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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 1.71 by root, Mon Oct 22 21:11:03 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.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
59 90
60 op->destroy (); 91 op->destroy ();
61} 92}
62 93
63void 94void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 95generate_monster (object *gen)
97{ 96{
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) 97 if (!gen->map)
153 return; 98 return;
154 99
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 101 return;
158 102
159 while (at) 103 object *op;
104 int dir;
105
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107 {
108 // either copy one item from the inventory...
109 if (!gen->inv)
110 return;
111
112 // first select one item from the inventory
113 int index = 0;
114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115 if (!rndm (++index))
116 op = tmp;
117
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = object_create_clone (op);
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
161 op = arch_to_object (at); 134 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 135 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 136 else
137 return;
164 138
165 if (head) 139 op->expand_tail ();
166 op->head = head, prev->more = op;
167 140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
168 if (rndm (0, 9)) 145 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
170 147
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 ()) 148 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 150
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; 151 return;
152 }
192 153
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 154 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 155}
199 156
200void 157void
201remove_force (object *op) 158remove_force (object *op)
202{ 159{
245 return; 202 return;
246 } 203 }
247 204
248 if (op->stats.food == 1) 205 if (op->stats.food == 1)
249 { 206 {
250 /* need to remove the object before fix_player is called, else fix_player 207 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 208 * will not do anything.
252 */ 209 */
253 if (op->env->type == PLAYER) 210 if (op->env->type == PLAYER)
254 { 211 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
271} 228}
272 229
273 230
274void 231void
275move_gate (object *op) 232move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
277 object *tmp; 234 object *tmp;
278 235
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 237 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 243 if (op->value)
287 { 244 {
288 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 247 op->stats.wc = 0;
291 if (op->arch->clone.speed) 248 if (op->arch->speed)
292 op->value = 0; 249 op->value = 0;
293 else 250 else
294 op->set_speed (0); 251 op->set_speed (0);
295 } 252 }
296 253
316 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 275 * the gate slightly.
319 */ 276 */
320 277
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 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)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 280 break;
324 281
325 if (tmp == NULL) 282 if (!tmp)
326 { 283 {
327 if (op->arch->clone.speed) 284 if (op->arch->speed)
328 op->value = 1; 285 op->value = 1;
329 else 286 else
330 op->set_speed (0); 287 op->set_speed (0);
331 288
332 return; 289 return;
343 } 300 }
344 else 301 else
345 { /* The gate is still going up */ 302 { /* The gate is still going up */
346 op->stats.wc++; 303 op->stats.wc++;
347 304
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 307
351 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
353 */ 310 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 312 {
356 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
359 317
360 if (tmp != NULL) 318 if (tmp)
361 { 319 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 321 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
365 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 327 }
368 else
369 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
371 * off the gate. 330 * off the gate.
372 */ 331 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 333 {
375 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 336
378 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
379 if (i != -1) 338 if (i > 0)
380 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
381 tmp->remove (); 343 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 } 344 }
385 } 345 }
386 } 346 }
387 347
388 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 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)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 351 break;
392 352
393 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
394 if (tmp) 354 if (tmp)
395 {
396 op->stats.food = 1; 355 op->stats.food = 1;
397 }
398 else 356 else
399 { 357 {
400 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
401 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
404 } 363 }
405 } /* gate is halfway up */ 364 } /* gate is halfway up */
406 365
419 int v = op->value; 378 int v = op->value;
420 379
421 if (op->stats.sp) 380 if (op->stats.sp)
422 { 381 {
423 move_gate (op); 382 move_gate (op);
383
424 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 385 op->stats.sp = 0;
426 return; 386 return;
427 } 387 }
388
428 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 390 { /* keep gate down */
430 move_gate (op); 391 move_gate (op);
392
431 if (op->value != v) 393 if (op->value != v)
432 op->set_speed (0); 394 op->set_speed (0);
433 } 395 }
434} 396}
435 397
447 int last = op->value; 409 int last = op->value;
448 int detected; 410 int detected;
449 411
450 detected = 0; 412 detected = 0;
451 413
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 415 {
454 object *tmp2; 416 object *tmp2;
455 417
456 if (op->stats.hp) 418 if (op->stats.hp)
457 { 419 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 421 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 423 detected = 1;
424
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 426 detected = 1;
464 } 427 }
465 } 428 }
429
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 431 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 433 detected = 1;
472 } 434 }
473 435
474 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 439 if (detected && last == 0)
478 { 440 {
479 op->value = 1; 441 op->value = 1;
480 push_button (op); 442 push_button (op);
481 } 443 }
444
482 if (!detected && last == 1) 445 if (!detected && last == 1)
483 { 446 {
484 op->value = 0; 447 op->value = 0;
485 push_button (op); 448 push_button (op);
486 } 449 }
490 if (detected && last == 1) 453 if (detected && last == 1)
491 { 454 {
492 op->value = 0; 455 op->value = 0;
493 push_button (op); 456 push_button (op);
494 } 457 }
458
495 if (!detected && last == 0) 459 if (!detected && last == 0)
496 { 460 {
497 op->value = 1; 461 op->value = 1;
498 push_button (op); 462 push_button (op);
499 } 463 }
500 } 464 }
501} 465}
502
503 466
504void 467void
505animate_trigger (object *op) 468animate_trigger (object *op)
506{ 469{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
539 502
540 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
542 return; 505 return;
543 } 506 }
507
544 /* We're closing */ 508 /* We're closing */
545 op->move_on = 0; 509 op->move_on = 0;
546 510
547 op->stats.wc++; 511 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 568void
605fix_stopped_item (object *op, maptile *map, object *originator) 569fix_stopped_item (object *op, maptile *map, object *originator)
606{ 570{
607 if (map == NULL) 571 if (map == NULL)
608 return; 572 return;
573
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 574 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 575 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 576 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 577 merge_ob (op, NULL); /* only some arrows actually need this */
613} 578}
614 579
615
616object * 580object *
617fix_stopped_arrow (object *op) 581fix_stopped_arrow (object *op)
618{ 582{
619 if (rndm (0, 99) < op->stats.food) 583 if (rndm (0, 99) < op->stats.food)
620 { 584 {
623 return NULL; 587 return NULL;
624 } 588 }
625 589
626 op->set_speed (0); 590 op->set_speed (0);
627 op->direction = 0; 591 op->direction = 0;
628 op->move_on = 0; 592 op->move_on = 0;
629 op->move_type = 0; 593 op->move_type = 0;
594 op->skill = 0; // really?
595
596 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 600
636 if (op->spellarg != NULL) 601 if (op->spellarg)
637 { 602 {
638 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
639 free (op->spellarg); 604 free (op->spellarg);
640 op->spellarg = NULL; 605 op->spellarg = 0;
641 } 606 }
642 else 607 else
643 op->slaying = NULL; 608 op->slaying = 0;
644 609
645 /* Reset these to zero, so that object::can_merge will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 611 op->spellarg = NULL;
647 op->stats.sp = 0; 612 op->stats.sp = 0;
648 op->stats.hp = 0; 613 op->stats.hp = 0;
649 op->stats.grace = 0; 614 op->stats.grace = 0;
650 op->level = 0; 615 op->level = 0;
651 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
654 return op; 619 return op;
655} 620}
656 621
657/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 642 op->destroy ();
678 } 643 }
679 else 644 else
680 { 645 {
681 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
682 if (op) 648 if (op)
683 merge_ob (op, NULL); 649 merge_ob (op, 0);
684 } 650 }
685} 651}
686 652
687/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 654 */
689
690void 655void
691move_arrow (object *op) 656move_arrow (object *op)
692{ 657{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 658 int was_reflected;
696 maptile *m;
697 659
698 if (op->map == NULL) 660 if (!op->map)
699 { 661 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 663 op->destroy ();
702 return; 664 return;
703 } 665 }
733 stop_arrow (op); 695 stop_arrow (op);
734 return; 696 return;
735 } 697 }
736 698
737 /* Calculate target map square */ 699 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 700 was_reflected = 0;
741 701
742 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 703
745 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
746 { 705 {
747 stop_arrow (op); 706 stop_arrow (op);
748 return; 707 return;
749 } 708 }
750 709
751 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
753 { 712 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 717 break;
757 718
758 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
767 */ 728 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 730 {
770 int number = op->face->number; 731 int number = op->face;
771 732
772 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
773 op->state = 0; 734 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 */ 735 was_reflected = 1; /* skip normal movement calculations */
786 } 736 }
787 else 737 else
788 { 738 {
789 /* Attack the object. */ 739 /* Attack the object. */
793 return; 743 return;
794 } 744 }
795 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
797 747
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 749 {
800 int retry = 0; 750 int retry = 0;
801 751
802 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 766 if (op->direction & 1)
817 { 767 {
818 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
819 retry = 1; 769 retry = 1;
820 } 770 }
771
821 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
822 * use this retry here to make this one block 773 * use this retry here to make this one block
823 * that did the same thing. 774 * that did the same thing.
824 */ 775 */
825 while (retry < 2) 776 while (retry < 2)
826 { 777 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 778 retry++;
832 779
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* 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 781 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
837 */ 784 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 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)));
841 787
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 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)));
845 790
846 if (left == right) 791 if (left == right)
847 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
848 else if (left) 793 else if (left)
849 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
850 else if (right) 795 else if (right)
851 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
852 797
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 - 798 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 799 * don't need to retry again.
857 */ 800 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 803 break;
860
861 } 804 }
805
862 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 807 * stop it from moving.
864 */ 808 */
865 if (retry == 2) 809 if (retry == 2)
866 { 810 {
867 stop_arrow (op); 811 stop_arrow (op);
868 return; 812 return;
869 } 813 }
814
870 /* update object image for new facing */ 815 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 819 } /* object is reflected */
875 } /* object ran into a wall */ 820 } /* object ran into a wall */
876 821
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 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
884 */ 824 */
885 op->speed -= 0.05; 825 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 826
889/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 829}
892 830
893void 831void
894change_object (object *op) 832change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
896 int i, j; 834 int i, j;
897 835
898 if (op->other_arch == NULL) 836 if (!op->other_arch)
899 { 837 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 839 return;
902 } 840 }
903 841
904 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 844 {
907 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
908 return; 846 return;
909 else 847
910 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
911 } 849 }
912 850
913 object *pl = op->in_player ();
914 object *env = op->env; 851 object *env = op->env;
915 852
916 op->remove (); 853 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
918 { 855 {
919 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
920 857
921 if (op->type == LAMP) 858 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
923 860
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env) 862 if (env)
926 { 863 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
929 865
930 /* If this object is the players inventory, we need to tell the 866 /* 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 867 * 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. 868 * updating the client, so we don't need to do that below.
933 */ 869 */
934 if (pl) 870 if (object *pl = op->in_player ())
935 { 871 {
936 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
938 } 874 }
939 } 875 }
940 else 876 else
941 { 877 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
944 tmp->destroy (); 880 tmp->destroy ();
945 else 881 else
946 { 882 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
949 } 887 }
950 } 888 }
951 } 889 }
952 890
953 op->destroy (); 891 op->destroy ();
969 move_teleporter (op->more); 907 move_teleporter (op->more);
970 908
971 if (op->head) 909 if (op->head)
972 head = op->head; 910 head = op->head;
973 911
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 912 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 914 break;
977 915
978 /* If nothing above us to move, nothing to do */ 916 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 951 return;
1014 teleport (head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
1015 } 953 }
1016} 954}
1017
1018 955
1019/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 959 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1076 1013
1077 spell = op->inv; 1014 spell = op->inv;
1078 1015
1079 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1017 spell = op->other_arch;
1081 1018
1082 if (!spell) 1019 if (!spell)
1083 { 1020 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1022 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1036 */
1100void 1037void
1101move_player_mover (object *op) 1038move_player_mover (object *op)
1102{ 1039{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
1105 sint16 nx, ny; 1041 sint16 nx, ny;
1106 maptile *m; 1042 maptile *m;
1107 1043
1108 /* Determine direction now for random movers so we do the right thing */ 1044 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1045 if (!dir)
1110 dir = rndm (1, 8); 1046 dir = rndm (1, 8);
1111 1047
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1048 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1049 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1051 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1052 {
1117 1053
1134 } 1070 }
1135 1071
1136 if (should_director_abort (op, victim)) 1072 if (should_director_abort (op, victim))
1137 return; 1073 return;
1138 1074
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1076 {
1141 if (nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1078 nextmover->speed_left = -.99f;
1079
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1082 }
1148 1083
1149 if (victim->type == PLAYER) 1084 if (victim->type == PLAYER)
1150 { 1085 {
1151 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1157 * get to this space. 1092 * get to this space.
1158 */ 1093 */
1159 victim->contr->fire_on = 0; 1094 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1095 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1096 move_player (victim, dir);
1162 } 1097 }
1163 else 1098 else
1164 return; 1099 return;
1165 } 1100 }
1169 if (!op->stats.maxsp && op->attacktype) 1104 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1105 op->stats.maxsp = 2;
1171 1106
1172 if (op->attacktype) 1107 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1108 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1109 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 } 1110 }
1185 } 1111 }
1186 } 1112 }
1187} 1113}
1188 1114
1204 return; 1130 return;
1205 } 1131 }
1206 1132
1207 if (op->above == NULL) 1133 if (op->above == NULL)
1208 return; 1134 return;
1135
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1137 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1138 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1139 {
1213 if (op->level <= 0) 1140 if (op->level <= 0)
1214 tmp->destroy (); 1141 tmp->destroy ();
1215 else 1142 else
1216 { 1143 {
1238 * has to make sure that there is in fact space for the object. 1165 * 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 1166 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1242*/ 1169*/
1243
1244void 1170void
1245move_creator (object *creator) 1171move_creator (object *creator)
1246{ 1172{
1247 object *new_ob; 1173 object *new_ob;
1248 1174
1283 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1211 }
1286 1212
1287 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1215 {
1290 new_ob->destroy (); 1216 new_ob->destroy ();
1291 return; 1217 return;
1292 } 1218 }
1219
1220 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1223
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1226 return;
1297 1227
1307 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1240 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.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1242void
1314move_marker (object *op) 1243move_marker (object *op)
1315{ 1244{
1316 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1317 { 1246 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1248 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1323 { 1252 {
1324 tmp2->destroy (); 1253 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1254
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) 1255 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1257
1358 if (op->stats.hp > 0) 1258 if (op->stats.hp > 0)
1359 { 1259 {
1360 op->stats.hp--; 1260 op->stats.hp--;
1261
1361 if (op->stats.hp == 0) 1262 if (op->stats.hp == 0)
1362 { 1263 {
1363 /* marker expires--granted mark number limit */ 1264 /* marker expires--granted mark number limit */
1364 op->destroy (); 1265 op->destroy ();
1365 return; 1266 return;
1367 } 1268 }
1368 } 1269 }
1369 } 1270 }
1370} 1271}
1371 1272
1372int 1273void
1373process_object (object *op) 1274process_object (object *op)
1374{ 1275{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1277 return;
1377 1278
1378 if (INVOKE_OBJECT (TICK, op)) 1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1280 return;
1380 1281
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1284 return;
1384 1285
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1287 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1391 1289
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1291 make_sure_seen (op);
1394 } 1292 }
1395 1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1299 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1301 {
1398 change_object (op); 1302 change_object (op);
1399 return 1; 1303 return;
1400 } 1304 }
1401 1305
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1307 generate_monster (op);
1404 1308
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1310 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1312 remove_force (op);
1409 else 1313 else
1410 { 1314 {
1411 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1316 if (object *pl = op->in_player ())
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1416 1318
1417 op->remove (); 1319 op->remove ();
1418 1320
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1421 1323
1422 op->destroy (); 1324 op->destroy ();
1423 } 1325 }
1424 1326
1425 return 1; 1327 return;
1328 }
1426 } 1329 }
1427 1330
1428 switch (op->type) 1331 switch (op->type)
1429 { 1332 {
1430 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1431 move_spell_effect (op); 1334 move_spell_effect (op);
1432 return 1; 1335 break;
1433 1336
1434 case ROD: 1337 case ROD:
1435 case HORN: 1338 case HORN:
1436 regenerate_rod (op); 1339 regenerate_rod (op);
1437 return 1; 1340 break;
1438 1341
1439 case FORCE: 1342 case FORCE:
1440 case POTION_EFFECT: 1343 case POTION_EFFECT:
1441 remove_force (op); 1344 remove_force (op);
1442 return 1; 1345 break;
1443 1346
1444 case BLINDNESS: 1347 case BLINDNESS:
1445 remove_blindness (op); 1348 remove_blindness (op);
1446 return 0; 1349 break;
1447 1350
1448 case POISONING: 1351 case POISONING:
1449 poison_more (op); 1352 poison_more (op);
1450 return 0; 1353 break;
1451 1354
1452 case DISEASE: 1355 case DISEASE:
1453 move_disease (op); 1356 move_disease (op);
1454 return 0; 1357 break;
1455 1358
1456 case SYMPTOM: 1359 case SYMPTOM:
1457 move_symptom (op); 1360 move_symptom (op);
1458 return 0; 1361 break;
1459 1362
1460 case THROWN_OBJ: 1363 case THROWN_OBJ:
1461 case ARROW: 1364 case ARROW:
1462 move_arrow (op); 1365 move_arrow (op);
1463 return 0; 1366 break;
1464 1367
1465 case DOOR: 1368 case DOOR:
1466 remove_door (op); 1369 remove_door (op);
1467 return 0; 1370 break;
1468 1371
1469 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1470 remove_door2 (op); 1373 remove_door2 (op);
1471 return 0; 1374 break;
1472 1375
1473 case TELEPORTER: 1376 case TELEPORTER:
1474 move_teleporter (op); 1377 move_teleporter (op);
1475 return 0; 1378 break;
1476 1379
1477 case GOLEM: 1380 case GOLEM:
1478 move_golem (op); 1381 move_golem (op);
1479 return 0; 1382 break;
1480 1383
1481 case EARTHWALL: 1384 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1386 break;
1484 1387
1485 case FIREWALL: 1388 case FIREWALL:
1486 move_firewall (op); 1389 move_firewall (op);
1487 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1488 animate_turning (op); 1391 animate_turning (op);
1489 return 0; 1392 break;
1490 1393
1491 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1492 do_mood_floor (op); 1395 do_mood_floor (op);
1493 return 0; 1396 break;
1494 1397
1495 case GATE: 1398 case GATE:
1496 move_gate (op); 1399 move_gate (op);
1497 return 0; 1400 break;
1498 1401
1499 case TIMED_GATE: 1402 case TIMED_GATE:
1500 move_timed_gate (op); 1403 move_timed_gate (op);
1501 return 0; 1404 break;
1502 1405
1503 case TRIGGER: 1406 case TRIGGER:
1504 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1410 animate_trigger (op);
1508 return 0; 1411 break;
1509 1412
1510 case DETECTOR: 1413 case DETECTOR:
1511 move_detector (op); 1414 move_detector (op);
1512 1415
1513 case DIRECTOR: 1416 case DIRECTOR:
1514 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1515 animate_turning (op); 1418 animate_turning (op);
1516 return 0; 1419 break;
1517 1420
1518 case HOLE: 1421 case HOLE:
1519 move_hole (op); 1422 move_hole (op);
1520 return 0; 1423 break;
1521 1424
1522 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1426 move_deep_swamp (op);
1524 return 0; 1427 break;
1525 1428
1526 case RUNE: 1429 case RUNE:
1527 case TRAP: 1430 case TRAP:
1528 move_rune (op); 1431 move_rune (op);
1529 return 0; 1432 break;
1530 1433
1531 case PLAYERMOVER: 1434 case PLAYERMOVER:
1532 move_player_mover (op); 1435 move_player_mover (op);
1533 return 0; 1436 break;
1534 1437
1535 case CREATOR: 1438 case CREATOR:
1536 move_creator (op); 1439 move_creator (op);
1537 return 0; 1440 break;
1538 1441
1539 case MARKER: 1442 case MARKER:
1540 move_marker (op); 1443 move_marker (op);
1541 return 0; 1444 break;
1542 1445
1543 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1544 move_player_changer (op); 1447 move_player_changer (op);
1545 return 0; 1448 break;
1546 1449
1547 case PEACEMAKER: 1450 case PEACEMAKER:
1548 move_peacemaker (op); 1451 move_peacemaker (op);
1549 return 0; 1452 break;
1550 }
1551 1453
1552 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1553} 1459}
1460

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