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Comparing deliantra/server/server/time.C (file contents):
Revision 1.80 by root, Mon Sep 29 10:20:49 2008 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
60 } 61 }
61 62
62 op->destroy_inv (true); // be explicit about dropping 63 op->drop_and_destroy ();
63 op->destroy (true);
64} 64}
65 65
66void 66void
67remove_door2 (object *op) 67remove_door2 (object *op)
68{ 68{
79 } 79 }
80 } 80 }
81 81
82 if (op->other_arch) 82 if (op->other_arch)
83 { 83 {
84 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
85 tmp->x = op->x; 85 tmp->x = op->x;
86 tmp->y = op->y; 86 tmp->y = op->y;
87 tmp->map = op->map; 87 tmp->map = op->map;
88 tmp->level = op->level; 88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
90 } 90 }
91 91
92 op->destroy_inv (true); // be explicit about dropping 92 op->drop_and_destroy ();
93 op->destroy (true);
94} 93}
95 94
96void 95static void
97generate_monster (object *gen) 96generate_monster (object *gen)
98{ 97{
99 if (!gen->map) 98 if (!gen->map)
100 return; 99 return;
101 100
102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
103 return; 102 return;
104 103
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
105 object *op; 109 object *op;
106 int dir; 110 int dir;
107 111
108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
109 { 113 {
110 // either copy one item from the inventory... 114 // either copy one item from the inventory...
111 if (!gen->inv) 115 if (!gen->inv)
112 return; 116 return;
113 117
121 if (dir < 0) 125 if (dir < 0)
122 return; 126 return;
123 127
124 op = op->deep_clone (); 128 op = op->deep_clone ();
125 129
126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
127 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
128 } 132 }
129 else if (gen->other_arch) 133 else if (gen->other_arch)
130 { 134 {
131 // ...or use other_arch 135 // ...or use other_arch
132 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);
133 if (dir < 0) 137 if (dir < 0)
134 return; 138 return;
135 139
136 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
137 } 141 }
138 else 142 else
139 return; 143 return;
140 144
141 op->expand_tail (); 145 op->expand_tail ();
151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
152 156
153 return; 157 return;
154 } 158 }
155 159
156 op->destroy (true); 160 op->destroy ();
157} 161}
158 162
159void 163static void
160remove_force (object *op) 164remove_force (object *op)
161{ 165{
162 if (--op->duration > 0) 166 if (--op->duration > 0)
163 return; 167 return;
164 168
165 if (op->env) 169 if (op->env)
166 switch (op->subtype) 170 switch (op->subtype)
167 { 171 {
168 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
169 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
170 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");
171 175
172 default: 176 default:
173 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
174 change_abil (op->env, op); 178 change_abil (op->env, op);
175 op->env->update_stats (); 179 op->env->update_stats ();
176 } 180 }
177 181
178 op->destroy (true); 182 op->destroy ();
179} 183}
180 184
181void 185static void
182remove_blindness (object *op) 186remove_blindness (object *op)
183{ 187{
184 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
185 return; 189 return;
186 190
187 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
188 192
189 if (op->env) 193 if (op->env)
190 { 194 {
191 change_abil (op->env, op); 195 change_abil (op->env, op);
192 op->env->update_stats (); 196 op->env->update_stats ();
193 } 197 }
194 198
195 op->destroy (true); 199 op->destroy ();
196} 200}
197 201
198void 202static void
199poison_more (object *op) 203poison_more (object *op)
200{ 204{
201 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)
202 { 206 {
203 op->destroy (true); 207 op->destroy ();
204 return; 208 return;
205 } 209 }
206 210
207 if (op->stats.food == 1) 211 if (op->stats.food == 1)
208 { 212 {
209 /* 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
210 * will not do anything. 214 * will not do anything.
211 */ 215 */
212 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
213 { 217 {
214 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
215 op->env->update_stats (); 219 op->env->update_stats ();
216 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.");
217 } 221 }
218 222
219 op->destroy (true); 223 op->destroy ();
220 return; 224 return;
221 } 225 }
222 226
223 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
224 { 228 {
228 232
229 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
230} 234}
231 235
232 236
233void 237static void
234move_gate (object *op) 238move_gate (object *op)
235{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
236 object *tmp; 240 object *tmp;
237 241
238 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))
239 { 243 {
240 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));
241 op->stats.wc = 0; 245 op->stats.wc = 0;
242 } 246 }
243 247
244 /* We're going down */ 248 /* We're going down */
245 if (op->value) 249 if (op->value)
246 { 250 {
247 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
248 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
249 op->stats.wc = 0; 253 op->stats.wc = 0;
250 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
251 op->value = 0; 255 op->value = 0;
252 else 256 else
253 op->set_speed (0); 257 op->set_speed (0);
254 } 258 }
255 259
256 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
257 { 261 {
258 op->move_block = 0; 262 op->move_block = 0;
259 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
260 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
261 } 265 }
262 266
263 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
264 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
268 /* We're going up */ 272 /* We're going up */
269 273
270 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
271 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
272 { 276 {
273
274 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
275 * 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,
276 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
277 * the gate slightly. 280 * the gate slightly.
278 */ 281 */
279 282
280 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
281 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])
282 break; 285 break;
283 286
284 if (!tmp) 287 if (!tmp)
285 { 288 {
286 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
287 op->value = 1; 290 op->value = 1;
288 else 291 else
289 op->set_speed (0); 292 op->set_speed (0);
290 293
291 return; 294 return;
317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ; 321 ;
319 322
320 if (tmp) 323 if (tmp)
321 { 324 {
322 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
323 { 326 {
324 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);
325 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
326 329
327 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
329 } 332 }
330 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
331 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
332 * off the gate. 335 * off the gate.
333 */ 336 */
334 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]))
335 { 338 {
336 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
337 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);
338 341
339 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
347 } 350 }
348 } 351 }
349 352
350 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
353 break; 356 break;
354 357
355 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
356 if (tmp) 359 if (tmp)
357 op->stats.food = 1; 360 op->stats.food = 1;
358 else 361 else
359 { 362 {
360 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
361 364
362 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
363 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
364 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
365 } 368 }
366 } /* gate is halfway up */ 369 } /* gate is halfway up */
367 370
368 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
372 375
373/* hp : how long door is open/closed 376/* hp : how long door is open/closed
374 * maxhp : initial value for hp 377 * maxhp : initial value for hp
375 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
376 */ 379 */
377void 380static void
378move_timed_gate (object *op) 381move_timed_gate (object *op)
379{ 382{
380 int v = op->value; 383 int v = op->value;
381 384
382 if (op->stats.sp) 385 if (op->stats.sp)
401 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
402 * connected: connected value of detector 405 * connected: connected value of detector
403 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
404 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
405 */ 408 */
406 409static void
407void
408move_detector (object *op) 410move_detector (object *op)
409{ 411{
410 object *tmp; 412 object *tmp;
411 int last = op->value; 413 int last = op->value;
412 int detected; 414 int detected;
439 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
440 { 442 {
441 if (detected && last == 0) 443 if (detected && last == 0)
442 { 444 {
443 op->value = 1; 445 op->value = 1;
444 push_button (op); 446 push_button (op, tmp);
445 } 447 }
446 448
447 if (!detected && last == 1) 449 if (!detected && last == 1)
448 { 450 {
449 op->value = 0; 451 op->value = 0;
450 push_button (op); 452 push_button (op, tmp);
451 } 453 }
452 } 454 }
453 else 455 else
454 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
455 if (detected && last == 1) 457 if (detected && last == 1)
456 { 458 {
457 op->value = 0; 459 op->value = 0;
458 push_button (op); 460 push_button (op, tmp);
459 } 461 }
460 462
461 if (!detected && last == 0) 463 if (!detected && last == 0)
462 { 464 {
463 op->value = 1; 465 op->value = 1;
464 push_button (op); 466 push_button (op, tmp);
465 } 467 }
466 } 468 }
467} 469}
468 470
469void 471void
479 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
480 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
481 } 483 }
482} 484}
483 485
484void 486static void
485move_hole (object *op) 487move_hole (object *op)
486{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
487 if (op->value) 489 if (op->value)
488 { /* We're opening */ 490 { /* We're opening */
489 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
499 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
500 } 502 }
501 } 503 }
502 504
503 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
504 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
505 return; 507 return;
506 } 508 }
507 509
508 /* We're closing */ 510 /* We're closing */
509 op->move_on = 0; 511 op->move_on = 0;
510 512
511 op->stats.wc++; 513 op->stats.wc++;
512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
513 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514 516
515 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
518 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
519} 521}
520 522
521 523
522/* 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
545 547
546 if (payload == NULL) 548 if (payload == NULL)
547 return NULL; 549 return NULL;
548 550
549 payload->remove (); 551 payload->remove ();
550 op->destroy (true); 552 op->destroy ();
551 return payload; 553 return payload;
552 } 554 }
553 555
554 case ARROW: 556 case ARROW:
555 if (op->has_active_speed ()) 557 if (op->has_active_speed ())
570fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
571{ 573{
572 if (map == NULL) 574 if (map == NULL)
573 return; 575 return;
574 576
575 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
576 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
577 else if (op->type == ARROW) 579 else if (op->type == ARROW)
578 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
579} 581}
580 582
582fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
583{ 585{
584 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
585 { 587 {
586 /* Small chance of breaking */ 588 /* Small chance of breaking */
587 op->destroy (true); 589 op->destroy ();
588 return NULL; 590 return NULL;
589 } 591 }
590 592
591 op->set_speed (0); 593 op->set_speed (0);
592 op->direction = 0; 594 op->direction = 0;
596 598
597 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
598 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
599 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
600 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
601 604
602 if (op->spellarg)
603 {
604 op->slaying = op->spellarg;
605 free (op->spellarg);
606 op->spellarg = 0;
607 }
608 else
609 op->slaying = 0;
610
611 /* 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 */
612 op->spellarg = NULL; 606 op->custom_name = 0;
613 op->stats.sp = 0; 607 op->stats.sp = 0;
614 op->stats.hp = 0; 608 op->stats.hp = 0;
615 op->stats.grace = 0; 609 op->stats.grace = 0;
616 op->level = 0; 610 op->level = 0;
617 op->face = op->arch->face; 611 op->face = op->arch->face;
618 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
619 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
620 return op; 616 return op;
621} 617}
622 618
623/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
624 * 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
638 // replace this by straightforward drop to ground? 634 // replace this by straightforward drop to ground?
639 object *payload = op->inv; 635 object *payload = op->inv;
640 636
641 payload->owner = 0; 637 payload->owner = 0;
642 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
643 op->destroy (true); 639 op->destroy ();
644 } 640 }
645 else 641 else
646 { 642 {
647 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
648 644
649 if (op) 645 if (op)
650 merge_ob (op, 0); 646 merge_ob (op, 0);
651 } 647 }
652} 648}
653 649
654/* 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.
655 */ 651 */
656void 652void
657move_arrow (object *op) 653move_arrow (object *op)
658{ 654{
659 int was_reflected; 655 int was_reflected;
660 656
661 if (!op->map) 657 if (!op->map)
662 { 658 {
663 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
664 op->destroy (true); 660 op->destroy ();
665 return; 661 return;
666 } 662 }
667 663
668 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
669 if (op->type == THROWN_OBJ) 665 if (op->type == THROWN_OBJ)
676 * 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,
677 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
678 */ 674 */
679 if (!op->inv) 675 if (!op->inv)
680 { 676 {
681 op->destroy (true); 677 op->destroy ();
682 return; 678 return;
683 } 679 }
684 680
685 if (op->last_sp-- < 0) 681 if (op->last_sp-- < 0)
686 { 682 {
687 stop_arrow (op); 683 stop_arrow (op);
688 return; 684 return;
689 } 685 }
690 } 686 }
691 687
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
692 /* 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
693 values look rediculous. */ 694 values look rediculous. */
694 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
695 { 696 {
696 stop_arrow (op); 697 stop_arrow (op);
697 return; 698 return;
698 } 699 }
699 700
712 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
713 { 714 {
714 object *tmp; 715 object *tmp;
715 716
716 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
717 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
718 break; 719 break;
719 720
720 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
721 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
722 * move into it. 723 * move into it.
725 { 726 {
726 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
727 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
728 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
729 */ 730 */
730 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))
731 { 732 {
732 int number = op->face;
733
734 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
735 update_turn_face (op); 734 update_turn_face (op);
736 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
737 } 736 }
738 else 737 else
754 * 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
755 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
756 * 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
757 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
758 */ 757 */
759 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
760 { 759 {
761 stop_arrow (op); 760 stop_arrow (op);
762 return; 761 return;
763 } 762 }
764 else 763 else
813 return; 812 return;
814 } 813 }
815 814
816 /* update object image for new facing */ 815 /* update object image for new facing */
817 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
818 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
819 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
820 } /* object is reflected */ 819 } /* object is reflected */
821 } /* object ran into a wall */ 820 } /* object ran into a wall */
822 821
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed.
825 */
826 op->speed -= 0.05;
827
828 /* Move the arrow. */ 822 /* Move the arrow. */
829 op->move_to (pos); 823 op->move_to (pos);
830} 824}
831 825
832void 826static void
833change_object (object *op) 827change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (!op->other_arch) 829 if (!op->other_arch)
838 { 830 {
839 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 ());
840 return; 832 return;
841 } 833 }
842 834
843 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
845 { 837 {
846 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
847 return; 839 return;
848 840
849 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
850 } 842 }
851 843
852 object *env = op->env; 844 object *env = op->env;
853 845
854 op->remove (); 846 op->remove ();
855 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
856 { 848 {
857 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
858
859 if (op->type == LAMP)
860 tmp->stats.food = op->stats.food - 1;
861 850
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863 852
864 if (env) 853 if (env)
865 env->insert (tmp); 854 env->insert (tmp);
866 else 855 else
867 { 856 {
868 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
869 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
870 tmp->destroy (true); 860 tmp->destroy ();
871 else 861 else
872 { 862 {
873 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
874 864
875 if (pos.normalise ()) 865 if (pos.normalise ())
876 pos.insert (tmp, op); 866 pos.insert (tmp, op);
877 } 867 }
878 } 868 }
879 } 869 }
880 870
881 op->destroy (true); 871 op->destroy ();
882} 872}
883 873
884void 874void
885move_teleporter (object *op) 875move_teleporter (object *op)
886{ 876{
898 888
899 if (op->head) 889 if (op->head)
900 head = op->head; 890 head = op->head;
901 891
902 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
904 break; 894 break;
905 895
906 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
908 return; 898 return;
909 899
910 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
911 { 901 {
912 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
923 else if (EXIT_X (head) || EXIT_Y (head)) 913 else if (EXIT_X (head) || EXIT_Y (head))
924 { 914 {
925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 915 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
926 { 916 {
927 LOG (llevError, "Removed illegal teleporter.\n"); 917 LOG (llevError, "Removed illegal teleporter.\n");
928 head->destroy (true); 918 head->destroy ();
929 return; 919 return;
930 } 920 }
931 921
932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
933 return; 923 return;
947/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
948 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
949 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
950 can't be generalized. 940 can't be generalized.
951*/ 941*/
952void 942static void
953move_player_changer (object *op) 943move_player_changer (object *op)
954{ 944{
955 object *player;
956 object *walk;
957
958 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
959 return; 946 return;
960 947
961 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
962 * needs to be on top. 949 * needs to be on top.
963 */ 950 */
964 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
965 { 952 {
953 object *player = op->above;
954
966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
967 return; 956 return;
968 957
969 player = op->above;
970
971 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
972 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
973 960
974 player->update_stats (); 961 player->update_stats ();
975 962
976 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1014 } 1001 }
1015 1002
1016 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);
1017} 1004}
1018 1005
1019/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1020 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1021 * 1008 *
1022 * 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
1023 * 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.
1024 * 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,
1025 * 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,
1026 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1027 */ 1014 */
1028void 1015static void
1029move_player_mover (object *op) 1016move_player_mover (object *op)
1030{ 1017{
1031 int dir = op->stats.sp; 1018 int dir = 0;
1032 sint16 nx, ny;
1033 maptile *m;
1034
1035 /* Determine direction now for random movers so we do the right thing */
1036 if (!dir)
1037 dir = rndm (1, 8);
1038 1019
1039 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1040 { 1021 {
1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1042 (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)
1043 { 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 }
1044 1045
1045 if (victim->head) 1046 if (victim->head)
1046 victim = victim->head; 1047 victim = victim->head;
1047 1048
1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1049 {
1050 op->remove ();
1051 return;
1052 }
1053
1054 nx = op->x + freearr_x[dir];
1055 ny = op->y + freearr_y[dir];
1056 m = op->map;
1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1060 return;
1061 }
1062
1063 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1064 return; 1050 return;
1065 1051
1066 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)
1067 { 1053 {
1068 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1069 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1070 1056
1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1072 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 */
1073 } 1059 }
1074 1060
1075 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1076 { 1062 {
1077 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1078 if (op->level) 1064 if (op->level)
1079 { 1065 {
1080 /* 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
1081 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1083 * get to this space. 1069 * get to this space.
1084 */ 1070 */
1085 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1087 move_player (victim, dir); 1073 move_player (victim, dir);
1088 } 1074 }
1089 else 1075 else
1090 return; 1076 return;
1091 } 1077 }
1092 else 1078 else
1093 move_object (victim, dir); 1079 victim->move (dir);
1094 1080
1095 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1097 1083
1098 if (op->attacktype) 1084 if (op->attacktype)
1099 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1100 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);
1101 } 1087 }
1102 } 1088 }
1103 } 1089 }
1104} 1090}
1105 1091
1127 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1128 { 1114 {
1129 if (op->other_arch->archname == tmp->arch->archname) 1115 if (op->other_arch->archname == tmp->arch->archname)
1130 { 1116 {
1131 if (op->level <= 0) 1117 if (op->level <= 0)
1132 tmp->destroy (true); 1118 tmp->destroy ();
1133 else 1119 else
1134 { 1120 {
1135 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1136 1122
1137 if (new_nrof >= 1UL << 31) 1123 if (new_nrof >= 1UL << 31)
1161void 1147void
1162move_creator (object *creator) 1148move_creator (object *creator)
1163{ 1149{
1164 object *new_ob; 1150 object *new_ob;
1165 1151
1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1167 { 1153 {
1168 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1169 return; 1155 return;
1170 } 1156 }
1171 1157
1172 if (creator->inv != NULL) 1158 if (creator->inv)
1173 { 1159 {
1174 object *ob; 1160 object *ob;
1175 int i; 1161 int i;
1176 object *ob_to_copy; 1162 object *ob_to_copy;
1177 1163
1178 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1179 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1180 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++)
1181 { 1167 {
1182 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1183 { 1169 {
1184 ob_to_copy = ob; 1170 ob_to_copy = ob;
1185 } 1171 }
1186 } 1172 }
1173
1187 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1190 } 1177 }
1191 else 1178 else
1192 { 1179 {
1193 if (!creator->other_arch) 1180 if (!creator->other_arch)
1202 } 1189 }
1203 1190
1204 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1206 { 1193 {
1207 op->destroy_inv (false); // remove when desttroy does this
1208 new_ob->destroy (true); 1194 new_ob->destroy ();
1209 return; 1195 return;
1210 } 1196 }
1211 1197
1212 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1213 // 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
1214 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1215 1202
1216 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);
1217 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1218 return; 1205 return;
1219 1206
1220 if (creator->slaying) 1207 if (creator->slaying)
1221 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1222} 1209}
1234{ 1221{
1235 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1236 { 1223 {
1237 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1238 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1239 force->destroy (true); 1226 force->destroy ();
1240 1227
1241 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1242 { 1229 {
1243 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1244 1231
1245 if (op->msg) 1232 if (op->msg)
1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1250 op->stats.hp--; 1237 op->stats.hp--;
1251 1238
1252 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1253 { 1240 {
1254 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1255 op->destroy (true); 1242 op->destroy ();
1256 return; 1243 return;
1257 } 1244 }
1258 } 1245 }
1259 } 1246 }
1260 } 1247 }
1261} 1248}
1262 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
1263void 1296void
1264process_object (object *op) 1297process_object (object *op)
1265{ 1298{
1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1267 return; 1300 return;
1268 1301
1269 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1270 return; 1303 return;
1271 1304
1272 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1274 return; 1307 return;
1275 1308
1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1277 { 1310 {
1278 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1279 1312
1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1281 make_sure_seen (op); 1314 make_sure_seen (op);
1282 } 1315 }
1283 1316
1284 if (expect_false ( 1317 if (expect_false (
1285 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1288 )) 1321 ))
1289 { 1322 {
1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1291 { 1324 {
1292 change_object (op); 1325 change_object (op);
1293 return; 1326 return;
1294 } 1327 }
1295 1328
1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1297 generate_monster (op); 1330 generate_monster (op);
1298 1331
1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1300 { 1333 {
1301 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1302 remove_force (op); 1335 remove_force (op);
1303 else 1336 else
1304 { 1337 {
1305 op->remove (); // TODO: really necessary? 1338 op->remove (); // TODO: really necessary?
1306 1339
1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1308 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1309 1342
1310 op->destroy_inv (false); // be explicit about dropping
1311 op->destroy (true); 1343 op->drop_and_destroy ();
1312 } 1344 }
1313 1345
1314 return; 1346 return;
1315 } 1347 }
1316 } 1348 }
1440 1472
1441 case PLAYER: 1473 case PLAYER:
1442 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1443 ++op->speed_left; 1475 ++op->speed_left;
1444 break; 1476 break;
1445 }
1446}
1447 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

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