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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.69 by root, Sat Sep 15 15:58:06 2007 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
35 */ 36 */
36void 37void
37remove_door (object *op) 38remove_door (object *op)
38{ 39{
39 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
40 object *tmp; 42 object *tmp;
41 43 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 44 pos.move (i);
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
44 { 47 {
45 tmp->set_speed (0.1f); 48 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 49 tmp->speed_left = -0.2f;
47 } 50 }
51 }
48 52
49 if (op->other_arch) 53 if (op->other_arch)
50 { 54 {
51 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 56 tmp->x = op->x;
53 tmp->y = op->y; 57 tmp->y = op->y;
54 tmp->map = op->map; 58 tmp->map = op->map;
55 tmp->level = op->level; 59 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
57 } 61 }
58 62
59 op->destroy (); 63 op->drop_and_destroy ();
60} 64}
61 65
62void 66void
63remove_door2 (object *op) 67remove_door2 (object *op)
64{ 68{
75 } 79 }
76 } 80 }
77 81
78 if (op->other_arch) 82 if (op->other_arch)
79 { 83 {
80 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 85 tmp->x = op->x;
82 tmp->y = op->y; 86 tmp->y = op->y;
83 tmp->map = op->map; 87 tmp->map = op->map;
84 tmp->level = op->level; 88 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
86 } 90 }
87 91
88 op->destroy (); 92 op->drop_and_destroy ();
89} 93}
90 94
91void 95static void
92generate_monster (object *gen) 96generate_monster (object *gen)
93{ 97{
94 if (!gen->map) 98 if (!gen->map)
95 return; 99 return;
96 100
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 102 return;
99 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
100 object *op; 109 object *op;
101 int dir; 110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
114 123
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0) 125 if (dir < 0)
117 return; 126 return;
118 127
119 op = object_create_clone (op); 128 op = op->deep_clone ();
120 129
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 132 }
124 else if (gen->other_arch) 133 else if (gen->other_arch)
125 { 134 {
126 // ...or use other_arch 135 // ...or use other_arch
127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0) 137 if (dir < 0)
129 return; 138 return;
130 139
131 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
132 } 141 }
133 else 142 else
134 return; 143 return;
135 144
136 op->expand_tail (); 145 op->expand_tail ();
149 } 158 }
150 159
151 op->destroy (); 160 op->destroy ();
152} 161}
153 162
154void 163static void
155remove_force (object *op) 164remove_force (object *op)
156{ 165{
157 if (--op->duration > 0) 166 if (--op->duration > 0)
158 return; 167 return;
159 168
160 if (op->env) 169 if (op->env)
161 switch (op->subtype) 170 switch (op->subtype)
162 { 171 {
163 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
164 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
165 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");
166 175
167 default: 176 default:
168 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
169 change_abil (op->env, op); 178 change_abil (op->env, op);
170 op->env->update_stats (); 179 op->env->update_stats ();
171 } 180 }
172 181
173 op->destroy (); 182 op->destroy ();
174} 183}
175 184
176void 185static void
177remove_blindness (object *op) 186remove_blindness (object *op)
178{ 187{
179 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
180 return; 189 return;
181 190
182 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
183 192
184 if (op->env) 193 if (op->env)
185 { 194 {
186 change_abil (op->env, op); 195 change_abil (op->env, op);
187 op->env->update_stats (); 196 op->env->update_stats ();
188 } 197 }
189 198
190 op->destroy (); 199 op->destroy ();
191} 200}
192 201
193void 202static void
194poison_more (object *op) 203poison_more (object *op)
195{ 204{
196 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)
197 { 206 {
198 op->destroy (); 207 op->destroy ();
199 return; 208 return;
200 } 209 }
201 210
204 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
205 * will not do anything. 214 * will not do anything.
206 */ 215 */
207 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
208 { 217 {
209 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
210 op->env->update_stats (); 219 op->env->update_stats ();
211 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.");
212 } 221 }
213 222
214 op->destroy (); 223 op->destroy ();
223 232
224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
225} 234}
226 235
227 236
228void 237static void
229move_gate (object *op) 238move_gate (object *op)
230{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
231 object *tmp; 240 object *tmp;
232 241
233 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))
234 { 243 {
235 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));
236 op->stats.wc = 0; 245 op->stats.wc = 0;
237 } 246 }
238 247
239 /* We're going down */ 248 /* We're going down */
240 if (op->value) 249 if (op->value)
241 { 250 {
242 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
243 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
244 op->stats.wc = 0; 253 op->stats.wc = 0;
245 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
246 op->value = 0; 255 op->value = 0;
247 else 256 else
248 op->set_speed (0); 257 op->set_speed (0);
249 } 258 }
250 259
251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
252 { 261 {
253 op->move_block = 0; 262 op->move_block = 0;
254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
255 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
256 } 265 }
257 266
258 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
259 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
263 /* We're going up */ 272 /* We're going up */
264 273
265 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
266 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
267 { 276 {
268
269 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
270 * 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,
271 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
272 * the gate slightly. 280 * the gate slightly.
273 */ 281 */
274 282
275 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
276 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])
277 break; 285 break;
278 286
279 if (!tmp) 287 if (!tmp)
280 { 288 {
281 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
282 op->value = 1; 290 op->value = 1;
283 else 291 else
284 op->set_speed (0); 292 op->set_speed (0);
285 293
286 return; 294 return;
312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ; 321 ;
314 322
315 if (tmp) 323 if (tmp)
316 { 324 {
317 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
318 { 326 {
319 hit_player (tmp, random_roll (0, 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);
320 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
321 329
322 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
324 } 332 }
325 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
326 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
327 * off the gate. 335 * off the gate.
328 */ 336 */
329 else 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]))
330 { 338 {
331 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
333 341
334 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
342 } 350 }
343 } 351 }
344 352
345 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
346 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
347 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])
348 break; 356 break;
349 357
350 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
351 if (tmp) 359 if (tmp)
352 op->stats.food = 1; 360 op->stats.food = 1;
353 else 361 else
354 { 362 {
355 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
356 364
357 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
358 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
359 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
360 } 368 }
361 } /* gate is halfway up */ 369 } /* gate is halfway up */
362 370
363 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
367 375
368/* hp : how long door is open/closed 376/* hp : how long door is open/closed
369 * maxhp : initial value for hp 377 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
371 */ 379 */
372void 380static void
373move_timed_gate (object *op) 381move_timed_gate (object *op)
374{ 382{
375 int v = op->value; 383 int v = op->value;
376 384
377 if (op->stats.sp) 385 if (op->stats.sp)
396 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
397 * connected: connected value of detector 405 * connected: connected value of detector
398 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
399 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
400 */ 408 */
401 409static void
402void
403move_detector (object *op) 410move_detector (object *op)
404{ 411{
405 object *tmp; 412 object *tmp;
406 int last = op->value; 413 int last = op->value;
407 int detected; 414 int detected;
434 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
435 { 442 {
436 if (detected && last == 0) 443 if (detected && last == 0)
437 { 444 {
438 op->value = 1; 445 op->value = 1;
439 push_button (op); 446 push_button (op, tmp);
440 } 447 }
441 448
442 if (!detected && last == 1) 449 if (!detected && last == 1)
443 { 450 {
444 op->value = 0; 451 op->value = 0;
445 push_button (op); 452 push_button (op, tmp);
446 } 453 }
447 } 454 }
448 else 455 else
449 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
450 if (detected && last == 1) 457 if (detected && last == 1)
451 { 458 {
452 op->value = 0; 459 op->value = 0;
453 push_button (op); 460 push_button (op, tmp);
454 } 461 }
455 462
456 if (!detected && last == 0) 463 if (!detected && last == 0)
457 { 464 {
458 op->value = 1; 465 op->value = 1;
459 push_button (op); 466 push_button (op, tmp);
460 } 467 }
461 } 468 }
462} 469}
463 470
464void 471void
474 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
475 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
476 } 483 }
477} 484}
478 485
479void 486static void
480move_hole (object *op) 487move_hole (object *op)
481{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
482 object *next, *tmp;
483
484 if (op->value) 489 if (op->value)
485 { /* We're opening */ 490 { /* We're opening */
486 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
487 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
488 op->stats.wc = 0; 493 op->stats.wc = 0;
489 op->set_speed (0); 494 op->set_speed (0);
490 495
491 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
492 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
493 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
494 { 499 {
495 next = tmp->above; 500 next = tmp->above;
496 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
497 } 502 }
498 } 503 }
499 504
500 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
502 return; 507 return;
503 } 508 }
504 509
505 /* We're closing */ 510 /* We're closing */
506 op->move_on = 0; 511 op->move_on = 0;
507 512
508 op->stats.wc++; 513 op->stats.wc++;
509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
510 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
511 516
512 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
513 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
514 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
515 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
516} 521}
517 522
518 523
519/* 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
540 { 545 {
541 object *payload = op->inv; 546 object *payload = op->inv;
542 547
543 if (payload == NULL) 548 if (payload == NULL)
544 return NULL; 549 return NULL;
550
545 payload->remove (); 551 payload->remove ();
546 op->destroy (); 552 op->destroy ();
547 return payload; 553 return payload;
548 } 554 }
549 555
566fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
567{ 573{
568 if (map == NULL) 574 if (map == NULL)
569 return; 575 return;
570 576
571 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
572 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
573 else if (op->type == ARROW) 579 else if (op->type == ARROW)
574 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
575} 581}
576 582
592 598
593 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
594 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
595 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
596 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
597 604
598 if (op->spellarg)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = 0;
603 }
604 else
605 op->slaying = 0;
606
607 /* 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 */
608 op->spellarg = NULL; 606 op->custom_name = 0;
609 op->stats.sp = 0; 607 op->stats.sp = 0;
610 op->stats.hp = 0; 608 op->stats.hp = 0;
611 op->stats.grace = 0; 609 op->stats.grace = 0;
612 op->level = 0; 610 op->level = 0;
613 op->face = op->arch->face; 611 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
615 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
616 return op; 616 return op;
617} 617}
618 618
619/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
620 * 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
629 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
630 return; 630 return;
631 631
632 if (op->inv) 632 if (op->inv)
633 { 633 {
634 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 635 object *payload = op->inv;
635 636
636 payload->remove ();
637 payload->owner = 0; 637 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 639 op->destroy ();
640 } 640 }
641 else 641 else
645 if (op) 645 if (op)
646 merge_ob (op, 0); 646 merge_ob (op, 0);
647 } 647 }
648} 648}
649 649
650/* 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.
651 */ 651 */
652void 652void
653move_arrow (object *op) 653move_arrow (object *op)
654{ 654{
655 int was_reflected; 655 int was_reflected;
656 656
657 if (!op->map) 657 if (!op->map)
658 { 658 {
659 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
660 op->destroy (); 660 op->destroy ();
661 return; 661 return;
662 } 662 }
663 663
664 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
670 * 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,
671 * 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
672 * 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,
673 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
674 */ 674 */
675 if (op->inv == NULL) 675 if (!op->inv)
676 { 676 {
677 op->destroy (); 677 op->destroy ();
678 return; 678 return;
679 } 679 }
680 680
683 stop_arrow (op); 683 stop_arrow (op);
684 return; 684 return;
685 } 685 }
686 } 686 }
687 687
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
688 /* 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
689 values look rediculous. */ 694 values look rediculous. */
690 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
691 { 696 {
692 stop_arrow (op); 697 stop_arrow (op);
693 return; 698 return;
694 } 699 }
695 700
708 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
709 { 714 {
710 object *tmp; 715 object *tmp;
711 716
712 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
713 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
714 break; 719 break;
715 720
716 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
717 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
718 * move into it. 723 * move into it.
721 { 726 {
722 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
723 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
724 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
725 */ 730 */
726 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))
727 { 732 {
728 int number = op->face;
729
730 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
731 update_turn_face (op); 734 update_turn_face (op);
732 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
733 } 736 }
734 else 737 else
750 * 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
751 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
752 * 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
753 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
754 */ 757 */
755 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
756 { 759 {
757 stop_arrow (op); 760 stop_arrow (op);
758 return; 761 return;
759 } 762 }
760 else 763 else
809 return; 812 return;
810 } 813 }
811 814
812 /* update object image for new facing */ 815 /* update object image for new facing */
813 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
814 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
815 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
816 } /* object is reflected */ 819 } /* object is reflected */
817 } /* object ran into a wall */ 820 } /* object ran into a wall */
818 821
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed.
821 */
822 op->speed -= 0.05;
823
824 /* Move the arrow. */ 822 /* Move the arrow. */
825 op->move_to (pos); 823 op->move_to (pos);
826} 824}
827 825
828void 826static void
829change_object (object *op) 827change_object (object *op)
830{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (!op->other_arch) 829 if (!op->other_arch)
834 { 830 {
835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
836 return; 832 return;
837 } 833 }
838 834
839 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
841 { 837 {
842 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
843 return; 839 return;
844 840
845 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
846 } 842 }
847 843
848 object *env = op->env; 844 object *env = op->env;
849 845
850 op->remove (); 846 op->remove ();
851 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
852 { 848 {
853 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
854
855 if (op->type == LAMP)
856 tmp->stats.food = op->stats.food - 1;
857 850
858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
859 if (env) 853 if (env)
860 {
861 tmp = env->insert (tmp); 854 env->insert (tmp);
862
863 /* If this object is the players inventory, we need to tell the
864 * client of the change. Insert_ob_in_map takes care of the
865 * updating the client, so we don't need to do that below.
866 */
867 if (object *pl = op->in_player ())
868 {
869 esrv_del_item (pl->contr, op->count);
870 esrv_send_item (pl, tmp);
871 }
872 }
873 else 855 else
874 { 856 {
875 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
876 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
877 tmp->destroy (); 860 tmp->destroy ();
878 else 861 else
879 { 862 {
880 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
905 888
906 if (op->head) 889 if (op->head)
907 head = op->head; 890 head = op->head;
908 891
909 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
911 break; 894 break;
912 895
913 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
915 return; 898 return;
916 899
917 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
918 { 901 {
919 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
944 else 927 else
945 { 928 {
946 /* Random teleporter */ 929 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return; 931 return;
932
949 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
950 } 934 }
951} 935}
952 936
953/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
955 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
956 can't be generalized. 940 can't be generalized.
957*/ 941*/
958void 942static void
959move_player_changer (object *op) 943move_player_changer (object *op)
960{ 944{
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
965 return; 946 return;
966 947
967 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
968 * needs to be on top. 949 * needs to be on top.
969 */ 950 */
970 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
971 { 952 {
953 object *player = op->above;
954
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return; 956 return;
974 957
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
979 960
980 player->update_stats (); 961 player->update_stats ();
981 962
982 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1020 } 1001 }
1021 1002
1022 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);
1023} 1004}
1024 1005
1025/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1026 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1027 * 1008 *
1028 * 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
1029 * 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.
1030 * 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,
1031 * 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,
1032 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1033 */ 1014 */
1034void 1015static void
1035move_player_mover (object *op) 1016move_player_mover (object *op)
1036{ 1017{
1037 int dir = op->stats.sp; 1018 int dir = 0;
1038 sint16 nx, ny;
1039 maptile *m;
1040
1041 /* Determine direction now for random movers so we do the right thing */
1042 if (!dir)
1043 dir = rndm (1, 8);
1044 1019
1045 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 { 1021 {
1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1048 (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)
1049 { 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 }
1050 1045
1051 if (victim->head) 1046 if (victim->head)
1052 victim = victim->head; 1047 victim = victim->head;
1053 1048
1054 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1055 {
1056 op->remove ();
1057 return;
1058 }
1059
1060 nx = op->x + freearr_x[dir];
1061 ny = op->y + freearr_y[dir];
1062 m = op->map;
1063 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1064 {
1065 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1066 return;
1067 }
1068
1069 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1070 return; 1050 return;
1071 1051
1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1073 { 1053 {
1074 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1075 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1076 1056
1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1078 op->speed_left = -1.1f; /* 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 */
1079 } 1059 }
1080 1060
1081 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1082 { 1062 {
1083 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1084 if (op->level) 1064 if (op->level)
1085 { 1065 {
1086 /* 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
1087 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1089 * get to this space. 1069 * get to this space.
1090 */ 1070 */
1091 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1093 move_player (victim, dir); 1073 move_player (victim, dir);
1094 } 1074 }
1095 else 1075 else
1096 return; 1076 return;
1097 } 1077 }
1098 else 1078 else
1099 move_object (victim, dir); 1079 victim->move (dir);
1100 1080
1101 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1103 1083
1104 if (op->attacktype) 1084 if (op->attacktype)
1105 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1107 } 1087 }
1108 } 1088 }
1109 } 1089 }
1110} 1090}
1111 1091
1167void 1147void
1168move_creator (object *creator) 1148move_creator (object *creator)
1169{ 1149{
1170 object *new_ob; 1150 object *new_ob;
1171 1151
1172 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1173 { 1153 {
1174 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1175 return; 1155 return;
1176 } 1156 }
1177 1157
1178 if (creator->inv != NULL) 1158 if (creator->inv)
1179 { 1159 {
1180 object *ob; 1160 object *ob;
1181 int i; 1161 int i;
1182 object *ob_to_copy; 1162 object *ob_to_copy;
1183 1163
1184 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1185 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1186 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++)
1187 { 1167 {
1188 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1189 { 1169 {
1190 ob_to_copy = ob; 1170 ob_to_copy = ob;
1191 } 1171 }
1192 } 1172 }
1193 new_ob = object_create_clone (ob_to_copy); 1173
1194 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);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 } 1177 }
1197 else 1178 else
1198 { 1179 {
1199 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1200 { 1181 {
1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1202 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return; 1184 return;
1204 } 1185 }
1214 return; 1195 return;
1215 } 1196 }
1216 1197
1217 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes 1199 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1220 1202
1221 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);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1223 return; 1205 return;
1224 1206
1225 if (creator->slaying) 1207 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229} 1209}
1230 1210
1231/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1243 { 1223 {
1244 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1246 force->destroy (); 1226 force->destroy ();
1247 1227
1248 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1249 { 1229 {
1250 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1251 1231
1252 if (op->msg) 1232 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1265 } 1245 }
1266 } 1246 }
1267 } 1247 }
1268} 1248}
1269 1249
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
1270void 1296void
1271process_object (object *op) 1297process_object (object *op)
1272{ 1298{
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1274 return; 1300 return;
1275 1301
1276 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1277 return; 1303 return;
1278 1304
1279 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1281 return; 1307 return;
1282 1308
1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1284 { 1310 {
1285 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1286 1312
1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1288 make_sure_seen (op); 1314 make_sure_seen (op);
1289 } 1315 }
1290 1316
1291 if (expect_false ( 1317 if (expect_false (
1292 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1295 )) 1321 ))
1296 { 1322 {
1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1298 { 1324 {
1299 change_object (op); 1325 change_object (op);
1300 return; 1326 return;
1301 } 1327 }
1302 1328
1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1304 generate_monster (op); 1330 generate_monster (op);
1305 1331
1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1307 { 1333 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1309 remove_force (op); 1335 remove_force (op);
1310 else 1336 else
1311 { 1337 {
1312 /* If necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1313 if (object *pl = op->in_player ())
1314 esrv_del_item (pl->contr, op->count);
1315 1339
1316 op->remove ();
1317
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1320 1342
1321 op->destroy (); 1343 op->drop_and_destroy ();
1322 } 1344 }
1323 1345
1324 return; 1346 return;
1325 } 1347 }
1326 } 1348 }
1450 1472
1451 case PLAYER: 1473 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left; 1475 ++op->speed_left;
1454 break; 1476 break;
1455 }
1456}
1457 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 }
1491}
1492

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines