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Comparing deliantra/server/server/time.C (file contents):
Revision 1.69 by root, Sat Sep 15 15:58:06 2007 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* 26/*
25 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 28 * collected in this file.
27 */ 29 */
28#include <global.h> 30#include <global.h>
29#include <spells.h> 31#include <spells.h>
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
33 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
34 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
35 */ 37 */
36void 38void
37remove_door (object *op) 39remove_door (object *op)
38{ 40{
39 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
40 object *tmp; 43 object *tmp;
41 44 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 45 pos.move (i);
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
44 { 48 {
45 tmp->set_speed (0.1f); 49 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 50 tmp->speed_left = -0.2f;
47 } 51 }
52 }
48 53
49 if (op->other_arch) 54 if (op->other_arch)
50 { 55 {
51 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 57 tmp->x = op->x;
53 tmp->y = op->y; 58 tmp->y = op->y;
54 tmp->map = op->map; 59 tmp->map = op->map;
55 tmp->level = op->level; 60 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
57 } 62 }
58 63
59 op->destroy (); 64 op->drop_and_destroy ();
60} 65}
61 66
62void 67void
63remove_door2 (object *op) 68remove_door2 (object *op)
64{ 69{
65 int i; 70 int i;
66 object *tmp; 71 object *tmp;
67 72
68 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
69 { 74 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
71 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */ 77 { /* same key both doors */
73 tmp->set_speed (0.1f); 78 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f; 79 tmp->speed_left = -0.2f;
75 } 80 }
76 } 81 }
77 82
78 if (op->other_arch) 83 if (op->other_arch)
79 { 84 {
80 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 86 tmp->x = op->x;
82 tmp->y = op->y; 87 tmp->y = op->y;
83 tmp->map = op->map; 88 tmp->map = op->map;
84 tmp->level = op->level; 89 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
86 } 91 }
87 92
88 op->destroy (); 93 op->drop_and_destroy ();
89} 94}
90 95
91void 96static void
92generate_monster (object *gen) 97generate_monster (object *gen)
93{ 98{
94 if (!gen->map) 99 if (!gen->map)
95 return; 100 return;
96 101
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 103 return;
99 104
105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
100 object *op; 110 object *op;
101 int dir; 111 int dir;
102 112
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 114 {
105 // either copy one item from the inventory... 115 // either copy one item from the inventory...
106 if (!gen->inv) 116 if (!gen->inv)
107 return; 117 return;
108 118
114 124
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0) 126 if (dir < 0)
117 return; 127 return;
118 128
119 op = object_create_clone (op); 129 op = op->deep_clone ();
120 130
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 131 op->clr_flag (FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 133 }
124 else if (gen->other_arch) 134 else if (gen->other_arch)
125 { 135 {
126 // ...or use other_arch 136 // ...or use other_arch
127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0) 138 if (dir < 0)
129 return; 139 return;
130 140
131 op = arch_to_object (gen->other_arch); 141 op = gen->other_arch->instance ();
132 } 142 }
133 else 143 else
134 return; 144 return;
135 145
136 op->expand_tail (); 146 op->expand_tail ();
149 } 159 }
150 160
151 op->destroy (); 161 op->destroy ();
152} 162}
153 163
154void 164static void
155remove_force (object *op) 165remove_force (object *op)
156{ 166{
157 if (--op->duration > 0) 167 if (--op->duration > 0)
158 return; 168 return;
159 169
160 if (op->env) 170 if (op->env)
161 switch (op->subtype) 171 switch (op->subtype)
162 { 172 {
163 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
164 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
165 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
166 176
167 default: 177 default:
168 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
169 change_abil (op->env, op); 179 change_abil (op->env, op);
170 op->env->update_stats (); 180 op->env->update_stats ();
171 } 181 }
172 182
173 op->destroy (); 183 op->destroy ();
174} 184}
175 185
176void 186static void
177remove_blindness (object *op) 187remove_blindness (object *op)
178{ 188{
179 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
180 return; 190 return;
181 191
182 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
183 193
184 if (op->env) 194 if (op->env)
185 { 195 {
186 change_abil (op->env, op); 196 change_abil (op->env, op);
187 op->env->update_stats (); 197 op->env->update_stats ();
188 } 198 }
189 199
190 op->destroy (); 200 op->destroy ();
191} 201}
192 202
193void 203static void
194poison_more (object *op) 204poison_more (object *op)
195{ 205{
196 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
197 { 207 {
198 op->destroy (); 208 op->destroy ();
199 return; 209 return;
200 } 210 }
201 211
204 /* need to unapply the object before update_stats is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
205 * will not do anything. 215 * will not do anything.
206 */ 216 */
207 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
208 { 218 {
209 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
210 op->env->update_stats (); 220 op->env->update_stats ();
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
212 } 222 }
213 223
214 op->destroy (); 224 op->destroy ();
223 233
224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
225} 235}
226 236
227 237
228void 238static void
229move_gate (object *op) 239move_gate (object *op)
230{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
231 object *tmp; 241 object *tmp;
232 242
233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
234 { 244 {
235 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
236 op->stats.wc = 0; 246 op->stats.wc = 0;
237 } 247 }
238 248
239 /* We're going down */
240 if (op->value) 249 if (op->value)
241 { 250 {
251 /* We're going down */
242 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
243 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
244 op->stats.wc = 0; 254 op->stats.wc = 0;
245 if (op->arch->speed) 255 if (op->arch->has_active_speed ())
246 op->value = 0; 256 op->value = 0;
247 else 257 else
248 op->set_speed (0); 258 op->set_speed (0);
249 } 259 }
250 260
251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
252 { 262 {
253 op->move_block = 0; 263 op->move_block = 0;
254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
255 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
256 } 266 }
257
258 SET_ANIMATION (op, op->stats.wc);
259 update_object (op, UP_OBJ_CHANGE);
260 return;
261 }
262
263 /* We're going up */
264
265 /* First, lets see if we are already at the top */
266 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
267 {
268
269 /* Check to make sure that only non pickable and non rollable
270 * objects are above the gate. If so, we finish closing the gate,
271 * otherwise, we fall through to the code below which should lower
272 * the gate slightly.
273 */
274
275 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))
277 break;
278
279 if (!tmp)
280 {
281 if (op->arch->speed)
282 op->value = 1;
283 else
284 op->set_speed (0);
285
286 return;
287 }
288 }
289
290 if (op->stats.food)
291 { /* The gate is going temporarily down */
292 if (--op->stats.wc <= 0)
293 { /* Gone all the way down? */
294 op->stats.food = 0; /* Then let's try again */
295 op->stats.wc = 0;
296 }
297 } 267 }
298 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
299 { /* The gate is still going up */ 305 { /* The gate is still going up */
300 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
301 308
302 if (op->stats.wc >= NUM_ANIMATIONS (op))
303 op->stats.wc = NUM_ANIMATIONS (op) - 1;
304
305 /* If there is something on top of the gate, we try to roll it off. 309 /* If there is something on top of the gate, we try to roll it off.
306 * If a player/monster, we don't roll, we just hit them with damage 310 * If a player/monster, we don't roll, we just hit them with damage
307 */ 311 */
308 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
309 { 313 {
310 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
311 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ; 317 ;
314 318
315 if (tmp) 319 if (tmp)
316 {
317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
318 { 320 {
319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
320 op->play_sound (sound_find ("blocked_gate"));
321
322 if (tmp->type == PLAYER)
323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 }
325 /* If the object is not alive, and the object either can
326 * be picked up or the object rolls, move the object
327 * off the gate.
328 */
329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
330 {
331 /* 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);
333
334 /* If there is a free spot, move the object someplace */
335 if (i > 0)
336 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
337 mapxy pos (tmp); 341 mapxy pos (tmp);
338 pos.move (i); 342 pos.move (i);
339 if (pos.normalise ()) 343 if (pos.normalise ())
340 tmp->move_to (pos); 344 tmp->move_to (pos);
345 }
341 } 346 }
342 } 347 }
343 }
344 348
345 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
346 for (tmp = op->above; tmp; tmp = tmp->above) 350 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)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 break; 352 break;
349 353
350 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
351 if (tmp) 355 if (tmp)
352 op->stats.food = 1; 356 op->stats.food = 1;
353 else 357 else
354 { 358 {
355 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
356 360
357 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
358 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
359 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
360 } 365 }
361 } /* gate is halfway up */ 366 } /* gate is halfway up */
362
363 SET_ANIMATION (op, op->stats.wc);
364 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
366} 371}
367 372
368/* hp : how long door is open/closed 373/* hp : how long door is open/closed
369 * maxhp : initial value for hp 374 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
371 */ 376 */
372void 377static void
373move_timed_gate (object *op) 378move_timed_gate (object *op)
374{ 379{
375 int v = op->value; 380 int v = op->value;
376 381
377 if (op->stats.sp) 382 if (op->stats.sp)
396 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
397 * connected: connected value of detector 402 * connected: connected value of detector
398 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
399 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
400 */ 405 */
401 406static void
402void
403move_detector (object *op) 407move_detector (object *op)
404{ 408{
405 object *tmp; 409 object *tmp;
406 int last = op->value; 410 int last = op->value;
407 int detected; 411 int detected;
434 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
435 { 439 {
436 if (detected && last == 0) 440 if (detected && last == 0)
437 { 441 {
438 op->value = 1; 442 op->value = 1;
439 push_button (op); 443 push_button (op, tmp);
440 } 444 }
441 445
442 if (!detected && last == 1) 446 if (!detected && last == 1)
443 { 447 {
444 op->value = 0; 448 op->value = 0;
445 push_button (op); 449 push_button (op, tmp);
446 } 450 }
447 } 451 }
448 else 452 else
449 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
450 if (detected && last == 1) 454 if (detected && last == 1)
451 { 455 {
452 op->value = 0; 456 op->value = 0;
453 push_button (op); 457 push_button (op, tmp);
454 } 458 }
455 459
456 if (!detected && last == 0) 460 if (!detected && last == 0)
457 { 461 {
458 op->value = 1; 462 op->value = 1;
459 push_button (op); 463 push_button (op, tmp);
460 } 464 }
461 } 465 }
462} 466}
463 467
464void 468void
465animate_trigger (object *op) 469animate_trigger (object *op)
466{ 470{
467 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
468 { 472 {
469 op->stats.wc = 0; 473 op->stats.wc = 0;
470 check_trigger (op, NULL); 474 check_trigger (op, NULL);
471 } 475 }
472 else 476 else
473 { 477 op->update_anim_frame (op->stats.wc);
474 SET_ANIMATION (op, op->stats.wc);
475 update_object (op, UP_OBJ_FACE);
476 }
477} 478}
478 479
479void 480static void
480move_hole (object *op) 481move_hole (object *op)
481{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
482 object *next, *tmp;
483
484 if (op->value) 483 if (op->value)
485 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
486 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
487 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
488 op->stats.wc = 0; 489 op->stats.wc = 0;
489 op->set_speed (0); 490 op->set_speed (0);
490 491
491 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
492 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
493 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
494 { 495 {
495 next = tmp->above; 496 next = tmp->above;
496 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
497 } 498 }
498 } 499 }
499 500 }
500 SET_ANIMATION (op, op->stats.wc); 501 else
501 update_object (op, UP_OBJ_FACE);
502 return;
503 } 502 {
504
505 /* We're closing */ 503 /* We're closing */
506 op->move_on = 0; 504 op->move_on = 0;
507 505
508 op->stats.wc++; 506 op->stats.wc++;
509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
510 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
511 509 op->stats.wc = op->anim_frames () - 1;
512 SET_ANIMATION (op, op->stats.wc);
513 update_object (op, UP_OBJ_FACE);
514 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
515 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
516} 515}
517 516
518 517
519/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
520 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
540 { 539 {
541 object *payload = op->inv; 540 object *payload = op->inv;
542 541
543 if (payload == NULL) 542 if (payload == NULL)
544 return NULL; 543 return NULL;
544
545 payload->remove (); 545 payload->remove ();
546 op->destroy (); 546 op->destroy ();
547 return payload; 547 return payload;
548 } 548 }
549 549
566fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
567{ 567{
568 if (map == NULL) 568 if (map == NULL)
569 return; 569 return;
570 570
571 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
572 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
573 else if (op->type == ARROW) 573 else if (op->type == ARROW)
574 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
575} 575}
576 576
592 592
593 // restore original wc, dam, attacktype and slaying 593 // restore original wc, dam, attacktype and slaying
594 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
595 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
596 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
597 op->slaying = op->custom_name;
597 598
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 */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
608 op->spellarg = NULL; 600 op->custom_name = 0;
609 op->stats.sp = 0; 601 op->stats.sp = 0;
610 op->stats.hp = 0; 602 op->stats.hp = 0;
611 op->stats.grace = 0; 603 op->stats.grace = 0;
612 op->level = 0; 604 op->level = 0;
613 op->face = op->arch->face; 605 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
615 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
616 return op; 612 return op;
617} 613}
618 614
619/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
620 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
629 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
630 return; 626 return;
631 627
632 if (op->inv) 628 if (op->inv)
633 { 629 {
630 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 631 object *payload = op->inv;
635 632
636 payload->remove ();
637 payload->owner = 0; 633 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 635 op->destroy ();
640 } 636 }
641 else 637 else
645 if (op) 641 if (op)
646 merge_ob (op, 0); 642 merge_ob (op, 0);
647 } 643 }
648} 644}
649 645
650/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
651 */ 647 */
652void 648void
653move_arrow (object *op) 649move_arrow (object *op)
654{ 650{
655 int was_reflected; 651 int was_reflected;
656 652
657 if (!op->map) 653 if (!op->map)
658 { 654 {
659 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
660 op->destroy (); 656 op->destroy ();
661 return; 657 return;
662 } 658 }
663 659
664 /* we need to stop thrown objects at some point. Like here. */ 660 /* 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, 666 * 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 667 * 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, 668 * bomb code, but there are potential other cases where that could happen,
673 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
674 */ 670 */
675 if (op->inv == NULL) 671 if (!op->inv)
676 { 672 {
677 op->destroy (); 673 op->destroy ();
678 return; 674 return;
679 } 675 }
680 676
683 stop_arrow (op); 679 stop_arrow (op);
684 return; 680 return;
685 } 681 }
686 } 682 }
687 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
688 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
689 values look rediculous. */ 690 values look ridiculous. */
690 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
691 { 692 {
692 stop_arrow (op); 693 stop_arrow (op);
693 return; 694 return;
694 } 695 }
695 696
708 if (pos->flags () & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
709 { 710 {
710 object *tmp; 711 object *tmp;
711 712
712 for (tmp = pos->bot; tmp; tmp = tmp->above) 713 for (tmp = pos->bot; tmp; tmp = tmp->above)
713 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
714 break; 715 {
715
716 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
717 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
718 * move into it. 718 * move into it.
719 */ 719 */
720 if (tmp && tmp != op->owner) 720
721 {
722 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
723 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
724 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
725 */ 724 */
726 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
727 { 726 {
728 int number = op->face;
729
730 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
731 update_turn_face (op); 728 update_turn_face (op);
732 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
733 } 730 }
734 else 731 else
735 { 732 {
736 /* Attack the object. */ 733 /* Attack the object. */
737 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
738 735
739 if (!op) 736 if (!op)
740 return; 737 return;
741 } 738 }
742 } /* if this is not hitting its owner */ 739
743 } /* if there is something alive on this space */ 740 break;
741 }
742 }
744 743
745 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
746 { 745 {
747 int retry = 0; 746 int retry = 0;
748 747
750 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
751 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
752 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
753 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
754 */ 753 */
755 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
756 { 755 {
757 stop_arrow (op); 756 stop_arrow (op);
758 return; 757 return;
759 } 758 }
760 else 759 else
809 return; 808 return;
810 } 809 }
811 810
812 /* update object image for new facing */ 811 /* update object image for new facing */
813 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
814 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
815 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
816 } /* object is reflected */ 815 } /* object is reflected */
817 } /* object ran into a wall */ 816 } /* object ran into a wall */
818 817
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. */ 818 /* Move the arrow. */
825 op->move_to (pos); 819 op->move_to (pos);
826} 820}
827 821
828void 822static void
829change_object (object *op) 823change_object (object *op)
830{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (!op->other_arch) 825 if (!op->other_arch)
834 { 826 {
835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
836 return; 828 return;
837 } 829 }
838 830
839 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
841 { 833 {
842 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
843 return; 835 return;
844 836
845 op->stats.food = 1; /* so 1 other_arch is made */ 837 op->stats.food = 1; /* so 1 other_arch is made */
846 } 838 }
847 839
848 object *env = op->env; 840 object *env = op->env;
849 841
850 op->remove (); 842 op->remove ();
851 for (i = 0; i < op->stats.food; i++) 843 for (int i = 0; i < op->stats.food; i++)
852 { 844 {
853 object *tmp = arch_to_object (op->other_arch); 845 object *tmp = op->other_arch->instance ();
854
855 if (op->type == LAMP)
856 tmp->stats.food = op->stats.food - 1;
857 846
858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
859 if (env) 849 if (env)
860 {
861 tmp = env->insert (tmp); 850 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 851 else
874 { 852 {
875 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
876 if (j < 0) /* No free spot */ 855 if (j < 0) /* No free spot */
877 tmp->destroy (); 856 tmp->destroy ();
878 else 857 else
879 { 858 {
880 mapxy pos (op); pos.move (j); 859 mapxy pos (op); pos.move (j);
905 884
906 if (op->head) 885 if (op->head)
907 head = op->head; 886 head = op->head;
908 887
909 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
911 break; 890 break;
912 891
913 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
915 return; 894 return;
916 895
917 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
918 { 897 {
919 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
944 else 923 else
945 { 924 {
946 /* Random teleporter */ 925 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return; 927 return;
928
949 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
950 } 930 }
951} 931}
952 932
953/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
955 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
956 can't be generalized. 936 can't be generalized.
957*/ 937*/
958void 938static void
959move_player_changer (object *op) 939move_player_changer (object *op)
960{ 940{
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
965 return; 942 return;
966 943
967 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
968 * needs to be on top. 945 * needs to be on top.
969 */ 946 */
970 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
971 { 948 {
949 object *player = op->above;
950
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return; 952 return;
974 953
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
979 956
980 player->update_stats (); 957 player->update_stats ();
981 958
982 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1020 } 997 }
1021 998
1022 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1023} 1000}
1024 1001
1025/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1026 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1027 * 1004 *
1028 * a player mover finds any players that are sitting on it. It 1005 * 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. 1006 * 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, 1007 * 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, 1008 * 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 1009 * it'll paralyze the victim for hp*his speed/op->speed
1033 */ 1010 */
1034void 1011static void
1035move_player_mover (object *op) 1012move_player_mover (object *op)
1036{ 1013{
1037 int dir = op->stats.sp; 1014 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 1015
1045 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 { 1017 {
1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1048 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1049 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1050 1041
1051 if (victim->head) 1042 if (victim->head)
1052 victim = victim->head; 1043 victim = victim->head;
1053 1044
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)) 1045 if (should_director_abort (op, victim))
1070 return; 1046 return;
1071 1047
1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1073 { 1049 {
1074 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1075 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1076 1052
1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1079 } 1055 }
1080 1056
1081 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1082 { 1058 {
1083 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1084 if (op->level) 1060 if (op->level)
1085 { 1061 {
1086 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1087 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1089 * get to this space. 1065 * get to this space.
1090 */ 1066 */
1091 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1093 move_player (victim, dir); 1069 move_player (victim, dir);
1094 } 1070 }
1095 else 1071 else
1096 return; 1072 return;
1097 } 1073 }
1098 else 1074 else
1099 move_object (victim, dir); 1075 victim->move (dir);
1100 1076
1101 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1103 1079
1104 if (op->attacktype) 1080 if (op->attacktype)
1105 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1107 } 1083 }
1108 } 1084 }
1109 } 1085 }
1110} 1086}
1111 1087
1149 break; 1125 break;
1150 } 1126 }
1151 } 1127 }
1152} 1128}
1153 1129
1154/* move_creator (by peterm) 1130/* move_creator (by peterm)
1155 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1156 * connected: what will trigger it 1132 * connected: what will trigger it
1157 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1158 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1159 * everytime it's triggered 1135 * everytime it's triggered
1167void 1143void
1168move_creator (object *creator) 1144move_creator (object *creator)
1169{ 1145{
1170 object *new_ob; 1146 object *new_ob;
1171 1147
1172 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1173 { 1149 {
1174 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1175 return; 1151 return;
1176 } 1152 }
1177 1153
1178 if (creator->inv != NULL) 1154 if (creator->inv)
1179 { 1155 {
1180 object *ob; 1156 object *ob;
1181 int i; 1157 int i;
1182 object *ob_to_copy; 1158 object *ob_to_copy;
1183 1159
1184 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1185 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1186 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1187 { 1163 {
1188 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1189 { 1165 {
1190 ob_to_copy = ob; 1166 ob_to_copy = ob;
1191 } 1167 }
1192 } 1168 }
1193 new_ob = object_create_clone (ob_to_copy); 1169
1194 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 } 1173 }
1197 else 1174 else
1198 { 1175 {
1199 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1200 { 1177 {
1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1178 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); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return; 1180 return;
1204 } 1181 }
1214 return; 1191 return;
1215 } 1192 }
1216 1193
1217 // for now lets try to identify everything generated here, it mostly 1194 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes 1195 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1220 1198
1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1223 return; 1201 return;
1224 1202
1225 if (creator->slaying) 1203 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229} 1205}
1230 1206
1231/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1243 { 1219 {
1244 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1246 force->destroy (); 1222 force->destroy ();
1247 1223
1248 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1249 { 1225 {
1250 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1251 1227
1252 if (op->msg) 1228 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1265 } 1241 }
1266 } 1242 }
1267 } 1243 }
1268} 1244}
1269 1245
1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1270void 1292void
1271process_object (object *op) 1293process_object (object *op)
1272{ 1294{
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1274 return; 1296 return;
1275 1297
1276 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1277 return; 1299 return;
1278 1300
1279 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1281 return; 1303 return;
1282 1304
1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1284 { 1306 {
1285 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1286 1308
1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1288 make_sure_seen (op); 1310 make_sure_seen (op);
1289 } 1311 }
1290 1312
1291 if (expect_false ( 1313 if (ecb_expect_false (
1292 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1295 )) 1317 ))
1296 { 1318 {
1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1298 { 1320 {
1299 change_object (op); 1321 change_object (op);
1300 return; 1322 return;
1301 } 1323 }
1302 1324
1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1304 generate_monster (op); 1326 generate_monster (op);
1305 1327
1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1307 { 1329 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1309 remove_force (op); 1331 remove_force (op);
1310 else 1332 else
1311 { 1333 {
1312 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1313 if (object *pl = op->in_player ())
1314 esrv_del_item (pl->contr, op->count);
1315 1335
1316 op->remove ();
1317
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1320 1338
1321 op->destroy (); 1339 op->drop_and_destroy ();
1322 } 1340 }
1323 1341
1324 return; 1342 return;
1325 } 1343 }
1326 } 1344 }
1450 1468
1451 case PLAYER: 1469 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left; 1471 ++op->speed_left;
1454 break; 1472 break;
1455 }
1456}
1457 1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1487}
1488

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