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Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.114 by root, Sat Apr 23 04:56:57 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 62
64 op->destroy (); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 91
93 op->destroy (); 92 op->drop_and_destroy ();
94} 93}
95 94
96/* Will generate a monster according to content 95static void
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
168 op = arch_to_object (at); 133 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
170 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
171 139
172 if (head != NULL) 140 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 141 }
142 else
143 return;
174 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 154 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL) 173 op->env->clr_flag (FLAG_CONFUSED);
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 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");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 181
226 op->destroy (); 182 op->destroy ();
227} 183}
228 184
229void 185static void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 190
235 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
236 192
237 if (op->env != NULL) 193 if (op->env)
238 { 194 {
239 change_abil (op->env, op); 195 change_abil (op->env, op);
240 fix_player (op->env); 196 op->env->update_stats ();
241 } 197 }
242 198
243 op->destroy (); 199 op->destroy ();
244} 200}
245 201
246void 202static void
247poison_more (object *op) 203poison_more (object *op)
248{ 204{
249 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)
250 { 206 {
251 op->destroy (); 207 op->destroy ();
252 return; 208 return;
253 } 209 }
254 210
255 if (op->stats.food == 1) 211 if (op->stats.food == 1)
256 { 212 {
257 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 214 * will not do anything.
259 */ 215 */
260 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
261 { 217 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
263 fix_player (op->env); 219 op->env->update_stats ();
264 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.");
265 } 221 }
266 222
267 op->destroy (); 223 op->destroy ();
268 return; 224 return;
271 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
272 { 228 {
273 op->env->stats.food--; 229 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 231 }
232
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 234}
278 235
279 236
280void 237static void
281move_gate (object *op) 238move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
283 object *tmp; 240 object *tmp;
284 241
285 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))
286 { 243 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 249 if (op->value)
293 { 250 {
294 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 253 op->stats.wc = 0;
297 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
298 op->value = 0; 255 op->value = 0;
299 else 256 else
300 {
301 op->speed = 0; 257 op->set_speed (0);
302 update_ob_speed (op);
303 } 258 }
304 } 259
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 261 {
307 op->move_block = 0; 262 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
310 } 265 }
266
311 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
313 return; 269 return;
314 } 270 }
315 271
323 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 281 * the gate slightly.
326 */ 282 */
327 283
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
330 break; 286 break;
331 287
332 if (tmp == NULL) 288 if (!tmp)
333 { 289 {
334 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
335 op->value = 1; 291 op->value = 1;
336 else 292 else
337 {
338 op->speed = 0; 293 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 294
340 }
341 return; 295 return;
342 } 296 }
343 } 297 }
344 298
345 if (op->stats.food) 299 if (op->stats.food)
352 } 306 }
353 else 307 else
354 { /* The gate is still going up */ 308 { /* The gate is still going up */
355 op->stats.wc++; 309 op->stats.wc++;
356 310
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 313
360 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
362 */ 316 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 318 {
365 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
368
369 if (tmp != NULL)
370 { 322 ;
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
372 { 327 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
374 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 333 }
377 else
378 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
380 * off the gate. 336 * off the gate.
381 */ 337 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
383 { 339 {
384 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 342
387 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
388 if (i != -1) 344 if (i > 0)
389 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
390 tmp->remove (); 349 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 350 }
394 } 351 }
395 } 352 }
396 353
397 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
400 break; 357 break;
401 358
402 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
403 if (tmp) 360 if (tmp)
404 {
405 op->stats.food = 1; 361 op->stats.food = 1;
406 }
407 else 362 else
408 { 363 {
409 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
410 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
413 } 369 }
414 } /* gate is halfway up */ 370 } /* gate is halfway up */
415 371
416 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
420 376
421/* hp : how long door is open/closed 377/* hp : how long door is open/closed
422 * maxhp : initial value for hp 378 * maxhp : initial value for hp
423 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
424 */ 380 */
425void 381static void
426move_timed_gate (object *op) 382move_timed_gate (object *op)
427{ 383{
428 int v = op->value; 384 int v = op->value;
429 385
430 if (op->stats.sp) 386 if (op->stats.sp)
431 { 387 {
432 move_gate (op); 388 move_gate (op);
389
433 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 391 op->stats.sp = 0;
435 return; 392 return;
436 } 393 }
394
437 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 396 { /* keep gate down */
439 move_gate (op); 397 move_gate (op);
398
440 if (op->value != v) 399 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 400 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 401 }
446} 402}
447 403
448/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
450 * connected: connected value of detector 406 * connected: connected value of detector
451 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
452 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
453 */ 409 */
454 410static void
455void
456move_detector (object *op) 411move_detector (object *op)
457{ 412{
458 object *tmp; 413 object *tmp;
459 int last = op->value; 414 int last = op->value;
460 int detected; 415 int detected;
461 416
462 detected = 0; 417 detected = 0;
463 418
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 420 {
466 object *tmp2; 421 object *tmp2;
467 422
468 if (op->stats.hp) 423 if (op->stats.hp)
469 { 424 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 426 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 428 detected = 1;
429
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 431 detected = 1;
476 } 432 }
477 } 433 }
434
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 436 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 438 detected = 1;
484 } 439 }
485 440
486 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
488 { 443 {
489 if (detected && last == 0) 444 if (detected && last == 0)
490 { 445 {
491 op->value = 1; 446 op->value = 1;
492 push_button (op); 447 push_button (op, tmp);
493 } 448 }
449
494 if (!detected && last == 1) 450 if (!detected && last == 1)
495 { 451 {
496 op->value = 0; 452 op->value = 0;
497 push_button (op); 453 push_button (op, tmp);
498 } 454 }
499 } 455 }
500 else 456 else
501 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
502 if (detected && last == 1) 458 if (detected && last == 1)
503 { 459 {
504 op->value = 0; 460 op->value = 0;
505 push_button (op); 461 push_button (op, tmp);
506 } 462 }
463
507 if (!detected && last == 0) 464 if (!detected && last == 0)
508 { 465 {
509 op->value = 1; 466 op->value = 1;
510 push_button (op); 467 push_button (op, tmp);
511 } 468 }
512 } 469 }
513} 470}
514
515 471
516void 472void
517animate_trigger (object *op) 473animate_trigger (object *op)
518{ 474{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
527 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
528 } 484 }
529} 485}
530 486
531void 487static void
532move_hole (object *op) 488move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 490 if (op->value)
537 { /* We're opening */ 491 { /* We're opening */
538 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
540 op->stats.wc = 0; 494 op->stats.wc = 0;
541 op->speed = 0; 495 op->set_speed (0);
542 update_ob_speed (op);
543 496
544 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 500 {
548 next = tmp->above; 501 next = tmp->above;
549 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
550 } 503 }
551 } 504 }
505
552 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
554 return; 508 return;
555 } 509 }
510
556 /* We're closing */ 511 /* We're closing */
557 op->move_on = 0; 512 op->move_on = 0;
558 513
559 op->stats.wc++; 514 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if (op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
562 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_CHANGE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 522}
571 523
572 524
573/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
594 { 546 {
595 object *payload = op->inv; 547 object *payload = op->inv;
596 548
597 if (payload == NULL) 549 if (payload == NULL)
598 return NULL; 550 return NULL;
551
599 payload->remove (); 552 payload->remove ();
600 op->destroy (); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
619void 572void
620fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 op->destroy (); 590 op->destroy ();
638 return NULL; 591 return NULL;
639 } 592 }
640 593
594 op->set_speed (0);
641 op->direction = 0; 595 op->direction = 0;
642 op->move_on = 0; 596 op->move_on = 0;
643 op->move_type = 0; 597 op->move_type = 0;
644 op->speed = 0; 598 op->skill = 0; // really?
645 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
649 op->slaying = 0; 604 op->slaying = op->custom_name;
650 op->skill = 0;
651 605
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 607 op->custom_name = 0;
663 op->stats.sp = 0; 608 op->stats.sp = 0;
664 op->stats.hp = 0; 609 op->stats.hp = 0;
665 op->stats.grace = 0; 610 op->stats.grace = 0;
666 op->level = 0; 611 op->level = 0;
667 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
669 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
670 return op; 617 return op;
671} 618}
672 619
673/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 622 * here too. -b.t.
676 * 623 *
677 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
679 */ 626 */
680
681static void 627static void
682stop_arrow (object *op) 628stop_arrow (object *op)
683{ 629{
684 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
685 return; 631 return;
686 632
687 if (op->inv) 633 if (op->inv)
688 { 634 {
635 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 636 object *payload = op->inv;
690 637
691 payload->remove ();
692 payload->owner = 0; 638 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 640 op->destroy ();
695 } 641 }
696 else 642 else
697 { 643 {
698 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
699 if (op) 646 if (op)
700 merge_ob (op, NULL); 647 merge_ob (op, 0);
701 } 648 }
702} 649}
703 650
704/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
705 */ 652 */
706
707void 653void
708move_arrow (object *op) 654move_arrow (object *op)
709{ 655{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 656 int was_reflected;
713 maptile *m;
714 657
715 if (op->map == NULL) 658 if (!op->map)
716 { 659 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
718 op->destroy (); 661 op->destroy ();
719 return; 662 return;
720 } 663 }
721 664
722 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
728 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
732 */ 675 */
733 if (op->inv == NULL) 676 if (!op->inv)
734 { 677 {
735 op->destroy (); 678 op->destroy ();
736 return; 679 return;
737 } 680 }
738 681
741 stop_arrow (op); 684 stop_arrow (op);
742 return; 685 return;
743 } 686 }
744 } 687 }
745 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->set_speed (op->speed - 0.05);
693
746 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
747 values look rediculous. */ 695 values look rediculous. */
748 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
749 { 697 {
750 stop_arrow (op); 698 stop_arrow (op);
751 return; 699 return;
752 } 700 }
753 701
754 /* Calculate target map square */ 702 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 703 was_reflected = 0;
758 704
759 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 706
762 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
763 { 708 {
764 stop_arrow (op); 709 stop_arrow (op);
765 return; 710 return;
766 } 711 }
767 712
768 /* only need to look for living creatures if this flag is set */ 713 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
770 { 715 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
773 break; 720 break;
774 721
775 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
777 * move into it. 724 * move into it.
780 { 727 {
781 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
782 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
784 */ 731 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
786 { 733 {
787 int number = op->face->number; 734 int number = op->face;
788 735
789 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
790 op->state = 0; 737 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 738 was_reflected = 1; /* skip normal movement calculations */
803 } 739 }
804 else 740 else
805 { 741 {
806 /* Attack the object. */ 742 /* Attack the object. */
810 return; 746 return;
811 } 747 }
812 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
814 750
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 752 {
817 int retry = 0; 753 int retry = 0;
818 754
819 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
821 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
822 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
823 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
824 */ 760 */
825 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
826 { 762 {
827 stop_arrow (op); 763 stop_arrow (op);
828 return; 764 return;
829 } 765 }
830 else 766 else
833 if (op->direction & 1) 769 if (op->direction & 1)
834 { 770 {
835 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
836 retry = 1; 772 retry = 1;
837 } 773 }
774
838 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
839 * use this retry here to make this one block 776 * use this retry here to make this one block
840 * that did the same thing. 777 * that did the same thing.
841 */ 778 */
842 while (retry < 2) 779 while (retry < 2)
843 { 780 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 781 retry++;
849 782
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
854 */ 787 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 790
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 793
863 if (left == right) 794 if (left == right)
864 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
865 else if (left) 796 else if (left)
866 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
867 else if (right) 798 else if (right)
868 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
869 800
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 801 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 802 * don't need to retry again.
874 */ 803 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 806 break;
877
878 } 807 }
808
879 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 810 * stop it from moving.
881 */ 811 */
882 if (retry == 2) 812 if (retry == 2)
883 { 813 {
884 stop_arrow (op); 814 stop_arrow (op);
885 return; 815 return;
886 } 816 }
817
887 /* update object image for new facing */ 818 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 822 } /* object is reflected */
892 } /* object ran into a wall */ 823 } /* object ran into a wall */
893 824
894 /* Move the arrow. */ 825 /* Move the arrow. */
895 op->remove (); 826 op->move_to (pos);
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed.
901 */
902 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904} 827}
905 828
906/* This routine doesnt seem to work for "inanimate" objects that 829static void
907 * are being carried, ie a held torch leaps from your hands!.
908 * Modified this routine to allow held objects. b.t. */
909
910void
911change_object (object *op) 830change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
913 int i, j;
914
915 if (op->other_arch == NULL) 832 if (!op->other_arch)
916 { 833 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 835 return;
919 } 836 }
920 837
921 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
923 { 840 {
924 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
925 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
926 else 858 else
927 op->stats.food = 1; /* so 1 other_arch is made */
928 }
929
930 object *pl = op->in_player ();
931 object *env = op->env;
932
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 object *tmp = arch_to_object (op->other_arch);
937
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env)
943 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946
947 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below.
950 */
951 if (pl)
952 {
953 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp);
955 }
956 } 859 {
957 else
958 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
960 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
961 tmp->destroy (); 863 tmp->destroy ();
962 else 864 else
963 { 865 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
966 } 870 }
967 } 871 }
968 } 872 }
969 873
970 op->destroy (); 874 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 885 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 887 * N times without the speed check.
984 */ 888 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 890 move_teleporter (op->more);
987 891
988 if (op->head) 892 if (op->head)
989 head = op->head; 893 head = op->head;
990 894
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
993 break; 897 break;
994 898
995 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
997 return; 901 return;
998 902
999 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
1000 { 904 {
1001 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1002 { 906 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 908 return;
1005 909
1006 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1007 } 911 }
1008 else 912 else
1009 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1010 return; 914 return;
1011 } 915 }
1026 else 930 else
1027 { 931 {
1028 /* Random teleporter */ 932 /* Random teleporter */
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 934 return;
935
1031 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1032 } 937 }
1033} 938}
1034
1035 939
1036/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 943 can't be generalized.
1040*/ 944*/
1041 945static void
1042void
1043move_player_changer (object *op) 946move_player_changer (object *op)
1044{ 947{
1045 object *player;
1046 object *walk;
1047 char c;
1048
1049 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1050 return; 949 return;
1051 950
1052 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 952 * needs to be on top.
1054 */ 953 */
1055 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1056 { 955 {
956 object *player = op->above;
957
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 959 return;
1059 player = op->above;
1060 960
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1063 963
1064 fix_player (player); 964 player->update_stats ();
1065 965
1066 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1068 968
1069 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 971 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1076 } 975 }
1077 else 976 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 978
1080 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 980 }
1083} 981}
1084 982
1085/* firewalls fire other spells. 983/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1093 991
1094 if (!op->map) 992 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1096 994
1097 spell = op->inv; 995 spell = op->inv;
996
1098 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 998 spell = op->other_arch;
999
1100 if (!spell) 1000 if (!spell)
1101 { 1001 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1003 return;
1104 } 1004 }
1105 1005
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1007}
1108 1008
1109
1110/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1112 * 1011 *
1113 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1114 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1115 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1116 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1117 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1017 */
1119void 1018static void
1120move_player_mover (object *op) 1019move_player_mover (object *op)
1121{ 1020{
1122 object *victim, *nextmover; 1021 int dir = 0;
1123 int dir = op->stats.sp;
1124 sint16 nx, ny;
1125 maptile *m;
1126 1022
1127 /* Determine direction now for random movers so we do the right thing */ 1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 if (!dir)
1129 dir = rndm (1, 8);
1130
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1132 { 1024 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1134 (victim->move_type & op->move_type || !victim->move_type)) 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1135 { 1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + freearr_x[dir];
1041 sint16 ny = op->y + freearr_y[dir];
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1136 1048
1137 if (victim->head) 1049 if (victim->head)
1138 victim = victim->head; 1050 victim = victim->head;
1139 1051
1140 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1141 {
1142 op->remove ();
1143 return;
1144 }
1145
1146 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir];
1148 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1152 return;
1153 }
1154
1155 if (should_director_abort (op, victim)) 1052 if (should_director_abort (op, victim))
1156 return; 1053 return;
1157 1054
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1056 {
1160 if (nextmover->type == PLAYERMOVER) 1057 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1058 nextmover->speed_left = -.99f;
1059
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1060 if (nextmover->flag [FLAG_ALIVE])
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1062 }
1167 1063
1168 if (victim->type == PLAYER) 1064 if (victim->type == PLAYER)
1169 { 1065 {
1170 /* only level >=1 movers move people */ 1066 /* only level >=1 movers move people */
1171 if (op->level) 1067 if (op->level)
1172 { 1068 {
1173 /* Following is a bit of hack. We need to make sure it 1069 /* Following is a bit of hack. We need to make sure it
1174 * is cleared, otherwise the player will get stuck in 1070 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1071 * place. This can happen if the player used a spell to
1176 * get to this space. 1072 * get to this space.
1177 */ 1073 */
1178 victim->contr->fire_on = 0; 1074 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1075 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1076 move_player (victim, dir);
1181 } 1077 }
1182 else 1078 else
1183 return; 1079 return;
1184 } 1080 }
1185 else 1081 else
1186 move_object (victim, dir); 1082 victim->move (dir);
1187 1083
1188 if (!op->stats.maxsp && op->attacktype) 1084 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1085 op->stats.maxsp = 2;
1190 1086
1191 if (op->attacktype) 1087 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1088 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1089 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1090 }
1204 } 1091 }
1205 } 1092 }
1206} 1093}
1207 1094
1217{ 1104{
1218 object *tmp; 1105 object *tmp;
1219 1106
1220 if (!op->other_arch) 1107 if (!op->other_arch)
1221 { 1108 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1109 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1110 return;
1224 } 1111 }
1225 1112
1226 if (op->above == NULL) 1113 if (op->above == NULL)
1227 return; 1114 return;
1115
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1116 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1117 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1118 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1119 {
1232 if (op->level <= 0) 1120 if (op->level <= 0)
1233 tmp->destroy (); 1121 tmp->destroy ();
1234 else 1122 else
1235 { 1123 {
1257 * has to make sure that there is in fact space for the object. 1145 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1146 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1147 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1148 * outside of the map which would cause the server to crash
1261*/ 1149*/
1262
1263void 1150void
1264move_creator (object *creator) 1151move_creator (object *creator)
1265{ 1152{
1266 object *new_ob; 1153 object *new_ob;
1267 1154
1268 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1269 { 1156 {
1270 creator->stats.hp = -1; 1157 creator->stats.hp = -1;
1271 return; 1158 return;
1272 } 1159 }
1273 1160
1274 if (creator->inv != NULL) 1161 if (creator->inv)
1275 { 1162 {
1276 object *ob; 1163 object *ob;
1277 int i; 1164 int i;
1278 object *ob_to_copy; 1165 object *ob_to_copy;
1279 1166
1280 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1281 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1282 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1283 { 1170 {
1284 if (rndm (0, i) == 0) 1171 if (rndm (0, i) == 0)
1285 { 1172 {
1286 ob_to_copy = ob; 1173 ob_to_copy = ob;
1287 } 1174 }
1288 } 1175 }
1289 new_ob = object_create_clone (ob_to_copy); 1176
1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1177 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1292 } 1180 }
1293 else 1181 else
1294 { 1182 {
1295 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1296 { 1184 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1187 return;
1300 } 1188 }
1301 1189
1302 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1192 }
1305 1193
1306 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1196 {
1309 new_ob->destroy (); 1197 new_ob->destroy ();
1310 return; 1198 return;
1311 } 1199 }
1312 1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1205
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (new_ob->flag [FLAG_FREED])
1315 return; 1208 return;
1316 1209
1317 if (creator->slaying) 1210 if (creator->slaying)
1318 {
1319 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1320 }
1321} 1212}
1322 1213
1323/* move_marker --peterm@soda.csua.berkeley.edu 1214/* move_marker --peterm@soda.csua.berkeley.edu
1324 when moved, a marker will search for a player sitting above 1215 when moved, a marker will search for a player sitting above
1325 it, and insert an invisible, weightless force into him 1216 it, and insert an invisible, weightless force into him
1326 with a specific code as the slaying field. 1217 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1218 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1219 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1220 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1221 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1222void
1333move_marker (object *op) 1223move_marker (object *op)
1334{ 1224{
1335 object *tmp, *tmp2; 1225 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1226 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1228 if (object *force = tmp->force_find (op->name))
1229 force->destroy ();
1230
1231 if (op->slaying && !tmp->force_find (op->slaying))
1344 { 1232 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1234
1235 if (op->msg)
1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1237
1238 if (op->stats.hp > 0)
1347 } 1239 {
1240 op->stats.hp--;
1348 1241
1349 if (tmp2)
1350 tmp2->destroy ();
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1242 if (op->stats.hp == 0)
1368 { 1243 {
1369 force->speed = 0.01; 1244 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1245 op->destroy ();
1246 return;
1371 } 1247 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 op->destroy ();
1390 return;
1391 }
1392 } 1248 }
1393 } /* if tmp2 == NULL */ 1249 }
1394 } /* if tmp->type == PLAYER */ 1250 }
1395 } /* For all objects on this space */
1396} 1251}
1397 1252
1398int 1253// mapscript objects activate themselves (only) then their timer fires
1254// TODO: maybe they should simply trigger the link like any other object?
1255static void
1256move_mapscript (object *op)
1257{
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260}
1261
1262static void
1263move_lamp (object *op)
1264{
1265 // if the lamp/torch is off, we should disable it.
1266 if (!op->glow_radius)
1267 {
1268 op->set_speed (0);
1269 return;
1270 }
1271 else
1272 {
1273 // check whether the face might need to be updated
1274 // (currently this is needed to have already switched on torches
1275 // on maps, as they just set the glow_radius in the archetype)
1276 if (op->other_arch
1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1279 || (op->flag [FLAG_ANIMATE]
1280 ? (op->animation_id != op->other_arch->animation_id)
1281 : (op->face != op->other_arch->face))
1282 ))
1283 get_animation_from_arch (op, op->other_arch);
1284 }
1285
1286 // lamps and torches on maps don't use up their fuel
1287 if (op->is_on_map ())
1288 return;
1289
1290 if (op->stats.food > 0)
1291 {
1292 op->stats.food--;
1293 return;
1294 }
1295
1296 apply_lamp (op, false);
1297}
1298
1299void
1399process_object (object *op) 1300process_object (object *op)
1400{ 1301{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1402 return 0; 1303 return;
1403 1304
1404 if (INVOKE_OBJECT (TICK, op)) 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1306 return;
1406 1307
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1308 if (op->flag [FLAG_MONSTER])
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1309 if (move_monster (op) || op->flag [FLAG_FREED])
1409 return 1; 1310 return;
1410 1311
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1412 { 1313 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1314 animate_object (op, op->contr ? op->facing : op->direction);
1417 1315
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1316 if (op->flag [FLAG_SEE_ANYWHERE])
1419 make_sure_seen (op); 1317 make_sure_seen (op);
1420 } 1318 }
1421 1319
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1423 { 1325 {
1326 if (op->flag [FLAG_CHANGING] && !op->state)
1327 {
1424 change_object (op); 1328 change_object (op);
1425 return 1; 1329 return;
1426 } 1330 }
1427 1331
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1429 generate_monster (op); 1333 generate_monster (op);
1430 1334
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1432 { 1336 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (op->flag [FLAG_APPLIED])
1434 remove_force (op); 1338 remove_force (op);
1435 else 1339 else
1436 { 1340 {
1437 /* IF necessary, delete the item from the players inventory */ 1341 op->remove (); // TODO: really necessary?
1438 object *pl = op->in_player ();
1439 1342
1440 if (pl) 1343 if (op->flag [FLAG_SEE_ANYWHERE])
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1344 make_sure_not_seen (op);
1447 1345
1448 op->destroy (); 1346 op->drop_and_destroy ();
1449 } 1347 }
1450 1348
1451 return 1; 1349 return;
1350 }
1452 } 1351 }
1453 1352
1454 switch (op->type) 1353 switch (op->type)
1455 { 1354 {
1456 case SPELL_EFFECT: 1355 case SPELL_EFFECT:
1457 move_spell_effect (op); 1356 move_spell_effect (op);
1458 return 1; 1357 break;
1459 1358
1460 case ROD: 1359 case ROD:
1461 case HORN: 1360 case HORN:
1462 regenerate_rod (op); 1361 regenerate_rod (op);
1463 return 1; 1362 break;
1464 1363
1465 case FORCE: 1364 case FORCE:
1466 case POTION_EFFECT: 1365 case POTION_EFFECT:
1467 remove_force (op); 1366 remove_force (op);
1468 return 1; 1367 break;
1469 1368
1470 case BLINDNESS: 1369 case BLINDNESS:
1471 remove_blindness (op); 1370 remove_blindness (op);
1472 return 0; 1371 break;
1473 1372
1474 case POISONING: 1373 case POISONING:
1475 poison_more (op); 1374 poison_more (op);
1476 return 0; 1375 break;
1477 1376
1478 case DISEASE: 1377 case DISEASE:
1479 move_disease (op); 1378 move_disease (op);
1480 return 0; 1379 break;
1481 1380
1482 case SYMPTOM: 1381 case SYMPTOM:
1483 move_symptom (op); 1382 move_symptom (op);
1484 return 0; 1383 break;
1485 1384
1486 case THROWN_OBJ: 1385 case THROWN_OBJ:
1487 case ARROW: 1386 case ARROW:
1488 move_arrow (op); 1387 move_arrow (op);
1489 return 0; 1388 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1389
1495 case DOOR: 1390 case DOOR:
1496 remove_door (op); 1391 remove_door (op);
1497 return 0; 1392 break;
1498 1393
1499 case LOCKED_DOOR: 1394 case LOCKED_DOOR:
1500 remove_door2 (op); 1395 remove_door2 (op);
1501 return 0; 1396 break;
1502 1397
1503 case TELEPORTER: 1398 case TELEPORTER:
1504 move_teleporter (op); 1399 move_teleporter (op);
1505 return 0; 1400 break;
1506 1401
1507 case GOLEM: 1402 case GOLEM:
1508 move_golem (op); 1403 move_golem (op);
1509 return 0; 1404 break;
1510 1405
1511 case EARTHWALL: 1406 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1407 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1408 break;
1514 1409
1515 case FIREWALL: 1410 case FIREWALL:
1516 move_firewall (op); 1411 move_firewall (op);
1517 if (op->stats.maxsp) 1412 if (op->stats.maxsp)
1518 animate_turning (op); 1413 animate_turning (op);
1519 return 0; 1414 break;
1520 1415
1521 case MOOD_FLOOR: 1416 case MOOD_FLOOR:
1522 do_mood_floor (op); 1417 do_mood_floor (op);
1523 return 0; 1418 break;
1524 1419
1525 case GATE: 1420 case GATE:
1526 move_gate (op); 1421 move_gate (op);
1527 return 0; 1422 break;
1528 1423
1529 case TIMED_GATE: 1424 case TIMED_GATE:
1530 move_timed_gate (op); 1425 move_timed_gate (op);
1531 return 0; 1426 break;
1532 1427
1533 case TRIGGER: 1428 case TRIGGER:
1534 case TRIGGER_BUTTON: 1429 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1430 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1431 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1432 animate_trigger (op);
1538 return 0; 1433 break;
1539 1434
1540 case DETECTOR: 1435 case DETECTOR:
1541 move_detector (op); 1436 move_detector (op);
1542 1437
1543 case DIRECTOR: 1438 case DIRECTOR:
1544 if (op->stats.maxsp) 1439 if (op->stats.maxsp)
1545 animate_turning (op); 1440 animate_turning (op);
1546 return 0; 1441 break;
1547 1442
1548 case HOLE: 1443 case HOLE:
1549 move_hole (op); 1444 move_hole (op);
1550 return 0; 1445 break;
1551 1446
1552 case DEEP_SWAMP: 1447 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1448 move_deep_swamp (op);
1554 return 0; 1449 break;
1555 1450
1556 case RUNE: 1451 case RUNE:
1557 case TRAP: 1452 case TRAP:
1558 move_rune (op); 1453 move_rune (op);
1559 return 0; 1454 break;
1560 1455
1561 case PLAYERMOVER: 1456 case PLAYERMOVER:
1562 move_player_mover (op); 1457 move_player_mover (op);
1563 return 0; 1458 break;
1564 1459
1565 case CREATOR: 1460 case CREATOR:
1566 move_creator (op); 1461 move_creator (op);
1567 return 0; 1462 break;
1568 1463
1569 case MARKER: 1464 case MARKER:
1570 move_marker (op); 1465 move_marker (op);
1571 return 0; 1466 break;
1572 1467
1573 case PLAYER_CHANGER: 1468 case PLAYER_CHANGER:
1574 move_player_changer (op); 1469 move_player_changer (op);
1575 return 0; 1470 break;
1576 1471
1577 case PEACEMAKER: 1472 case PEACEMAKER:
1578 move_peacemaker (op); 1473 move_peacemaker (op);
1579 return 0; 1474 break;
1580 }
1581 1475
1582 return 0; 1476 case PLAYER:
1477 // players have their own speed-management, so undo the --speed_left
1478 ++op->speed_left;
1479 break;
1480
1481 case MAPSCRIPT:
1482 move_mapscript (op);
1483 break;
1484
1485 case LAMP:
1486 case TORCH:
1487 move_lamp (op);
1488 break;
1489 }
1583} 1490}
1491

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