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Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.70 by root, Mon Oct 22 20:59:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
40 int i; 39 int i;
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < SIZEOFFREE1 + 1; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 {
44 mapxy pos (op);
45 pos.move (i);
46 if (pos.normalise ()
47 && present (DOOR, pos.m, pos.x, pos.y))
45 { 48 {
46 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
48 } 51 }
52 }
49 53
50 if (op->other_arch) 54 if (op->other_arch)
51 { 55 {
52 tmp = arch_to_object (op->other_arch); 56 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 57 tmp->x = op->x;
69 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
70 { 74 {
71 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 + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 77 { /* same key both doors */
74 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
76 } 80 }
77 } 81 }
78 82
79 if (op->other_arch) 83 if (op->other_arch)
80 { 84 {
87 } 91 }
88 92
89 op->destroy (); 93 op->destroy ();
90} 94}
91 95
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 96void
96generate_monster_inv (object *gen) 97generate_monster (object *gen)
97{ 98{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 99 if (!gen->map)
153 return; 100 return;
154 101
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 103 return;
158 104
159 while (at) 105 object *op;
106 int dir;
107
108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
109 {
110 // either copy one item from the inventory...
111 if (!gen->inv)
112 return;
113
114 // first select one item from the inventory
115 int index = 0;
116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
117 if (!rndm (++index))
118 op = tmp;
119
120 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
121 if (dir < 0)
122 return;
123
124 op = object_create_clone (op);
125
126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
127 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 128 }
129 else if (gen->other_arch)
130 {
131 // ...or use other_arch
132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
135
161 op = arch_to_object (at); 136 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 137 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 138 else
139 return;
164 140
165 if (head) 141 op->expand_tail ();
166 op->head = head, prev->more = op;
167 142
143 mapxy pos (gen); pos.move (dir);
144
145 if (pos.insert (op, gen))
146 {
168 if (rndm (0, 9)) 147 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 148 generate_artifact (op, gen->map->difficulty);
170 149
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 150 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 152
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 153 return;
154 }
192 155
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 156 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 157}
199 158
200void 159void
201remove_force (object *op) 160remove_force (object *op)
202{ 161{
245 return; 204 return;
246 } 205 }
247 206
248 if (op->stats.food == 1) 207 if (op->stats.food == 1)
249 { 208 {
250 /* need to remove the object before fix_player is called, else fix_player 209 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 210 * will not do anything.
252 */ 211 */
253 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
254 { 213 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
271} 230}
272 231
273 232
274void 233void
275move_gate (object *op) 234move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 235{ /* 1 = going down, 0 = going up */
277 object *tmp; 236 object *tmp;
278 237
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 239 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 240 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 245 if (op->value)
287 { 246 {
288 if (--op->stats.wc <= 0) 247 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 248 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 249 op->stats.wc = 0;
291 if (op->arch->clone.speed) 250 if (op->arch->speed)
292 op->value = 0; 251 op->value = 0;
293 else 252 else
294 op->set_speed (0); 253 op->set_speed (0);
295 } 254 }
296 255
316 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 277 * the gate slightly.
319 */ 278 */
320 279
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 280 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 281 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 282 break;
324 283
325 if (tmp == NULL) 284 if (!tmp)
326 { 285 {
327 if (op->arch->clone.speed) 286 if (op->arch->speed)
328 op->value = 1; 287 op->value = 1;
329 else 288 else
330 op->set_speed (0); 289 op->set_speed (0);
331 290
332 return; 291 return;
343 } 302 }
344 else 303 else
345 { /* The gate is still going up */ 304 { /* The gate is still going up */
346 op->stats.wc++; 305 op->stats.wc++;
347 306
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 309
351 /* If there is something on top of the gate, we try to roll it off. 310 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 311 * If a player/monster, we don't roll, we just hit them with damage
353 */ 312 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 314 {
356 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
359 319
360 if (tmp != NULL) 320 if (tmp)
361 { 321 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 323 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
325 op->play_sound (sound_find ("blocked_gate"));
326
365 if (tmp->type == PLAYER) 327 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 329 }
368 else
369 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
371 * off the gate. 332 * off the gate.
372 */ 333 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 334 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 335 {
375 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 338
378 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
379 if (i != -1) 340 if (i > 0)
380 { 341 {
342 mapxy pos (tmp);
343 pos.move (i);
344 if (pos.normalise ())
381 tmp->remove (); 345 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 346 }
385 } 347 }
386 } 348 }
387 349
388 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 351 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 353 break;
392 354
393 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
394 if (tmp) 356 if (tmp)
395 {
396 op->stats.food = 1; 357 op->stats.food = 1;
397 }
398 else 358 else
399 { 359 {
400 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
361
401 if (!op->arch->clone.stats.ac) 362 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
404 } 365 }
405 } /* gate is halfway up */ 366 } /* gate is halfway up */
406 367
419 int v = op->value; 380 int v = op->value;
420 381
421 if (op->stats.sp) 382 if (op->stats.sp)
422 { 383 {
423 move_gate (op); 384 move_gate (op);
385
424 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 387 op->stats.sp = 0;
426 return; 388 return;
427 } 389 }
390
428 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 392 { /* keep gate down */
430 move_gate (op); 393 move_gate (op);
394
431 if (op->value != v) 395 if (op->value != v)
432 op->set_speed (0); 396 op->set_speed (0);
433 } 397 }
434} 398}
435 399
447 int last = op->value; 411 int last = op->value;
448 int detected; 412 int detected;
449 413
450 detected = 0; 414 detected = 0;
451 415
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 417 {
454 object *tmp2; 418 object *tmp2;
455 419
456 if (op->stats.hp) 420 if (op->stats.hp)
457 { 421 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 422 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 423 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 425 detected = 1;
426
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 427 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 428 detected = 1;
464 } 429 }
465 } 430 }
431
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 432 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 433 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 434 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 435 detected = 1;
472 } 436 }
473 437
474 /* the detector sets the button if detection is found */ 438 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 441 if (detected && last == 0)
478 { 442 {
479 op->value = 1; 443 op->value = 1;
480 push_button (op); 444 push_button (op);
481 } 445 }
446
482 if (!detected && last == 1) 447 if (!detected && last == 1)
483 { 448 {
484 op->value = 0; 449 op->value = 0;
485 push_button (op); 450 push_button (op);
486 } 451 }
490 if (detected && last == 1) 455 if (detected && last == 1)
491 { 456 {
492 op->value = 0; 457 op->value = 0;
493 push_button (op); 458 push_button (op);
494 } 459 }
460
495 if (!detected && last == 0) 461 if (!detected && last == 0)
496 { 462 {
497 op->value = 1; 463 op->value = 1;
498 push_button (op); 464 push_button (op);
499 } 465 }
500 } 466 }
501} 467}
502
503 468
504void 469void
505animate_trigger (object *op) 470animate_trigger (object *op)
506{ 471{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
539 504
540 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_FACE);
542 return; 507 return;
543 } 508 }
509
544 /* We're closing */ 510 /* We're closing */
545 op->move_on = 0; 511 op->move_on = 0;
546 512
547 op->stats.wc++; 513 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 570void
605fix_stopped_item (object *op, maptile *map, object *originator) 571fix_stopped_item (object *op, maptile *map, object *originator)
606{ 572{
607 if (map == NULL) 573 if (map == NULL)
608 return; 574 return;
575
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 576 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 577 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 578 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 579 merge_ob (op, NULL); /* only some arrows actually need this */
613} 580}
614 581
615
616object * 582object *
617fix_stopped_arrow (object *op) 583fix_stopped_arrow (object *op)
618{ 584{
619 if (rndm (0, 99) < op->stats.food) 585 if (rndm (0, 99) < op->stats.food)
620 { 586 {
623 return NULL; 589 return NULL;
624 } 590 }
625 591
626 op->set_speed (0); 592 op->set_speed (0);
627 op->direction = 0; 593 op->direction = 0;
628 op->move_on = 0; 594 op->move_on = 0;
629 op->move_type = 0; 595 op->move_type = 0;
596 op->skill = 0; // really?
597
598 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 599 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 600 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 601 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 602
636 if (op->spellarg != NULL) 603 if (op->spellarg)
637 { 604 {
638 op->slaying = op->spellarg; 605 op->slaying = op->spellarg;
639 free (op->spellarg); 606 free (op->spellarg);
640 op->spellarg = NULL; 607 op->spellarg = 0;
641 } 608 }
642 else 609 else
643 op->slaying = NULL; 610 op->slaying = 0;
644 611
645 /* Reset these to zero, so that object::can_merge will work properly */ 612 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 613 op->spellarg = NULL;
647 op->stats.sp = 0; 614 op->stats.sp = 0;
648 op->stats.hp = 0; 615 op->stats.hp = 0;
649 op->stats.grace = 0; 616 op->stats.grace = 0;
650 op->level = 0; 617 op->level = 0;
651 op->face = op->arch->clone.face; 618 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 619 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 620 update_object (op, UP_OBJ_CHANGE);
654 return op; 621 return op;
655} 622}
656 623
657/* stop_arrow() - what to do when a non-living flying object 624/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 625 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 644 op->destroy ();
678 } 645 }
679 else 646 else
680 { 647 {
681 op = fix_stopped_arrow (op); 648 op = fix_stopped_arrow (op);
649
682 if (op) 650 if (op)
683 merge_ob (op, NULL); 651 merge_ob (op, 0);
684 } 652 }
685} 653}
686 654
687/* Move an arrow along its course. op is the arrow or thrown object. 655/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 656 */
689
690void 657void
691move_arrow (object *op) 658move_arrow (object *op)
692{ 659{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 660 int was_reflected;
696 maptile *m;
697 661
698 if (op->map == NULL) 662 if (!op->map)
699 { 663 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 664 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 665 op->destroy ();
702 return; 666 return;
703 } 667 }
733 stop_arrow (op); 697 stop_arrow (op);
734 return; 698 return;
735 } 699 }
736 700
737 /* Calculate target map square */ 701 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 702 was_reflected = 0;
741 703
742 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 705
745 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
746 { 707 {
747 stop_arrow (op); 708 stop_arrow (op);
748 return; 709 return;
749 } 710 }
750 711
751 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
753 { 714 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 719 break;
757 720
758 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
767 */ 730 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 732 {
770 int number = op->face->number; 733 int number = op->face;
771 734
772 op->direction = absdir (op->direction + 4); 735 op->direction = absdir (op->direction + 4);
773 op->state = 0; 736 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 737 was_reflected = 1; /* skip normal movement calculations */
786 } 738 }
787 else 739 else
788 { 740 {
789 /* Attack the object. */ 741 /* Attack the object. */
793 return; 745 return;
794 } 746 }
795 } /* if this is not hitting its owner */ 747 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 748 } /* if there is something alive on this space */
797 749
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 751 {
800 int retry = 0; 752 int retry = 0;
801 753
802 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 768 if (op->direction & 1)
817 { 769 {
818 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
819 retry = 1; 771 retry = 1;
820 } 772 }
773
821 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
822 * use this retry here to make this one block 775 * use this retry here to make this one block
823 * that did the same thing. 776 * that did the same thing.
824 */ 777 */
825 while (retry < 2) 778 while (retry < 2)
826 { 779 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 780 retry++;
832 781
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 783 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
837 */ 786 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 789
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 792
846 if (left == right) 793 if (left == right)
847 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
848 else if (left) 795 else if (left)
849 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
850 else if (right) 797 else if (right)
851 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
852 799
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 800 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 801 * don't need to retry again.
857 */ 802 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 805 break;
860
861 } 806 }
807
862 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 809 * stop it from moving.
864 */ 810 */
865 if (retry == 2) 811 if (retry == 2)
866 { 812 {
867 stop_arrow (op); 813 stop_arrow (op);
868 return; 814 return;
869 } 815 }
816
870 /* update object image for new facing */ 817 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 819 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 820 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 821 } /* object is reflected */
875 } /* object ran into a wall */ 822 } /* object ran into a wall */
876 823
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 824 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 825 * about 17 squares. Tune as needed.
884 */ 826 */
885 op->speed -= 0.05; 827 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 828
889/* This routine doesnt seem to work for "inanimate" objects that 829 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 830 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 831}
892 832
893void 833void
894change_object (object *op) 834change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 835{ /* Doesn`t handle linked objs yet */
896 int i, j; 836 int i, j;
897 837
898 if (op->other_arch == NULL) 838 if (!op->other_arch)
899 { 839 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 840 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 841 return;
902 } 842 }
903 843
904 /* In non-living items only change when food value is 0 */ 844 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 845 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 846 {
907 if (op->stats.food-- > 0) 847 if (op->stats.food-- > 0)
908 return; 848 return;
909 else 849
910 op->stats.food = 1; /* so 1 other_arch is made */ 850 op->stats.food = 1; /* so 1 other_arch is made */
911 } 851 }
912 852
913 object *pl = op->in_player ();
914 object *env = op->env; 853 object *env = op->env;
915 854
916 op->remove (); 855 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 856 for (i = 0; i < op->stats.food; i++)
918 { 857 {
919 object *tmp = arch_to_object (op->other_arch); 858 object *tmp = arch_to_object (op->other_arch);
920 859
921 if (op->type == LAMP) 860 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 861 tmp->stats.food = op->stats.food - 1;
923 862
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env) 864 if (env)
926 { 865 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env); 866 tmp = env->insert (tmp);
929 867
930 /* If this object is the players inventory, we need to tell the 868 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the 869 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below. 870 * updating the client, so we don't need to do that below.
933 */ 871 */
934 if (pl) 872 if (object *pl = op->in_player ())
935 { 873 {
936 esrv_del_item (pl->contr, op->count); 874 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp); 875 esrv_send_item (pl, tmp);
938 } 876 }
939 } 877 }
940 else 878 else
941 { 879 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 880 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 881 if (j < 0) /* No free spot */
944 tmp->destroy (); 882 tmp->destroy ();
945 else 883 else
946 { 884 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 885 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 886
887 if (pos.normalise ())
888 pos.insert (tmp, op);
949 } 889 }
950 } 890 }
951 } 891 }
952 892
953 op->destroy (); 893 op->destroy ();
969 move_teleporter (op->more); 909 move_teleporter (op->more);
970 910
971 if (op->head) 911 if (op->head)
972 head = op->head; 912 head = op->head;
973 913
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 916 break;
977 917
978 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 953 return;
1014 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
1015 } 955 }
1016} 956}
1017
1018 957
1019/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 961 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1076 1015
1077 spell = op->inv; 1016 spell = op->inv;
1078 1017
1079 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1081 1020
1082 if (!spell) 1021 if (!spell)
1083 { 1022 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1024 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1038 */
1100void 1039void
1101move_player_mover (object *op) 1040move_player_mover (object *op)
1102{ 1041{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1105 sint16 nx, ny; 1043 sint16 nx, ny;
1106 maptile *m; 1044 maptile *m;
1107 1045
1108 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1047 if (!dir)
1110 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1111 1049
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1051 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1054 {
1117 1055
1134 } 1072 }
1135 1073
1136 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1137 return; 1075 return;
1138 1076
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1078 {
1141 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1084 }
1148 1085
1149 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1150 { 1087 {
1151 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1157 * get to this space. 1094 * get to this space.
1158 */ 1095 */
1159 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1098 move_player (victim, dir);
1162 } 1099 }
1163 else 1100 else
1164 return; 1101 return;
1165 } 1102 }
1169 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1171 1108
1172 if (op->attacktype) 1109 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1112 }
1185 } 1113 }
1186 } 1114 }
1187} 1115}
1188 1116
1204 return; 1132 return;
1205 } 1133 }
1206 1134
1207 if (op->above == NULL) 1135 if (op->above == NULL)
1208 return; 1136 return;
1137
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1139 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1140 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1141 {
1213 if (op->level <= 0) 1142 if (op->level <= 0)
1214 tmp->destroy (); 1143 tmp->destroy ();
1215 else 1144 else
1216 { 1145 {
1238 * has to make sure that there is in fact space for the object. 1167 * has to make sure that there is in fact space for the object.
1239 * It should really do this for small objects also, but there is 1168 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1169 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1170 * outside of the map which would cause the server to crash
1242*/ 1171*/
1243
1244void 1172void
1245move_creator (object *creator) 1173move_creator (object *creator)
1246{ 1174{
1247 object *new_ob; 1175 object *new_ob;
1248 1176
1283 new_ob = object_create_arch (creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1213 }
1286 1214
1287 /* Make sure this multipart object fits */ 1215 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1216 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1217 {
1290 new_ob->destroy (); 1218 new_ob->destroy ();
1291 return; 1219 return;
1292 } 1220 }
1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1225
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1228 return;
1297 1229
1307 with a specific code as the slaying field. 1239 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1240 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1241 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1242 0 and then delete itself every time it grants a mark.
1311 unless hp was zero to start with, in which case it is infinite.*/ 1243 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1244void
1314move_marker (object *op) 1245move_marker (object *op)
1315{ 1246{
1316 if (object *tmp = op->ms ().player ()) 1247 if (object *tmp = op->ms ().player ())
1317 { 1248 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1323 { 1254 {
1324 tmp2->destroy (); 1255 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1256
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1257 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1259
1358 if (op->stats.hp > 0) 1260 if (op->stats.hp > 0)
1359 { 1261 {
1360 op->stats.hp--; 1262 op->stats.hp--;
1263
1361 if (op->stats.hp == 0) 1264 if (op->stats.hp == 0)
1362 { 1265 {
1363 /* marker expires--granted mark number limit */ 1266 /* marker expires--granted mark number limit */
1364 op->destroy (); 1267 op->destroy ();
1365 return; 1268 return;
1367 } 1270 }
1368 } 1271 }
1369 } 1272 }
1370} 1273}
1371 1274
1372int 1275void
1373process_object (object *op) 1276process_object (object *op)
1374{ 1277{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1279 return;
1377 1280
1378 if (INVOKE_OBJECT (TICK, op)) 1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1282 return;
1380 1283
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1286 return;
1384 1287
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1289 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1290 animate_object (op, op->contr ? op->facing : op->direction);
1391 1291
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1293 make_sure_seen (op);
1394 } 1294 }
1395 1295
1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1301 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1303 {
1398 change_object (op); 1304 change_object (op);
1399 return 1; 1305 return;
1400 } 1306 }
1401 1307
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1309 generate_monster (op);
1404 1310
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1312 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1314 remove_force (op);
1409 else 1315 else
1410 { 1316 {
1411 /* IF necessary, delete the item from the players inventory */ 1317 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1318 if (object *pl = op->in_player ())
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1319 esrv_del_item (pl->contr, op->count);
1416 1320
1417 op->remove (); 1321 op->remove ();
1418 1322
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1324 make_sure_not_seen (op);
1421 1325
1422 op->destroy (); 1326 op->destroy ();
1423 } 1327 }
1424 1328
1425 return 1; 1329 return;
1330 }
1426 } 1331 }
1427 1332
1428 switch (op->type) 1333 switch (op->type)
1429 { 1334 {
1430 case SPELL_EFFECT: 1335 case SPELL_EFFECT:
1431 move_spell_effect (op); 1336 move_spell_effect (op);
1432 return 1; 1337 break;
1433 1338
1434 case ROD: 1339 case ROD:
1435 case HORN: 1340 case HORN:
1436 regenerate_rod (op); 1341 regenerate_rod (op);
1437 return 1; 1342 break;
1438 1343
1439 case FORCE: 1344 case FORCE:
1440 case POTION_EFFECT: 1345 case POTION_EFFECT:
1441 remove_force (op); 1346 remove_force (op);
1442 return 1; 1347 break;
1443 1348
1444 case BLINDNESS: 1349 case BLINDNESS:
1445 remove_blindness (op); 1350 remove_blindness (op);
1446 return 0; 1351 break;
1447 1352
1448 case POISONING: 1353 case POISONING:
1449 poison_more (op); 1354 poison_more (op);
1450 return 0; 1355 break;
1451 1356
1452 case DISEASE: 1357 case DISEASE:
1453 move_disease (op); 1358 move_disease (op);
1454 return 0; 1359 break;
1455 1360
1456 case SYMPTOM: 1361 case SYMPTOM:
1457 move_symptom (op); 1362 move_symptom (op);
1458 return 0; 1363 break;
1459 1364
1460 case THROWN_OBJ: 1365 case THROWN_OBJ:
1461 case ARROW: 1366 case ARROW:
1462 move_arrow (op); 1367 move_arrow (op);
1463 return 0; 1368 break;
1464 1369
1465 case DOOR: 1370 case DOOR:
1466 remove_door (op); 1371 remove_door (op);
1467 return 0; 1372 break;
1468 1373
1469 case LOCKED_DOOR: 1374 case LOCKED_DOOR:
1470 remove_door2 (op); 1375 remove_door2 (op);
1471 return 0; 1376 break;
1472 1377
1473 case TELEPORTER: 1378 case TELEPORTER:
1474 move_teleporter (op); 1379 move_teleporter (op);
1475 return 0; 1380 break;
1476 1381
1477 case GOLEM: 1382 case GOLEM:
1478 move_golem (op); 1383 move_golem (op);
1479 return 0; 1384 break;
1480 1385
1481 case EARTHWALL: 1386 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1387 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1388 break;
1484 1389
1485 case FIREWALL: 1390 case FIREWALL:
1486 move_firewall (op); 1391 move_firewall (op);
1487 if (op->stats.maxsp) 1392 if (op->stats.maxsp)
1488 animate_turning (op); 1393 animate_turning (op);
1489 return 0; 1394 break;
1490 1395
1491 case MOOD_FLOOR: 1396 case MOOD_FLOOR:
1492 do_mood_floor (op); 1397 do_mood_floor (op);
1493 return 0; 1398 break;
1494 1399
1495 case GATE: 1400 case GATE:
1496 move_gate (op); 1401 move_gate (op);
1497 return 0; 1402 break;
1498 1403
1499 case TIMED_GATE: 1404 case TIMED_GATE:
1500 move_timed_gate (op); 1405 move_timed_gate (op);
1501 return 0; 1406 break;
1502 1407
1503 case TRIGGER: 1408 case TRIGGER:
1504 case TRIGGER_BUTTON: 1409 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1410 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1411 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1412 animate_trigger (op);
1508 return 0; 1413 break;
1509 1414
1510 case DETECTOR: 1415 case DETECTOR:
1511 move_detector (op); 1416 move_detector (op);
1512 1417
1513 case DIRECTOR: 1418 case DIRECTOR:
1514 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1515 animate_turning (op); 1420 animate_turning (op);
1516 return 0; 1421 break;
1517 1422
1518 case HOLE: 1423 case HOLE:
1519 move_hole (op); 1424 move_hole (op);
1520 return 0; 1425 break;
1521 1426
1522 case DEEP_SWAMP: 1427 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1428 move_deep_swamp (op);
1524 return 0; 1429 break;
1525 1430
1526 case RUNE: 1431 case RUNE:
1527 case TRAP: 1432 case TRAP:
1528 move_rune (op); 1433 move_rune (op);
1529 return 0; 1434 break;
1530 1435
1531 case PLAYERMOVER: 1436 case PLAYERMOVER:
1532 move_player_mover (op); 1437 move_player_mover (op);
1533 return 0; 1438 break;
1534 1439
1535 case CREATOR: 1440 case CREATOR:
1536 move_creator (op); 1441 move_creator (op);
1537 return 0; 1442 break;
1538 1443
1539 case MARKER: 1444 case MARKER:
1540 move_marker (op); 1445 move_marker (op);
1541 return 0; 1446 break;
1542 1447
1543 case PLAYER_CHANGER: 1448 case PLAYER_CHANGER:
1544 move_player_changer (op); 1449 move_player_changer (op);
1545 return 0; 1450 break;
1546 1451
1547 case PEACEMAKER: 1452 case PEACEMAKER:
1548 move_peacemaker (op); 1453 move_peacemaker (op);
1549 return 0; 1454 break;
1550 }
1551 1455
1552 return 0; 1456 case PLAYER:
1457 // players have their own speed-management, so undo the --speed_left
1458 ++op->speed_left;
1459 break;
1460 }
1553} 1461}
1462

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