
1096 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1098 996
1099 if (!spell) 997 if (!spell)
1100 { 998 {
1101 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);
1102 return; 1000 return;
1103 } 1001 }
1104 1002
1105 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);
1106} 1004}
1107 1005
1108/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1109 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1110 * 1008 *
1111 * 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
1112 * 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.
1113 * 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,
1114 * 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,
1115 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1116 */ 1014 */
1117void 1015static void
1118move_player_mover (object *op) 1016move_player_mover (object *op)
1119{ 1017{
1120 object *victim, *nextmover; 1018 int dir = 0;
1121 int dir = op->stats.sp;
1122 sint16 nx, ny;
1123 maptile *m;
1124 1019
1125 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1126 if (!dir)
1127 dir = rndm (1, 8);
1128
1129 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1130 { 1021 {
1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1132 (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)
1133 { 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 }
1134 1045
1135 if (victim->head) 1046 if (victim->head)
1136 victim = victim->head; 1047 victim = victim->head;
1137 1048
1138 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1139 {
1140 op->remove ();
1141 return;
1142 }
1143
1144 nx = op->x + freearr_x[dir];
1145 ny = op->y + freearr_y[dir];
1146 m = op->map;
1147 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1148 {
1149 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1150 return;
1151 }
1152
1153 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1154 return; 1050 return;
1155 1051
1156 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)
1157 { 1053 {
1158 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1159 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1161 {
1162 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 */
1163 }
1164 } 1059 }
1165 1060
1166 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1167 { 1062 {
1168 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1169 if (op->level) 1064 if (op->level)
1170 { 1065 {
1171 /* 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
1172 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1173 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1174 * get to this space. 1069 * get to this space.
1175 */ 1070 */
1176 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1177 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1178 move_player (victim, dir); 1073 move_player (victim, dir);
1179 } 1074 }
1180 else 1075 else
1181 return; 1076 return;
1182 } 1077 }
1183 else 1078 else
1184 move_object (victim, dir); 1079 victim->move (dir);
1185 1080
1186 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1188 1083
1189 if (op->attacktype) 1084 if (op->attacktype)
1190 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1191
1192 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);
1193 /* Not sure why, but for some chars on metalforge, they
1194 * would sometimes get -inf speed_left, and from the
1195 * description, it could only happen here, so just put
1196 * a lower sanity limit. My only guess is that the
1197 * mover has 0 speed.
1198 */
1199 if (victim->speed_left < -5.0)
1200 victim->speed_left = -5.0;
1201 } 1087 }
1202 } 1088 }
1203 } 1089 }
1204} 1090}
1205 1091
1215{ 1101{
1216 object *tmp; 1102 object *tmp;
1217 1103
1218 if (!op->other_arch) 1104 if (!op->other_arch)
1219 { 1105 {
1220 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");
1221 return; 1107 return;
1222 } 1108 }
1223 1109
1224 if (op->above == NULL) 1110 if (op->above == NULL)
1225 return; 1111 return;
1112
1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1227 { 1114 {
1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1229 { 1116 {
1230 if (op->level <= 0) 1117 if (op->level <= 0)
1231 tmp->destroy (); 1118 tmp->destroy ();
1232 else 1119 else
1233 { 1120 {
1255 * 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.
1256 * 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
1257 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1259*/ 1146*/
1260
1261void 1147void
1262move_creator (object *creator) 1148move_creator (object *creator)
1263{ 1149{
1264 object *new_ob; 1150 object *new_ob;
1265 1151
1266 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1267 { 1153 {
1268 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1269 return; 1155 return;
1270 } 1156 }
1271 1157
1272 if (creator->inv != NULL) 1158 if (creator->inv)
1273 { 1159 {
1274 object *ob; 1160 object *ob;
1275 int i; 1161 int i;
1276 object *ob_to_copy; 1162 object *ob_to_copy;
1277 1163
1278 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1279 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1280 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++)
1281 { 1167 {
1282 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1283 { 1169 {
1284 ob_to_copy = ob; 1170 ob_to_copy = ob;
1285 } 1171 }
1286 } 1172 }
1287 new_ob = object_create_clone (ob_to_copy); 1173
1288 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);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 } 1177 }
1291 else 1178 else
1292 { 1179 {
1293 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1294 { 1181 {
1295 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",
1296 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1297 return; 1184 return;
1298 } 1185 }
1299 1186
1300 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 } 1189 }
1303 1190
1304 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1305 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))
1306 { 1193 {
1307 new_ob->destroy (); 1194 new_ob->destroy ();
1308 return; 1195 return;
1309 } 1196 }
1310 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
1311 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);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1313 return; 1205 return;
1314 1206
1315 if (creator->slaying) 1207 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319} 1209}
1320 1210
1321/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1328 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.*/
1329
1330void 1219void
1331move_marker (object *op) 1220move_marker (object *op)
1332{ 1221{
1333 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1334 { 1223 {
1335 object *tmp2;
1336
1337 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1340 { 1229 {
1341 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1342 break;
1343 }
1344 1231
1345 /* cycle through his inventory to look for the MARK we want to
1346 * place
1347 */
1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350 break;
1351
1352 /* if we didn't find our own MARK */
1353 if (tmp2 == NULL)
1354 {
1355 object *force = get_archetype (FORCE_NAME);
1356
1357 force->speed = 0;
1358 if (op->stats.food)
1359 {
1360 force->speed = 0.01;
1361 force->speed_left = -op->stats.food;
1362 }
1363 update_ob_speed (force);
1364 /* put in the lock code */
1365 force->slaying = op->slaying;
1366
1367 if (op->lore)
1368 force->lore = op->lore;
1369
1370 insert_ob_in_ob (force, tmp);
1371 if (op->msg) 1232 if (op->msg)
1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373 1234
1374 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1375 { 1236 {
1376 op->stats.hp--; 1237 op->stats.hp--;
1238
1377 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1378 { 1240 {
1379 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1380 op->destroy (); 1242 op->destroy ();
1381 return; 1243 return;
1383 } 1245 }
1384 } 1246 }
1385 } 1247 }
1386} 1248}
1387 1249
1388int 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
1389process_object (object *op) 1297process_object (object *op)
1390{ 1298{
1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1392 return 0; 1300 return;
1393 1301
1394 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1395 return 0; 1303 return;
1396 1304
1397 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1399 return 1; 1307 return;
1400 1308
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1402 { 1310 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1407 1312
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1409 make_sure_seen (op); 1314 make_sure_seen (op);
1410 } 1315 }
1411 1316
1412 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 ))
1413 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1414 change_object (op); 1325 change_object (op);
1415 return 1; 1326 return;
1416 } 1327 }
1417 1328
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1419 generate_monster (op); 1330 generate_monster (op);
1420 1331
1421 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1422 { 1333 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1424 remove_force (op); 1335 remove_force (op);
1425 else 1336 else
1426 { 1337 {
1427 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1428 object *pl = op->in_player ();
1429 1339
1430 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1437 1342
1438 op->destroy (); 1343 op->drop_and_destroy ();
1439 } 1344 }
1440 1345
1441 return 1; 1346 return;
1347 }
1442 } 1348 }
1443 1349
1444 switch (op->type) 1350 switch (op->type)
1445 { 1351 {
1446 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1447 move_spell_effect (op); 1353 move_spell_effect (op);
1448 return 1; 1354 break;
1449 1355
1450 case ROD: 1356 case ROD:
1451 case HORN: 1357 case HORN:
1452 regenerate_rod (op); 1358 regenerate_rod (op);
1453 return 1; 1359 break;
1454 1360
1455 case FORCE: 1361 case FORCE:
1456 case POTION_EFFECT: 1362 case POTION_EFFECT:
1457 remove_force (op); 1363 remove_force (op);
1458 return 1; 1364 break;
1459 1365
1460 case BLINDNESS: 1366 case BLINDNESS:
1461 remove_blindness (op); 1367 remove_blindness (op);
1462 return 0; 1368 break;
1463 1369
1464 case POISONING: 1370 case POISONING:
1465 poison_more (op); 1371 poison_more (op);
1466 return 0; 1372 break;
1467 1373
1468 case DISEASE: 1374 case DISEASE:
1469 move_disease (op); 1375 move_disease (op);
1470 return 0; 1376 break;
1471 1377
1472 case SYMPTOM: 1378 case SYMPTOM:
1473 move_symptom (op); 1379 move_symptom (op);
1474 return 0; 1380 break;
1475 1381
1476 case THROWN_OBJ: 1382 case THROWN_OBJ:
1477 case ARROW: 1383 case ARROW:
1478 move_arrow (op); 1384 move_arrow (op);
1479 return 0; 1385 break;
1480 1386
1481 case DOOR: 1387 case DOOR:
1482 remove_door (op); 1388 remove_door (op);
1483 return 0; 1389 break;
1484 1390
1485 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1486 remove_door2 (op); 1392 remove_door2 (op);
1487 return 0; 1393 break;
1488 1394
1489 case TELEPORTER: 1395 case TELEPORTER:
1490 move_teleporter (op); 1396 move_teleporter (op);
1491 return 0; 1397 break;
1492 1398
1493 case GOLEM: 1399 case GOLEM:
1494 move_golem (op); 1400 move_golem (op);
1495 return 0; 1401 break;
1496 1402
1497 case EARTHWALL: 1403 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0; 1405 break;
1500 1406
1501 case FIREWALL: 1407 case FIREWALL:
1502 move_firewall (op); 1408 move_firewall (op);
1503 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1504 animate_turning (op); 1410 animate_turning (op);
1505 return 0; 1411 break;
1506 1412
1507 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1508 do_mood_floor (op); 1414 do_mood_floor (op);
1509 return 0; 1415 break;
1510 1416
1511 case GATE: 1417 case GATE:
1512 move_gate (op); 1418 move_gate (op);
1513 return 0; 1419 break;
1514 1420
1515 case TIMED_GATE: 1421 case TIMED_GATE:
1516 move_timed_gate (op); 1422 move_timed_gate (op);
1517 return 0; 1423 break;
1518 1424
1519 case TRIGGER: 1425 case TRIGGER:
1520 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1523 animate_trigger (op); 1429 animate_trigger (op);
1524 return 0; 1430 break;
1525 1431
1526 case DETECTOR: 1432 case DETECTOR:
1527 move_detector (op); 1433 move_detector (op);
1528 1434
1529 case DIRECTOR: 1435 case DIRECTOR:
1530 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1531 animate_turning (op); 1437 animate_turning (op);
1532 return 0; 1438 break;
1533 1439
1534 case HOLE: 1440 case HOLE:
1535 move_hole (op); 1441 move_hole (op);
1536 return 0; 1442 break;
1537 1443
1538 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1539 move_deep_swamp (op); 1445 move_deep_swamp (op);
1540 return 0; 1446 break;
1541 1447
1542 case RUNE: 1448 case RUNE:
1543 case TRAP: 1449 case TRAP:
1544 move_rune (op); 1450 move_rune (op);
1545 return 0; 1451 break;
1546 1452
1547 case PLAYERMOVER: 1453 case PLAYERMOVER:
1548 move_player_mover (op); 1454 move_player_mover (op);
1549 return 0; 1455 break;
1550 1456
1551 case CREATOR: 1457 case CREATOR:
1552 move_creator (op); 1458 move_creator (op);
1553 return 0; 1459 break;
1554 1460
1555 case MARKER: 1461 case MARKER:
1556 move_marker (op); 1462 move_marker (op);
1557 return 0; 1463 break;
1558 1464
1559 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1560 move_player_changer (op); 1466 move_player_changer (op);
1561 return 0; 1467 break;
1562 1468
1563 case PEACEMAKER: 1469 case PEACEMAKER:
1564 move_peacemaker (op); 1470 move_peacemaker (op);
1565 return 0; 1471 break;
1566 }
1567 1472
1568 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 }
1569} 1491}
1492

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