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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 1.79 by root, Sun Sep 28 15:49:08 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))
579 { 541 {
580 object *payload = op->inv; 542 object *payload = op->inv;
581 543
582 if (payload == NULL) 544 if (payload == NULL)
583 return NULL; 545 return NULL;
546
584 payload->remove (); 547 payload->remove ();
585 op->destroy (); 548 op->destroy (true);
586 return payload; 549 return payload;
587 } 550 }
588 551
589 case ARROW: 552 case ARROW:
590 if (op->has_active_speed ()) 553 if (op->has_active_speed ())
604void 567void
605fix_stopped_item (object *op, maptile *map, object *originator) 568fix_stopped_item (object *op, maptile *map, object *originator)
606{ 569{
607 if (map == NULL) 570 if (map == NULL)
608 return; 571 return;
572
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 573 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 574 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 575 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 576 merge_ob (op, NULL); /* only some arrows actually need this */
613} 577}
614 578
615
616object * 579object *
617fix_stopped_arrow (object *op) 580fix_stopped_arrow (object *op)
618{ 581{
619 if (rndm (0, 99) < op->stats.food) 582 if (rndm (0, 99) < op->stats.food)
620 { 583 {
621 /* Small chance of breaking */ 584 /* Small chance of breaking */
622 op->destroy (); 585 op->destroy (true);
623 return NULL; 586 return NULL;
624 } 587 }
625 588
626 op->set_speed (0); 589 op->set_speed (0);
627 op->direction = 0; 590 op->direction = 0;
628 op->move_on = 0; 591 op->move_on = 0;
629 op->move_type = 0; 592 op->move_type = 0;
593 op->skill = 0; // really?
594
595 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 596 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 597 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 598 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 599
636 if (op->spellarg != NULL) 600 if (op->spellarg)
637 { 601 {
638 op->slaying = op->spellarg; 602 op->slaying = op->spellarg;
639 free (op->spellarg); 603 free (op->spellarg);
640 op->spellarg = NULL; 604 op->spellarg = 0;
641 } 605 }
642 else 606 else
643 op->slaying = NULL; 607 op->slaying = 0;
644 608
645 /* Reset these to zero, so that object::can_merge will work properly */ 609 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 610 op->spellarg = NULL;
647 op->stats.sp = 0; 611 op->stats.sp = 0;
648 op->stats.hp = 0; 612 op->stats.hp = 0;
649 op->stats.grace = 0; 613 op->stats.grace = 0;
650 op->level = 0; 614 op->level = 0;
651 op->face = op->arch->clone.face; 615 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 616 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 617 update_object (op, UP_OBJ_CHANGE);
654 return op; 618 return op;
655} 619}
656 620
657/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 641 op->destroy ();
678 } 642 }
679 else 643 else
680 { 644 {
681 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
682 if (op) 647 if (op)
683 merge_ob (op, NULL); 648 merge_ob (op, 0);
684 } 649 }
685} 650}
686 651
687/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 653 */
689
690void 654void
691move_arrow (object *op) 655move_arrow (object *op)
692{ 656{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 657 int was_reflected;
696 maptile *m;
697 658
698 if (op->map == NULL) 659 if (!op->map)
699 { 660 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 662 op->destroy ();
702 return; 663 return;
703 } 664 }
733 stop_arrow (op); 694 stop_arrow (op);
734 return; 695 return;
735 } 696 }
736 697
737 /* Calculate target map square */ 698 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 699 was_reflected = 0;
741 700
742 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 702
745 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
746 { 704 {
747 stop_arrow (op); 705 stop_arrow (op);
748 return; 706 return;
749 } 707 }
750 708
751 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
753 { 711 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 716 break;
757 717
758 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
767 */ 727 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 729 {
770 int number = op->face->number; 730 int number = op->face;
771 731
772 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
773 op->state = 0; 733 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 */ 734 was_reflected = 1; /* skip normal movement calculations */
786 } 735 }
787 else 736 else
788 { 737 {
789 /* Attack the object. */ 738 /* Attack the object. */
793 return; 742 return;
794 } 743 }
795 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
797 746
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 748 {
800 int retry = 0; 749 int retry = 0;
801 750
802 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 765 if (op->direction & 1)
817 { 766 {
818 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
819 retry = 1; 768 retry = 1;
820 } 769 }
770
821 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
822 * use this retry here to make this one block 772 * use this retry here to make this one block
823 * that did the same thing. 773 * that did the same thing.
824 */ 774 */
825 while (retry < 2) 775 while (retry < 2)
826 { 776 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 777 retry++;
832 778
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* 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 780 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
837 */ 783 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
841 786
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
845 789
846 if (left == right) 790 if (left == right)
847 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
848 else if (left) 792 else if (left)
849 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
850 else if (right) 794 else if (right)
851 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
852 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 798 * don't need to retry again.
857 */ 799 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 802 break;
860
861 } 803 }
804
862 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 806 * stop it from moving.
864 */ 807 */
865 if (retry == 2) 808 if (retry == 2)
866 { 809 {
867 stop_arrow (op); 810 stop_arrow (op);
868 return; 811 return;
869 } 812 }
813
870 /* update object image for new facing */ 814 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 816 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 817 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 818 } /* object is reflected */
875 } /* object ran into a wall */ 819 } /* object ran into a wall */
876 820
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 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
884 */ 823 */
885 op->speed -= 0.05; 824 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 825
889/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 828}
892 829
893void 830void
894change_object (object *op) 831change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
896 int i, j; 833 int i, j;
897 834
898 if (op->other_arch == NULL) 835 if (!op->other_arch)
899 { 836 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 838 return;
902 } 839 }
903 840
904 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 843 {
907 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
908 return; 845 return;
909 else 846
910 op->stats.food = 1; /* so 1 other_arch is made */ 847 op->stats.food = 1; /* so 1 other_arch is made */
911 } 848 }
912 849
913 object *pl = op->in_player ();
914 object *env = op->env; 850 object *env = op->env;
915 851
916 op->remove (); 852 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 853 for (i = 0; i < op->stats.food; i++)
918 { 854 {
919 object *tmp = arch_to_object (op->other_arch); 855 object *tmp = arch_to_object (op->other_arch);
920 856
921 if (op->type == LAMP) 857 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 858 tmp->stats.food = op->stats.food - 1;
923 859
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861
925 if (env) 862 if (env)
926 { 863 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 864 else
941 { 865 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 866 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 867 if (j < 0) /* No free spot */
944 tmp->destroy (); 868 tmp->destroy ();
945 else 869 else
946 { 870 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 871 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 872
873 if (pos.normalise ())
874 pos.insert (tmp, op);
949 } 875 }
950 } 876 }
951 } 877 }
952 878
953 op->destroy (); 879 op->destroy ();
969 move_teleporter (op->more); 895 move_teleporter (op->more);
970 896
971 if (op->head) 897 if (op->head)
972 head = op->head; 898 head = op->head;
973 899
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 900 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 902 break;
977 903
978 /* If nothing above us to move, nothing to do */ 904 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 935 else
1010 { 936 {
1011 /* Random teleporter */ 937 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 939 return;
940
1014 teleport (head, TELEPORTER, tmp); 941 teleport (head, TELEPORTER, tmp);
1015 } 942 }
1016} 943}
1017
1018 944
1019/* This object will teleport someone to a different map 945/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 946 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 947 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 948 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
1076 1002
1077 spell = op->inv; 1003 spell = op->inv;
1078 1004
1079 if (!spell || spell->type != SPELL) 1005 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1006 spell = op->other_arch;
1081 1007
1082 if (!spell) 1008 if (!spell)
1083 { 1009 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1011 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1024 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1025 */
1100void 1026void
1101move_player_mover (object *op) 1027move_player_mover (object *op)
1102{ 1028{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1029 int dir = op->stats.sp;
1105 sint16 nx, ny; 1030 sint16 nx, ny;
1106 maptile *m; 1031 maptile *m;
1107 1032
1108 /* Determine direction now for random movers so we do the right thing */ 1033 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1034 if (!dir)
1110 dir = rndm (1, 8); 1035 dir = rndm (1, 8);
1111 1036
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1037 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1038 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1040 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1041 {
1117 1042
1134 } 1059 }
1135 1060
1136 if (should_director_abort (op, victim)) 1061 if (should_director_abort (op, victim))
1137 return; 1062 return;
1138 1063
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1064 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1065 {
1141 if (nextmover->type == PLAYERMOVER) 1066 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1067 nextmover->speed_left = -.99f;
1068
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1070 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1071 }
1148 1072
1149 if (victim->type == PLAYER) 1073 if (victim->type == PLAYER)
1150 { 1074 {
1151 /* only level >=1 movers move people */ 1075 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1079 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1080 * place. This can happen if the player used a spell to
1157 * get to this space. 1081 * get to this space.
1158 */ 1082 */
1159 victim->contr->fire_on = 0; 1083 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1084 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1085 move_player (victim, dir);
1162 } 1086 }
1163 else 1087 else
1164 return; 1088 return;
1165 } 1089 }
1169 if (!op->stats.maxsp && op->attacktype) 1093 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1094 op->stats.maxsp = 2;
1171 1095
1172 if (op->attacktype) 1096 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1097 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1098 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 } 1099 }
1185 } 1100 }
1186 } 1101 }
1187} 1102}
1188 1103
1204 return; 1119 return;
1205 } 1120 }
1206 1121
1207 if (op->above == NULL) 1122 if (op->above == NULL)
1208 return; 1123 return;
1124
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1126 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1127 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1128 {
1213 if (op->level <= 0) 1129 if (op->level <= 0)
1214 tmp->destroy (); 1130 tmp->destroy ();
1215 else 1131 else
1216 { 1132 {
1238 * has to make sure that there is in fact space for the object. 1154 * 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 1155 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1242*/ 1158*/
1243
1244void 1159void
1245move_creator (object *creator) 1160move_creator (object *creator)
1246{ 1161{
1247 object *new_ob; 1162 object *new_ob;
1248 1163
1265 if (rndm (0, i) == 0) 1180 if (rndm (0, i) == 0)
1266 { 1181 {
1267 ob_to_copy = ob; 1182 ob_to_copy = ob;
1268 } 1183 }
1269 } 1184 }
1270 new_ob = object_create_clone (ob_to_copy); 1185 new_ob = ob_to_copy->deep_clone ();
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1188 }
1274 else 1189 else
1275 { 1190 {
1276 if (creator->other_arch == NULL) 1191 if (!creator->other_arch)
1277 { 1192 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1193 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); 1194 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1195 return;
1281 } 1196 }
1283 new_ob = object_create_arch (creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1200 }
1286 1201
1287 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1204 {
1290 new_ob->destroy (); 1205 new_ob->destroy ();
1291 return; 1206 return;
1292 } 1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1212
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1215 return;
1297 1216
1307 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1229 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.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1231void
1314move_marker (object *op) 1232move_marker (object *op)
1315{ 1233{
1316 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1317 { 1235 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1323 { 1241 {
1324 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1243
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) 1244 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1246
1358 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1359 { 1248 {
1360 op->stats.hp--; 1249 op->stats.hp--;
1250
1361 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1362 { 1252 {
1363 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1364 op->destroy (); 1254 op->destroy ();
1365 return; 1255 return;
1367 } 1257 }
1368 } 1258 }
1369 } 1259 }
1370} 1260}
1371 1261
1372int 1262void
1373process_object (object *op) 1263process_object (object *op)
1374{ 1264{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1265 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1266 return;
1377 1267
1378 if (INVOKE_OBJECT (TICK, op)) 1268 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1269 return;
1380 1270
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1271 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1272 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1273 return;
1384 1274
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1275 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1276 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1277 animate_object (op, op->contr ? op->facing : op->direction);
1391 1278
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1279 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1280 make_sure_seen (op);
1394 } 1281 }
1395 1282
1283 if (expect_false (
1284 op->flag [FLAG_GENERATOR]
1285 || op->flag [FLAG_CHANGING]
1286 || op->flag [FLAG_IS_USED_UP]
1287 ))
1288 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1289 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1290 {
1398 change_object (op); 1291 change_object (op);
1399 return 1; 1292 return;
1400 } 1293 }
1401 1294
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1295 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1296 generate_monster (op);
1404 1297
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1298 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1299 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1300 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1301 remove_force (op);
1409 else 1302 else
1410 { 1303 {
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 (); 1304 op->remove ();
1418 1305
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1306 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1307 make_sure_not_seen (op);
1421 1308
1422 op->destroy (); 1309 op->destroy ();
1423 } 1310 }
1424 1311
1425 return 1; 1312 return;
1313 }
1426 } 1314 }
1427 1315
1428 switch (op->type) 1316 switch (op->type)
1429 { 1317 {
1430 case SPELL_EFFECT: 1318 case SPELL_EFFECT:
1431 move_spell_effect (op); 1319 move_spell_effect (op);
1432 return 1; 1320 break;
1433 1321
1434 case ROD: 1322 case ROD:
1435 case HORN: 1323 case HORN:
1436 regenerate_rod (op); 1324 regenerate_rod (op);
1437 return 1; 1325 break;
1438 1326
1439 case FORCE: 1327 case FORCE:
1440 case POTION_EFFECT: 1328 case POTION_EFFECT:
1441 remove_force (op); 1329 remove_force (op);
1442 return 1; 1330 break;
1443 1331
1444 case BLINDNESS: 1332 case BLINDNESS:
1445 remove_blindness (op); 1333 remove_blindness (op);
1446 return 0; 1334 break;
1447 1335
1448 case POISONING: 1336 case POISONING:
1449 poison_more (op); 1337 poison_more (op);
1450 return 0; 1338 break;
1451 1339
1452 case DISEASE: 1340 case DISEASE:
1453 move_disease (op); 1341 move_disease (op);
1454 return 0; 1342 break;
1455 1343
1456 case SYMPTOM: 1344 case SYMPTOM:
1457 move_symptom (op); 1345 move_symptom (op);
1458 return 0; 1346 break;
1459 1347
1460 case THROWN_OBJ: 1348 case THROWN_OBJ:
1461 case ARROW: 1349 case ARROW:
1462 move_arrow (op); 1350 move_arrow (op);
1463 return 0; 1351 break;
1464 1352
1465 case DOOR: 1353 case DOOR:
1466 remove_door (op); 1354 remove_door (op);
1467 return 0; 1355 break;
1468 1356
1469 case LOCKED_DOOR: 1357 case LOCKED_DOOR:
1470 remove_door2 (op); 1358 remove_door2 (op);
1471 return 0; 1359 break;
1472 1360
1473 case TELEPORTER: 1361 case TELEPORTER:
1474 move_teleporter (op); 1362 move_teleporter (op);
1475 return 0; 1363 break;
1476 1364
1477 case GOLEM: 1365 case GOLEM:
1478 move_golem (op); 1366 move_golem (op);
1479 return 0; 1367 break;
1480 1368
1481 case EARTHWALL: 1369 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1370 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1371 break;
1484 1372
1485 case FIREWALL: 1373 case FIREWALL:
1486 move_firewall (op); 1374 move_firewall (op);
1487 if (op->stats.maxsp) 1375 if (op->stats.maxsp)
1488 animate_turning (op); 1376 animate_turning (op);
1489 return 0; 1377 break;
1490 1378
1491 case MOOD_FLOOR: 1379 case MOOD_FLOOR:
1492 do_mood_floor (op); 1380 do_mood_floor (op);
1493 return 0; 1381 break;
1494 1382
1495 case GATE: 1383 case GATE:
1496 move_gate (op); 1384 move_gate (op);
1497 return 0; 1385 break;
1498 1386
1499 case TIMED_GATE: 1387 case TIMED_GATE:
1500 move_timed_gate (op); 1388 move_timed_gate (op);
1501 return 0; 1389 break;
1502 1390
1503 case TRIGGER: 1391 case TRIGGER:
1504 case TRIGGER_BUTTON: 1392 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1393 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1394 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1395 animate_trigger (op);
1508 return 0; 1396 break;
1509 1397
1510 case DETECTOR: 1398 case DETECTOR:
1511 move_detector (op); 1399 move_detector (op);
1512 1400
1513 case DIRECTOR: 1401 case DIRECTOR:
1514 if (op->stats.maxsp) 1402 if (op->stats.maxsp)
1515 animate_turning (op); 1403 animate_turning (op);
1516 return 0; 1404 break;
1517 1405
1518 case HOLE: 1406 case HOLE:
1519 move_hole (op); 1407 move_hole (op);
1520 return 0; 1408 break;
1521 1409
1522 case DEEP_SWAMP: 1410 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1411 move_deep_swamp (op);
1524 return 0; 1412 break;
1525 1413
1526 case RUNE: 1414 case RUNE:
1527 case TRAP: 1415 case TRAP:
1528 move_rune (op); 1416 move_rune (op);
1529 return 0; 1417 break;
1530 1418
1531 case PLAYERMOVER: 1419 case PLAYERMOVER:
1532 move_player_mover (op); 1420 move_player_mover (op);
1533 return 0; 1421 break;
1534 1422
1535 case CREATOR: 1423 case CREATOR:
1536 move_creator (op); 1424 move_creator (op);
1537 return 0; 1425 break;
1538 1426
1539 case MARKER: 1427 case MARKER:
1540 move_marker (op); 1428 move_marker (op);
1541 return 0; 1429 break;
1542 1430
1543 case PLAYER_CHANGER: 1431 case PLAYER_CHANGER:
1544 move_player_changer (op); 1432 move_player_changer (op);
1545 return 0; 1433 break;
1546 1434
1547 case PEACEMAKER: 1435 case PEACEMAKER:
1548 move_peacemaker (op); 1436 move_peacemaker (op);
1549 return 0; 1437 break;
1550 }
1551 1438
1552 return 0; 1439 case PLAYER:
1440 // players have their own speed-management, so undo the --speed_left
1441 ++op->speed_left;
1442 break;
1443 }
1553} 1444}
1445

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