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Comparing deliantra/server/server/time.C (file contents):
Revision 1.81 by root, Mon Sep 29 10:31:32 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);
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->drop_and_destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return; 102 return;
102 103
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
103 object *op; 109 object *op;
104 int dir; 110 int dir;
105 111
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
107 { 113 {
108 // either copy one item from the inventory... 114 // either copy one item from the inventory...
109 if (!gen->inv) 115 if (!gen->inv)
110 return; 116 return;
111 117
119 if (dir < 0) 125 if (dir < 0)
120 return; 126 return;
121 127
122 op = op->deep_clone (); 128 op = op->deep_clone ();
123 129
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 132 }
127 else if (gen->other_arch) 133 else if (gen->other_arch)
128 { 134 {
129 // ...or use other_arch 135 // ...or use other_arch
130 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);
131 if (dir < 0) 137 if (dir < 0)
132 return; 138 return;
133 139
134 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
135 } 141 }
136 else 142 else
137 return; 143 return;
138 144
139 op->expand_tail (); 145 op->expand_tail ();
149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
150 156
151 return; 157 return;
152 } 158 }
153 159
154 op->destroy (true); 160 op->destroy ();
155} 161}
156 162
157void 163static void
158remove_force (object *op) 164remove_force (object *op)
159{ 165{
160 if (--op->duration > 0) 166 if (--op->duration > 0)
161 return; 167 return;
162 168
163 if (op->env) 169 if (op->env)
164 switch (op->subtype) 170 switch (op->subtype)
165 { 171 {
166 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
168 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");
169 175
170 default: 176 default:
171 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
172 change_abil (op->env, op); 178 change_abil (op->env, op);
173 op->env->update_stats (); 179 op->env->update_stats ();
174 } 180 }
175 181
176 op->destroy (true); 182 op->destroy ();
177} 183}
178 184
179void 185static void
180remove_blindness (object *op) 186remove_blindness (object *op)
181{ 187{
182 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
183 return; 189 return;
184 190
185 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
186 192
187 if (op->env) 193 if (op->env)
188 { 194 {
189 change_abil (op->env, op); 195 change_abil (op->env, op);
190 op->env->update_stats (); 196 op->env->update_stats ();
191 } 197 }
192 198
193 op->destroy (true); 199 op->destroy ();
194} 200}
195 201
196void 202static void
197poison_more (object *op) 203poison_more (object *op)
198{ 204{
199 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)
200 { 206 {
201 op->destroy (true); 207 op->destroy ();
202 return; 208 return;
203 } 209 }
204 210
205 if (op->stats.food == 1) 211 if (op->stats.food == 1)
206 { 212 {
207 /* 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
208 * will not do anything. 214 * will not do anything.
209 */ 215 */
210 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
211 { 217 {
212 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
213 op->env->update_stats (); 219 op->env->update_stats ();
214 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.");
215 } 221 }
216 222
217 op->destroy (true); 223 op->destroy ();
218 return; 224 return;
219 } 225 }
220 226
221 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
222 { 228 {
226 232
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228} 234}
229 235
230 236
231void 237static void
232move_gate (object *op) 238move_gate (object *op)
233{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
234 object *tmp; 240 object *tmp;
235 241
236 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))
237 { 243 {
238 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));
239 op->stats.wc = 0; 245 op->stats.wc = 0;
240 } 246 }
241 247
242 /* We're going down */ 248 /* We're going down */
243 if (op->value) 249 if (op->value)
244 { 250 {
245 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
247 op->stats.wc = 0; 253 op->stats.wc = 0;
248 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
249 op->value = 0; 255 op->value = 0;
250 else 256 else
251 op->set_speed (0); 257 op->set_speed (0);
252 } 258 }
253 259
254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 { 261 {
256 op->move_block = 0; 262 op->move_block = 0;
257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
258 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
259 } 265 }
260 266
261 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
262 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
266 /* We're going up */ 272 /* We're going up */
267 273
268 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 { 276 {
271
272 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
273 * 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,
274 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
275 * the gate slightly. 280 * the gate slightly.
276 */ 281 */
277 282
278 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
279 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])
280 break; 285 break;
281 286
282 if (!tmp) 287 if (!tmp)
283 { 288 {
284 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
285 op->value = 1; 290 op->value = 1;
286 else 291 else
287 op->set_speed (0); 292 op->set_speed (0);
288 293
289 return; 294 return;
315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ; 321 ;
317 322
318 if (tmp) 323 if (tmp)
319 { 324 {
320 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
321 { 326 {
322 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);
323 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
324 329
325 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
327 } 332 }
328 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
329 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
330 * off the gate. 335 * off the gate.
331 */ 336 */
332 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]))
333 { 338 {
334 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
335 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);
336 341
337 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
345 } 350 }
346 } 351 }
347 352
348 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
349 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
350 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])
351 break; 356 break;
352 357
353 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
354 if (tmp) 359 if (tmp)
355 op->stats.food = 1; 360 op->stats.food = 1;
356 else 361 else
357 { 362 {
358 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
359 364
360 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
361 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
362 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
363 } 368 }
364 } /* gate is halfway up */ 369 } /* gate is halfway up */
365 370
366 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
370 375
371/* hp : how long door is open/closed 376/* hp : how long door is open/closed
372 * maxhp : initial value for hp 377 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
374 */ 379 */
375void 380static void
376move_timed_gate (object *op) 381move_timed_gate (object *op)
377{ 382{
378 int v = op->value; 383 int v = op->value;
379 384
380 if (op->stats.sp) 385 if (op->stats.sp)
399 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
400 * connected: connected value of detector 405 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
403 */ 408 */
404 409static void
405void
406move_detector (object *op) 410move_detector (object *op)
407{ 411{
408 object *tmp; 412 object *tmp;
409 int last = op->value; 413 int last = op->value;
410 int detected; 414 int detected;
437 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
438 { 442 {
439 if (detected && last == 0) 443 if (detected && last == 0)
440 { 444 {
441 op->value = 1; 445 op->value = 1;
442 push_button (op); 446 push_button (op, tmp);
443 } 447 }
444 448
445 if (!detected && last == 1) 449 if (!detected && last == 1)
446 { 450 {
447 op->value = 0; 451 op->value = 0;
448 push_button (op); 452 push_button (op, tmp);
449 } 453 }
450 } 454 }
451 else 455 else
452 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
453 if (detected && last == 1) 457 if (detected && last == 1)
454 { 458 {
455 op->value = 0; 459 op->value = 0;
456 push_button (op); 460 push_button (op, tmp);
457 } 461 }
458 462
459 if (!detected && last == 0) 463 if (!detected && last == 0)
460 { 464 {
461 op->value = 1; 465 op->value = 1;
462 push_button (op); 466 push_button (op, tmp);
463 } 467 }
464 } 468 }
465} 469}
466 470
467void 471void
477 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
479 } 483 }
480} 484}
481 485
482void 486static void
483move_hole (object *op) 487move_hole (object *op)
484{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
485 if (op->value) 489 if (op->value)
486 { /* We're opening */ 490 { /* We're opening */
487 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
497 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
498 } 502 }
499 } 503 }
500 504
501 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
502 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
503 return; 507 return;
504 } 508 }
505 509
506 /* We're closing */ 510 /* We're closing */
507 op->move_on = 0; 511 op->move_on = 0;
508 512
509 op->stats.wc++; 513 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
511 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512 516
513 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
516 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
517} 521}
518 522
519 523
520/* 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
543 547
544 if (payload == NULL) 548 if (payload == NULL)
545 return NULL; 549 return NULL;
546 550
547 payload->remove (); 551 payload->remove ();
548 op->destroy (true); 552 op->destroy ();
549 return payload; 553 return payload;
550 } 554 }
551 555
552 case ARROW: 556 case ARROW:
553 if (op->has_active_speed ()) 557 if (op->has_active_speed ())
568fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
569{ 573{
570 if (map == NULL) 574 if (map == NULL)
571 return; 575 return;
572 576
573 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
574 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
575 else if (op->type == ARROW) 579 else if (op->type == ARROW)
576 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
577} 581}
578 582
580fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
581{ 585{
582 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
583 { 587 {
584 /* Small chance of breaking */ 588 /* Small chance of breaking */
585 op->destroy (true); 589 op->destroy ();
586 return NULL; 590 return NULL;
587 } 591 }
588 592
589 op->set_speed (0); 593 op->set_speed (0);
590 op->direction = 0; 594 op->direction = 0;
594 598
595 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
596 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
597 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
598 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
599 604
600 if (op->spellarg)
601 {
602 op->slaying = op->spellarg;
603 free (op->spellarg);
604 op->spellarg = 0;
605 }
606 else
607 op->slaying = 0;
608
609 /* 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 */
610 op->spellarg = NULL; 606 op->custom_name = 0;
611 op->stats.sp = 0; 607 op->stats.sp = 0;
612 op->stats.hp = 0; 608 op->stats.hp = 0;
613 op->stats.grace = 0; 609 op->stats.grace = 0;
614 op->level = 0; 610 op->level = 0;
615 op->face = op->arch->face; 611 op->face = op->arch->face;
616 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
617 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
618 return op; 616 return op;
619} 617}
620 618
621/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
622 * 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
636 // replace this by straightforward drop to ground? 634 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 635 object *payload = op->inv;
638 636
639 payload->owner = 0; 637 payload->owner = 0;
640 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
641 op->destroy (true); 639 op->destroy ();
642 } 640 }
643 else 641 else
644 { 642 {
645 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
646 644
647 if (op) 645 if (op)
648 merge_ob (op, 0); 646 merge_ob (op, 0);
649 } 647 }
650} 648}
651 649
652/* 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.
653 */ 651 */
654void 652void
655move_arrow (object *op) 653move_arrow (object *op)
656{ 654{
657 int was_reflected; 655 int was_reflected;
658 656
659 if (!op->map) 657 if (!op->map)
660 { 658 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (true); 660 op->destroy ();
663 return; 661 return;
664 } 662 }
665 663
666 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
667 if (op->type == THROWN_OBJ) 665 if (op->type == THROWN_OBJ)
674 * 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,
675 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
676 */ 674 */
677 if (!op->inv) 675 if (!op->inv)
678 { 676 {
679 op->destroy (true); 677 op->destroy ();
680 return; 678 return;
681 } 679 }
682 680
683 if (op->last_sp-- < 0) 681 if (op->last_sp-- < 0)
684 { 682 {
685 stop_arrow (op); 683 stop_arrow (op);
686 return; 684 return;
687 } 685 }
688 } 686 }
689 687
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
690 /* 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
691 values look rediculous. */ 694 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 696 {
694 stop_arrow (op); 697 stop_arrow (op);
695 return; 698 return;
696 } 699 }
697 700
710 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
711 { 714 {
712 object *tmp; 715 object *tmp;
713 716
714 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
716 break; 719 break;
717 720
718 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
720 * move into it. 723 * move into it.
723 { 726 {
724 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
727 */ 730 */
728 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))
729 { 732 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
733 update_turn_face (op); 734 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
735 } 736 }
736 else 737 else
752 * 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
753 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
754 * 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
755 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
756 */ 757 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
758 { 759 {
759 stop_arrow (op); 760 stop_arrow (op);
760 return; 761 return;
761 } 762 }
762 else 763 else
811 return; 812 return;
812 } 813 }
813 814
814 /* update object image for new facing */ 815 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
817 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 819 } /* object is reflected */
819 } /* object ran into a wall */ 820 } /* object ran into a wall */
820 821
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */ 822 /* Move the arrow. */
827 op->move_to (pos); 823 op->move_to (pos);
828} 824}
829 825
830void 826static void
831change_object (object *op) 827change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 829 if (!op->other_arch)
836 { 830 {
837 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 ());
838 return; 832 return;
839 } 833 }
840 834
841 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
843 { 837 {
844 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
845 return; 839 return;
846 840
847 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
848 } 842 }
849 843
850 object *env = op->env; 844 object *env = op->env;
851 845
852 op->remove (); 846 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
854 { 848 {
855 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
856
857 if (op->type == LAMP)
858 tmp->stats.food = op->stats.food - 1;
859 850
860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861 852
862 if (env) 853 if (env)
863 env->insert (tmp); 854 env->insert (tmp);
864 else 855 else
865 { 856 {
866 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
867 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
868 tmp->destroy (true); 860 tmp->destroy ();
869 else 861 else
870 { 862 {
871 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
872 864
873 if (pos.normalise ()) 865 if (pos.normalise ())
874 pos.insert (tmp, op); 866 pos.insert (tmp, op);
875 } 867 }
876 } 868 }
877 } 869 }
878 870
879 op->destroy (true); 871 op->destroy ();
880} 872}
881 873
882void 874void
883move_teleporter (object *op) 875move_teleporter (object *op)
884{ 876{
896 888
897 if (op->head) 889 if (op->head)
898 head = op->head; 890 head = op->head;
899 891
900 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
902 break; 894 break;
903 895
904 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
906 return; 898 return;
907 899
908 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
909 { 901 {
910 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
921 else if (EXIT_X (head) || EXIT_Y (head)) 913 else if (EXIT_X (head) || EXIT_Y (head))
922 { 914 {
923 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)))
924 { 916 {
925 LOG (llevError, "Removed illegal teleporter.\n"); 917 LOG (llevError, "Removed illegal teleporter.\n");
926 head->destroy (true); 918 head->destroy ();
927 return; 919 return;
928 } 920 }
929 921
930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
931 return; 923 return;
945/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
946 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
947 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
948 can't be generalized. 940 can't be generalized.
949*/ 941*/
950void 942static void
951move_player_changer (object *op) 943move_player_changer (object *op)
952{ 944{
953 object *player;
954 object *walk;
955
956 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
957 return; 946 return;
958 947
959 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
960 * needs to be on top. 949 * needs to be on top.
961 */ 950 */
962 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
963 { 952 {
953 object *player = op->above;
954
964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
965 return; 956 return;
966 957
967 player = op->above;
968
969 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
970 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
971 960
972 player->update_stats (); 961 player->update_stats ();
973 962
974 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1012 } 1001 }
1013 1002
1014 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);
1015} 1004}
1016 1005
1017/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1018 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1019 * 1008 *
1020 * 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
1021 * 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.
1022 * 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,
1023 * 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,
1024 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1025 */ 1014 */
1026void 1015static void
1027move_player_mover (object *op) 1016move_player_mover (object *op)
1028{ 1017{
1029 int dir = op->stats.sp; 1018 int dir = 0;
1030 sint16 nx, ny;
1031 maptile *m;
1032
1033 /* Determine direction now for random movers so we do the right thing */
1034 if (!dir)
1035 dir = rndm (1, 8);
1036 1019
1037 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1038 { 1021 {
1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1040 (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)
1041 { 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 }
1042 1045
1043 if (victim->head) 1046 if (victim->head)
1044 victim = victim->head; 1047 victim = victim->head;
1045 1048
1046 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1047 {
1048 op->remove ();
1049 return;
1050 }
1051
1052 nx = op->x + freearr_x[dir];
1053 ny = op->y + freearr_y[dir];
1054 m = op->map;
1055 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1056 {
1057 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1058 return;
1059 }
1060
1061 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1062 return; 1050 return;
1063 1051
1064 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)
1065 { 1053 {
1066 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1067 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1068 1056
1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1070 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 */
1071 } 1059 }
1072 1060
1073 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1074 { 1062 {
1075 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1076 if (op->level) 1064 if (op->level)
1077 { 1065 {
1078 /* 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
1079 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1080 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1081 * get to this space. 1069 * get to this space.
1082 */ 1070 */
1083 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1084 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1085 move_player (victim, dir); 1073 move_player (victim, dir);
1086 } 1074 }
1087 else 1075 else
1088 return; 1076 return;
1089 } 1077 }
1090 else 1078 else
1091 move_object (victim, dir); 1079 victim->move (dir);
1092 1080
1093 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1094 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1095 1083
1096 if (op->attacktype) 1084 if (op->attacktype)
1097 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1098 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);
1099 } 1087 }
1100 } 1088 }
1101 } 1089 }
1102} 1090}
1103 1091
1125 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1126 { 1114 {
1127 if (op->other_arch->archname == tmp->arch->archname) 1115 if (op->other_arch->archname == tmp->arch->archname)
1128 { 1116 {
1129 if (op->level <= 0) 1117 if (op->level <= 0)
1130 tmp->destroy (true); 1118 tmp->destroy ();
1131 else 1119 else
1132 { 1120 {
1133 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1134 1122
1135 if (new_nrof >= 1UL << 31) 1123 if (new_nrof >= 1UL << 31)
1159void 1147void
1160move_creator (object *creator) 1148move_creator (object *creator)
1161{ 1149{
1162 object *new_ob; 1150 object *new_ob;
1163 1151
1164 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1165 { 1153 {
1166 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1167 return; 1155 return;
1168 } 1156 }
1169 1157
1173 int i; 1161 int i;
1174 object *ob_to_copy; 1162 object *ob_to_copy;
1175 1163
1176 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1177 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1178 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++)
1179 { 1167 {
1180 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1181 { 1169 {
1182 ob_to_copy = ob; 1170 ob_to_copy = ob;
1183 } 1171 }
1184 } 1172 }
1173
1185 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1188 } 1177 }
1189 else 1178 else
1190 { 1179 {
1191 if (!creator->other_arch) 1180 if (!creator->other_arch)
1206 return; 1195 return;
1207 } 1196 }
1208 1197
1209 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1210 // 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
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1212 1202
1213 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);
1214 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1215 return; 1205 return;
1216 1206
1217 if (creator->slaying) 1207 if (creator->slaying)
1218 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1219} 1209}
1231{ 1221{
1232 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1233 { 1223 {
1234 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1235 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1236 force->destroy (true); 1226 force->destroy ();
1237 1227
1238 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1239 { 1229 {
1240 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1241 1231
1242 if (op->msg) 1232 if (op->msg)
1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1247 op->stats.hp--; 1237 op->stats.hp--;
1248 1238
1249 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1250 { 1240 {
1251 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1252 op->destroy (true); 1242 op->destroy ();
1253 return; 1243 return;
1254 } 1244 }
1255 } 1245 }
1256 } 1246 }
1257 } 1247 }
1258} 1248}
1259 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
1260void 1296void
1261process_object (object *op) 1297process_object (object *op)
1262{ 1298{
1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1264 return; 1300 return;
1265 1301
1266 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1267 return; 1303 return;
1268 1304
1269 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1270 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1271 return; 1307 return;
1272 1308
1273 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1274 { 1310 {
1275 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1276 1312
1277 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1278 make_sure_seen (op); 1314 make_sure_seen (op);
1279 } 1315 }
1280 1316
1281 if (expect_false ( 1317 if (expect_false (
1282 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1283 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1284 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1285 )) 1321 ))
1286 { 1322 {
1287 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1288 { 1324 {
1289 change_object (op); 1325 change_object (op);
1290 return; 1326 return;
1291 } 1327 }
1292 1328
1293 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1294 generate_monster (op); 1330 generate_monster (op);
1295 1331
1296 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1297 { 1333 {
1298 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1299 remove_force (op); 1335 remove_force (op);
1300 else 1336 else
1301 { 1337 {
1302 op->remove (); // TODO: really necessary? 1338 op->remove (); // TODO: really necessary?
1303 1339
1304 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1305 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1306 1342
1307 op->drop_and_destroy (); 1343 op->drop_and_destroy ();
1308 } 1344 }
1309 1345
1436 1472
1437 case PLAYER: 1473 case PLAYER:
1438 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1439 ++op->speed_left; 1475 ++op->speed_left;
1440 break; 1476 break;
1441 }
1442}
1443 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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