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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 1.78 by root, Sun Sep 7 09:22:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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 = op->deep_clone ();
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}
502 466
503
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))
508 { 471 {
517} 480}
518 481
519void 482void
520move_hole (object *op) 483move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 484{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 485 if (op->value)
525 { /* We're opening */ 486 { /* We're opening */
526 if (--op->stats.wc <= 0) 487 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
528 op->stats.wc = 0; 489 op->stats.wc = 0;
529 op->set_speed (0); 490 op->set_speed (0);
530 491
531 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 495 {
535 next = tmp->above; 496 next = tmp->above;
536 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
537 } 498 }
538 } 499 }
539 500
540 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
542 return; 503 return;
543 } 504 }
505
544 /* We're closing */ 506 /* We're closing */
545 op->move_on = 0; 507 op->move_on = 0;
546 508
547 op->stats.wc++; 509 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 566void
605fix_stopped_item (object *op, maptile *map, object *originator) 567fix_stopped_item (object *op, maptile *map, object *originator)
606{ 568{
607 if (map == NULL) 569 if (map == NULL)
608 return; 570 return;
571
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 572 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 573 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 574 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 575 merge_ob (op, NULL); /* only some arrows actually need this */
613} 576}
614 577
615
616object * 578object *
617fix_stopped_arrow (object *op) 579fix_stopped_arrow (object *op)
618{ 580{
619 if (rndm (0, 99) < op->stats.food) 581 if (rndm (0, 99) < op->stats.food)
620 { 582 {
623 return NULL; 585 return NULL;
624 } 586 }
625 587
626 op->set_speed (0); 588 op->set_speed (0);
627 op->direction = 0; 589 op->direction = 0;
628 op->move_on = 0; 590 op->move_on = 0;
629 op->move_type = 0; 591 op->move_type = 0;
592 op->skill = 0; // really?
593
594 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 595 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 596 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 597 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 598
636 if (op->spellarg != NULL) 599 if (op->spellarg)
637 { 600 {
638 op->slaying = op->spellarg; 601 op->slaying = op->spellarg;
639 free (op->spellarg); 602 free (op->spellarg);
640 op->spellarg = NULL; 603 op->spellarg = 0;
641 } 604 }
642 else 605 else
643 op->slaying = NULL; 606 op->slaying = 0;
644 607
645 /* Reset these to zero, so that object::can_merge will work properly */ 608 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 609 op->spellarg = NULL;
647 op->stats.sp = 0; 610 op->stats.sp = 0;
648 op->stats.hp = 0; 611 op->stats.hp = 0;
649 op->stats.grace = 0; 612 op->stats.grace = 0;
650 op->level = 0; 613 op->level = 0;
651 op->face = op->arch->clone.face; 614 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 615 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
654 return op; 617 return op;
655} 618}
656 619
657/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 640 op->destroy ();
678 } 641 }
679 else 642 else
680 { 643 {
681 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
682 if (op) 646 if (op)
683 merge_ob (op, NULL); 647 merge_ob (op, 0);
684 } 648 }
685} 649}
686 650
687/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 652 */
689
690void 653void
691move_arrow (object *op) 654move_arrow (object *op)
692{ 655{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 656 int was_reflected;
696 maptile *m;
697 657
698 if (op->map == NULL) 658 if (!op->map)
699 { 659 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 661 op->destroy ();
702 return; 662 return;
703 } 663 }
733 stop_arrow (op); 693 stop_arrow (op);
734 return; 694 return;
735 } 695 }
736 696
737 /* Calculate target map square */ 697 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 698 was_reflected = 0;
741 699
742 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 701
745 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
746 { 703 {
747 stop_arrow (op); 704 stop_arrow (op);
748 return; 705 return;
749 } 706 }
750 707
751 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
753 { 710 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 715 break;
757 716
758 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
767 */ 726 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 728 {
770 int number = op->face->number; 729 int number = op->face;
771 730
772 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
773 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
786 } 734 }
787 else 735 else
788 { 736 {
789 /* Attack the object. */ 737 /* Attack the object. */
793 return; 741 return;
794 } 742 }
795 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
797 745
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 747 {
800 int retry = 0; 748 int retry = 0;
801 749
802 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 764 if (op->direction & 1)
817 { 765 {
818 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
819 retry = 1; 767 retry = 1;
820 } 768 }
769
821 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
822 * use this retry here to make this one block 771 * use this retry here to make this one block
823 * that did the same thing. 772 * that did the same thing.
824 */ 773 */
825 while (retry < 2) 774 while (retry < 2)
826 { 775 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 776 retry++;
832 777
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* 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 779 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
837 */ 782 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
841 785
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
845 788
846 if (left == right) 789 if (left == right)
847 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
848 else if (left) 791 else if (left)
849 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
850 else if (right) 793 else if (right)
851 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
852 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 797 * don't need to retry again.
857 */ 798 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 801 break;
860
861 } 802 }
803
862 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 805 * stop it from moving.
864 */ 806 */
865 if (retry == 2) 807 if (retry == 2)
866 { 808 {
867 stop_arrow (op); 809 stop_arrow (op);
868 return; 810 return;
869 } 811 }
812
870 /* update object image for new facing */ 813 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 815 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 816 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 817 } /* object is reflected */
875 } /* object ran into a wall */ 818 } /* object ran into a wall */
876 819
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 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
884 */ 822 */
885 op->speed -= 0.05; 823 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 824
889/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 827}
892 828
893void 829void
894change_object (object *op) 830change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
896 int i, j; 832 int i, j;
897 833
898 if (op->other_arch == NULL) 834 if (!op->other_arch)
899 { 835 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 837 return;
902 } 838 }
903 839
904 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 842 {
907 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
908 return; 844 return;
909 else 845
910 op->stats.food = 1; /* so 1 other_arch is made */ 846 op->stats.food = 1; /* so 1 other_arch is made */
911 } 847 }
912 848
913 object *pl = op->in_player ();
914 object *env = op->env; 849 object *env = op->env;
915 850
916 op->remove (); 851 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 852 for (i = 0; i < op->stats.food; i++)
918 { 853 {
919 object *tmp = arch_to_object (op->other_arch); 854 object *tmp = arch_to_object (op->other_arch);
920 855
921 if (op->type == LAMP) 856 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 857 tmp->stats.food = op->stats.food - 1;
923 858
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860
925 if (env) 861 if (env)
926 { 862 env->insert (tmp);
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* 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
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else 863 else
941 { 864 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 866 if (j < 0) /* No free spot */
944 tmp->destroy (); 867 tmp->destroy ();
945 else 868 else
946 { 869 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 870 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 871
872 if (pos.normalise ())
873 pos.insert (tmp, op);
949 } 874 }
950 } 875 }
951 } 876 }
952 877
953 op->destroy (); 878 op->destroy ();
969 move_teleporter (op->more); 894 move_teleporter (op->more);
970 895
971 if (op->head) 896 if (op->head)
972 head = op->head; 897 head = op->head;
973 898
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 899 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 901 break;
977 902
978 /* If nothing above us to move, nothing to do */ 903 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 934 else
1010 { 935 {
1011 /* Random teleporter */ 936 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 938 return;
939
1014 teleport (head, TELEPORTER, tmp); 940 teleport (head, TELEPORTER, tmp);
1015 } 941 }
1016} 942}
1017
1018 943
1019/* This object will teleport someone to a different map 944/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 945 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 946 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 947 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1000 return; /* dm has created a firewall in his inventory */
1076 1001
1077 spell = op->inv; 1002 spell = op->inv;
1078 1003
1079 if (!spell || spell->type != SPELL) 1004 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1005 spell = op->other_arch;
1081 1006
1082 if (!spell) 1007 if (!spell)
1083 { 1008 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1010 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1023 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1024 */
1100void 1025void
1101move_player_mover (object *op) 1026move_player_mover (object *op)
1102{ 1027{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1028 int dir = op->stats.sp;
1105 sint16 nx, ny; 1029 sint16 nx, ny;
1106 maptile *m; 1030 maptile *m;
1107 1031
1108 /* Determine direction now for random movers so we do the right thing */ 1032 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1033 if (!dir)
1110 dir = rndm (1, 8); 1034 dir = rndm (1, 8);
1111 1035
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1037 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1039 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1040 {
1117 1041
1134 } 1058 }
1135 1059
1136 if (should_director_abort (op, victim)) 1060 if (should_director_abort (op, victim))
1137 return; 1061 return;
1138 1062
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1064 {
1141 if (nextmover->type == PLAYERMOVER) 1065 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1066 nextmover->speed_left = -.99f;
1067
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1070 }
1148 1071
1149 if (victim->type == PLAYER) 1072 if (victim->type == PLAYER)
1150 { 1073 {
1151 /* only level >=1 movers move people */ 1074 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1078 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1079 * place. This can happen if the player used a spell to
1157 * get to this space. 1080 * get to this space.
1158 */ 1081 */
1159 victim->contr->fire_on = 0; 1082 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1083 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1084 move_player (victim, dir);
1162 } 1085 }
1163 else 1086 else
1164 return; 1087 return;
1165 } 1088 }
1169 if (!op->stats.maxsp && op->attacktype) 1092 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1093 op->stats.maxsp = 2;
1171 1094
1172 if (op->attacktype) 1095 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1096 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1097 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 } 1098 }
1185 } 1099 }
1186 } 1100 }
1187} 1101}
1188 1102
1204 return; 1118 return;
1205 } 1119 }
1206 1120
1207 if (op->above == NULL) 1121 if (op->above == NULL)
1208 return; 1122 return;
1123
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1124 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1125 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1126 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1127 {
1213 if (op->level <= 0) 1128 if (op->level <= 0)
1214 tmp->destroy (); 1129 tmp->destroy ();
1215 else 1130 else
1216 { 1131 {
1238 * has to make sure that there is in fact space for the object. 1153 * 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 1154 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1155 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1156 * outside of the map which would cause the server to crash
1242*/ 1157*/
1243
1244void 1158void
1245move_creator (object *creator) 1159move_creator (object *creator)
1246{ 1160{
1247 object *new_ob; 1161 object *new_ob;
1248 1162
1265 if (rndm (0, i) == 0) 1179 if (rndm (0, i) == 0)
1266 { 1180 {
1267 ob_to_copy = ob; 1181 ob_to_copy = ob;
1268 } 1182 }
1269 } 1183 }
1270 new_ob = object_create_clone (ob_to_copy); 1184 new_ob = ob_to_copy->deep_clone ();
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1187 }
1274 else 1188 else
1275 { 1189 {
1276 if (creator->other_arch == NULL) 1190 if (!creator->other_arch)
1277 { 1191 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1192 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1279 &creator->name, &creator->map->path, creator->x, creator->y); 1193 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1194 return;
1281 } 1195 }
1283 new_ob = object_create_arch (creator->other_arch); 1197 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1199 }
1286 1200
1287 /* Make sure this multipart object fits */ 1201 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1203 {
1290 new_ob->destroy (); 1204 new_ob->destroy ();
1291 return; 1205 return;
1292 } 1206 }
1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1211
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1214 return;
1297 1215
1307 with a specific code as the slaying field. 1225 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1226 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1227 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1228 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.*/ 1229 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1230void
1314move_marker (object *op) 1231move_marker (object *op)
1315{ 1232{
1316 if (object *tmp = op->ms ().player ()) 1233 if (object *tmp = op->ms ().player ())
1317 { 1234 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1235 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1236 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1323 { 1240 {
1324 tmp2->destroy (); 1241 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1242
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) 1243 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1245
1358 if (op->stats.hp > 0) 1246 if (op->stats.hp > 0)
1359 { 1247 {
1360 op->stats.hp--; 1248 op->stats.hp--;
1249
1361 if (op->stats.hp == 0) 1250 if (op->stats.hp == 0)
1362 { 1251 {
1363 /* marker expires--granted mark number limit */ 1252 /* marker expires--granted mark number limit */
1364 op->destroy (); 1253 op->destroy ();
1365 return; 1254 return;
1367 } 1256 }
1368 } 1257 }
1369 } 1258 }
1370} 1259}
1371 1260
1372int 1261void
1373process_object (object *op) 1262process_object (object *op)
1374{ 1263{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1265 return;
1377 1266
1378 if (INVOKE_OBJECT (TICK, op)) 1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1268 return;
1380 1269
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1272 return;
1384 1273
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1275 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1276 animate_object (op, op->contr ? op->facing : op->direction);
1391 1277
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1279 make_sure_seen (op);
1394 } 1280 }
1395 1281
1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1287 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1289 {
1398 change_object (op); 1290 change_object (op);
1399 return 1; 1291 return;
1400 } 1292 }
1401 1293
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1295 generate_monster (op);
1404 1296
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1298 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1300 remove_force (op);
1409 else 1301 else
1410 { 1302 {
1411 /* IF necessary, delete the item from the players inventory */
1412 object *pl = op->in_player ();
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove (); 1303 op->remove ();
1418 1304
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1306 make_sure_not_seen (op);
1421 1307
1422 op->destroy (); 1308 op->destroy ();
1423 } 1309 }
1424 1310
1425 return 1; 1311 return;
1312 }
1426 } 1313 }
1427 1314
1428 switch (op->type) 1315 switch (op->type)
1429 { 1316 {
1430 case SPELL_EFFECT: 1317 case SPELL_EFFECT:
1431 move_spell_effect (op); 1318 move_spell_effect (op);
1432 return 1; 1319 break;
1433 1320
1434 case ROD: 1321 case ROD:
1435 case HORN: 1322 case HORN:
1436 regenerate_rod (op); 1323 regenerate_rod (op);
1437 return 1; 1324 break;
1438 1325
1439 case FORCE: 1326 case FORCE:
1440 case POTION_EFFECT: 1327 case POTION_EFFECT:
1441 remove_force (op); 1328 remove_force (op);
1442 return 1; 1329 break;
1443 1330
1444 case BLINDNESS: 1331 case BLINDNESS:
1445 remove_blindness (op); 1332 remove_blindness (op);
1446 return 0; 1333 break;
1447 1334
1448 case POISONING: 1335 case POISONING:
1449 poison_more (op); 1336 poison_more (op);
1450 return 0; 1337 break;
1451 1338
1452 case DISEASE: 1339 case DISEASE:
1453 move_disease (op); 1340 move_disease (op);
1454 return 0; 1341 break;
1455 1342
1456 case SYMPTOM: 1343 case SYMPTOM:
1457 move_symptom (op); 1344 move_symptom (op);
1458 return 0; 1345 break;
1459 1346
1460 case THROWN_OBJ: 1347 case THROWN_OBJ:
1461 case ARROW: 1348 case ARROW:
1462 move_arrow (op); 1349 move_arrow (op);
1463 return 0; 1350 break;
1464 1351
1465 case DOOR: 1352 case DOOR:
1466 remove_door (op); 1353 remove_door (op);
1467 return 0; 1354 break;
1468 1355
1469 case LOCKED_DOOR: 1356 case LOCKED_DOOR:
1470 remove_door2 (op); 1357 remove_door2 (op);
1471 return 0; 1358 break;
1472 1359
1473 case TELEPORTER: 1360 case TELEPORTER:
1474 move_teleporter (op); 1361 move_teleporter (op);
1475 return 0; 1362 break;
1476 1363
1477 case GOLEM: 1364 case GOLEM:
1478 move_golem (op); 1365 move_golem (op);
1479 return 0; 1366 break;
1480 1367
1481 case EARTHWALL: 1368 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1370 break;
1484 1371
1485 case FIREWALL: 1372 case FIREWALL:
1486 move_firewall (op); 1373 move_firewall (op);
1487 if (op->stats.maxsp) 1374 if (op->stats.maxsp)
1488 animate_turning (op); 1375 animate_turning (op);
1489 return 0; 1376 break;
1490 1377
1491 case MOOD_FLOOR: 1378 case MOOD_FLOOR:
1492 do_mood_floor (op); 1379 do_mood_floor (op);
1493 return 0; 1380 break;
1494 1381
1495 case GATE: 1382 case GATE:
1496 move_gate (op); 1383 move_gate (op);
1497 return 0; 1384 break;
1498 1385
1499 case TIMED_GATE: 1386 case TIMED_GATE:
1500 move_timed_gate (op); 1387 move_timed_gate (op);
1501 return 0; 1388 break;
1502 1389
1503 case TRIGGER: 1390 case TRIGGER:
1504 case TRIGGER_BUTTON: 1391 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1392 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1393 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1394 animate_trigger (op);
1508 return 0; 1395 break;
1509 1396
1510 case DETECTOR: 1397 case DETECTOR:
1511 move_detector (op); 1398 move_detector (op);
1512 1399
1513 case DIRECTOR: 1400 case DIRECTOR:
1514 if (op->stats.maxsp) 1401 if (op->stats.maxsp)
1515 animate_turning (op); 1402 animate_turning (op);
1516 return 0; 1403 break;
1517 1404
1518 case HOLE: 1405 case HOLE:
1519 move_hole (op); 1406 move_hole (op);
1520 return 0; 1407 break;
1521 1408
1522 case DEEP_SWAMP: 1409 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1410 move_deep_swamp (op);
1524 return 0; 1411 break;
1525 1412
1526 case RUNE: 1413 case RUNE:
1527 case TRAP: 1414 case TRAP:
1528 move_rune (op); 1415 move_rune (op);
1529 return 0; 1416 break;
1530 1417
1531 case PLAYERMOVER: 1418 case PLAYERMOVER:
1532 move_player_mover (op); 1419 move_player_mover (op);
1533 return 0; 1420 break;
1534 1421
1535 case CREATOR: 1422 case CREATOR:
1536 move_creator (op); 1423 move_creator (op);
1537 return 0; 1424 break;
1538 1425
1539 case MARKER: 1426 case MARKER:
1540 move_marker (op); 1427 move_marker (op);
1541 return 0; 1428 break;
1542 1429
1543 case PLAYER_CHANGER: 1430 case PLAYER_CHANGER:
1544 move_player_changer (op); 1431 move_player_changer (op);
1545 return 0; 1432 break;
1546 1433
1547 case PEACEMAKER: 1434 case PEACEMAKER:
1548 move_peacemaker (op); 1435 move_peacemaker (op);
1549 return 0; 1436 break;
1550 }
1551 1437
1552 return 0; 1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1553} 1443}
1444

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