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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.80 by root, Mon Sep 29 10:20:49 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_inv (true); // be explicit about dropping
63 op->destroy (true);
64}
65
66void
67remove_door2 (object *op)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
92 op->destroy_inv (true); // be explicit about dropping
60 op->destroy (); 93 op->destroy (true);
61}
62
63void
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} 94}
91 95
92void 96void
93generate_monster (object *gen) 97generate_monster (object *gen)
94{ 98{
97 101
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 103 return;
100 104
101 object *op; 105 object *op;
106 int dir;
102 107
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 109 {
105 // either copy one item form the inventory... 110 // either copy one item from the inventory...
106 if (!gen->inv) 111 if (!gen->inv)
107 return; 112 return;
108 113
109 // first select one item from the inventory 114 // first select one item from the inventory
110 int index = 0; 115 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 117 if (!rndm (++index))
113 op = tmp; 118 op = tmp;
114 119
115 op = object_create_clone (op); 120 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
121 if (dir < 0)
122 return;
123
124 op = op->deep_clone ();
116 125
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 127 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 128 }
129 else if (gen->other_arch)
130 {
131 // ...or use other_arch
132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
135
136 op = arch_to_object (gen->other_arch);
137 }
120 else 138 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 139 return;
127 }
128 140
129 op->expand_tail (); 141 op->expand_tail ();
130 142
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 143 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 144
145 if (pos.insert (op, gen))
133 { 146 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 147 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 148 generate_artifact (op, gen->map->difficulty);
138 149
139 if (op->has_random_items ()) 150 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 152
142 return; 153 return;
143 }
144 } 154 }
145 155
146 op->destroy (); 156 op->destroy (true);
147} 157}
148 158
149void 159void
150remove_force (object *op) 160remove_force (object *op)
151{ 161{
163 CLEAR_FLAG (op, FLAG_APPLIED); 173 CLEAR_FLAG (op, FLAG_APPLIED);
164 change_abil (op->env, op); 174 change_abil (op->env, op);
165 op->env->update_stats (); 175 op->env->update_stats ();
166 } 176 }
167 177
168 op->destroy (); 178 op->destroy (true);
169} 179}
170 180
171void 181void
172remove_blindness (object *op) 182remove_blindness (object *op)
173{ 183{
180 { 190 {
181 change_abil (op->env, op); 191 change_abil (op->env, op);
182 op->env->update_stats (); 192 op->env->update_stats ();
183 } 193 }
184 194
185 op->destroy (); 195 op->destroy (true);
186} 196}
187 197
188void 198void
189poison_more (object *op) 199poison_more (object *op)
190{ 200{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 201 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
192 { 202 {
193 op->destroy (); 203 op->destroy (true);
194 return; 204 return;
195 } 205 }
196 206
197 if (op->stats.food == 1) 207 if (op->stats.food == 1)
198 { 208 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
205 op->env->update_stats (); 215 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 217 }
208 218
209 op->destroy (); 219 op->destroy (true);
210 return; 220 return;
211 } 221 }
212 222
213 if (op->env->type == PLAYER) 223 if (op->env->type == PLAYER)
214 { 224 {
220} 230}
221 231
222 232
223void 233void
224move_gate (object *op) 234move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 235{ /* 1 = going down, 0 = going up */
226 object *tmp; 236 object *tmp;
227 237
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 239 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 240 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 245 if (op->value)
236 { 246 {
237 if (--op->stats.wc <= 0) 247 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 248 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 249 op->stats.wc = 0;
240 if (op->arch->clone.speed) 250 if (op->arch->speed)
241 op->value = 0; 251 op->value = 0;
242 else 252 else
243 op->set_speed (0); 253 op->set_speed (0);
244 } 254 }
245 255
265 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 277 * the gate slightly.
268 */ 278 */
269 279
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 280 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 281 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 282 break;
273 283
274 if (tmp == NULL) 284 if (!tmp)
275 { 285 {
276 if (op->arch->clone.speed) 286 if (op->arch->speed)
277 op->value = 1; 287 op->value = 1;
278 else 288 else
279 op->set_speed (0); 289 op->set_speed (0);
280 290
281 return; 291 return;
292 } 302 }
293 else 303 else
294 { /* The gate is still going up */ 304 { /* The gate is still going up */
295 op->stats.wc++; 305 op->stats.wc++;
296 306
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 309
300 /* If there is something on top of the gate, we try to roll it off. 310 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 311 * If a player/monster, we don't roll, we just hit them with damage
302 */ 312 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 314 {
305 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
308 319
309 if (tmp != NULL) 320 if (tmp)
310 { 321 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 323 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
325 op->play_sound (sound_find ("blocked_gate"));
326
314 if (tmp->type == PLAYER) 327 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 329 }
317 else
318 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
320 * off the gate. 332 * off the gate.
321 */ 333 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 334 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 335 {
324 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
326 338
327 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
328 if (i != -1) 340 if (i > 0)
329 { 341 {
342 mapxy pos (tmp);
343 pos.move (i);
344 if (pos.normalise ())
330 tmp->remove (); 345 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 346 }
334 } 347 }
335 } 348 }
336 349
337 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 351 for (tmp = op->above; tmp; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 353 break;
341 354
342 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
343 if (tmp) 356 if (tmp)
344 {
345 op->stats.food = 1; 357 op->stats.food = 1;
346 }
347 else 358 else
348 { 359 {
349 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
361
350 if (!op->arch->clone.stats.ac) 362 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
353 } 365 }
354 } /* gate is halfway up */ 366 } /* gate is halfway up */
355 367
368 int v = op->value; 380 int v = op->value;
369 381
370 if (op->stats.sp) 382 if (op->stats.sp)
371 { 383 {
372 move_gate (op); 384 move_gate (op);
385
373 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 387 op->stats.sp = 0;
375 return; 388 return;
376 } 389 }
390
377 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 392 { /* keep gate down */
379 move_gate (op); 393 move_gate (op);
394
380 if (op->value != v) 395 if (op->value != v)
381 op->set_speed (0); 396 op->set_speed (0);
382 } 397 }
383} 398}
384 399
396 int last = op->value; 411 int last = op->value;
397 int detected; 412 int detected;
398 413
399 detected = 0; 414 detected = 0;
400 415
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 417 {
403 object *tmp2; 418 object *tmp2;
404 419
405 if (op->stats.hp) 420 if (op->stats.hp)
406 { 421 {
426 if (detected && last == 0) 441 if (detected && last == 0)
427 { 442 {
428 op->value = 1; 443 op->value = 1;
429 push_button (op); 444 push_button (op);
430 } 445 }
446
431 if (!detected && last == 1) 447 if (!detected && last == 1)
432 { 448 {
433 op->value = 0; 449 op->value = 0;
434 push_button (op); 450 push_button (op);
435 } 451 }
439 if (detected && last == 1) 455 if (detected && last == 1)
440 { 456 {
441 op->value = 0; 457 op->value = 0;
442 push_button (op); 458 push_button (op);
443 } 459 }
460
444 if (!detected && last == 0) 461 if (!detected && last == 0)
445 { 462 {
446 op->value = 1; 463 op->value = 1;
447 push_button (op); 464 push_button (op);
448 } 465 }
449 } 466 }
450} 467}
451 468
452
453void 469void
454animate_trigger (object *op) 470animate_trigger (object *op)
455{ 471{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 { 473 {
466} 482}
467 483
468void 484void
469move_hole (object *op) 485move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 486{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 487 if (op->value)
474 { /* We're opening */ 488 { /* We're opening */
475 if (--op->stats.wc <= 0) 489 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 490 { /* Opened, let's stop */
477 op->stats.wc = 0; 491 op->stats.wc = 0;
478 op->set_speed (0); 492 op->set_speed (0);
479 493
480 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 496 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 497 {
484 next = tmp->above; 498 next = tmp->above;
485 move_apply (op, tmp, tmp); 499 move_apply (op, tmp, tmp);
486 } 500 }
487 } 501 }
488 502
489 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
491 return; 505 return;
492 } 506 }
507
493 /* We're closing */ 508 /* We're closing */
494 op->move_on = 0; 509 op->move_on = 0;
495 510
496 op->stats.wc++; 511 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
528 { 543 {
529 object *payload = op->inv; 544 object *payload = op->inv;
530 545
531 if (payload == NULL) 546 if (payload == NULL)
532 return NULL; 547 return NULL;
548
533 payload->remove (); 549 payload->remove ();
534 op->destroy (); 550 op->destroy (true);
535 return payload; 551 return payload;
536 } 552 }
537 553
538 case ARROW: 554 case ARROW:
539 if (op->has_active_speed ()) 555 if (op->has_active_speed ())
566fix_stopped_arrow (object *op) 582fix_stopped_arrow (object *op)
567{ 583{
568 if (rndm (0, 99) < op->stats.food) 584 if (rndm (0, 99) < op->stats.food)
569 { 585 {
570 /* Small chance of breaking */ 586 /* Small chance of breaking */
571 op->destroy (); 587 op->destroy (true);
572 return NULL; 588 return NULL;
573 } 589 }
574 590
575 op->set_speed (0); 591 op->set_speed (0);
576 op->direction = 0; 592 op->direction = 0;
577 op->move_on = 0; 593 op->move_on = 0;
578 op->move_type = 0; 594 op->move_type = 0;
595 op->skill = 0; // really?
596
597 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 598 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 599 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 600 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 601
585 if (op->spellarg != NULL) 602 if (op->spellarg)
586 { 603 {
587 op->slaying = op->spellarg; 604 op->slaying = op->spellarg;
588 free (op->spellarg); 605 free (op->spellarg);
589 op->spellarg = NULL; 606 op->spellarg = 0;
590 } 607 }
591 else 608 else
592 op->slaying = NULL; 609 op->slaying = 0;
593 610
594 /* Reset these to zero, so that object::can_merge will work properly */ 611 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 612 op->spellarg = NULL;
596 op->stats.sp = 0; 613 op->stats.sp = 0;
597 op->stats.hp = 0; 614 op->stats.hp = 0;
598 op->stats.grace = 0; 615 op->stats.grace = 0;
599 op->level = 0; 616 op->level = 0;
600 op->face = op->arch->clone.face; 617 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 618 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 619 update_object (op, UP_OBJ_CHANGE);
603 return op; 620 return op;
604} 621}
605 622
616 if (INVOKE_OBJECT (STOP, op)) 633 if (INVOKE_OBJECT (STOP, op))
617 return; 634 return;
618 635
619 if (op->inv) 636 if (op->inv)
620 { 637 {
638 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 639 object *payload = op->inv;
622 640
623 payload->remove ();
624 payload->owner = 0; 641 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 642 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 643 op->destroy (true);
627 } 644 }
628 else 645 else
629 { 646 {
630 op = fix_stopped_arrow (op); 647 op = fix_stopped_arrow (op);
648
631 if (op) 649 if (op)
632 merge_ob (op, NULL); 650 merge_ob (op, 0);
633 } 651 }
634} 652}
635 653
636/* Move an arrow along its course. op is the arrow or thrown object. 654/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 655 */
638void 656void
639move_arrow (object *op) 657move_arrow (object *op)
640{ 658{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 659 int was_reflected;
644 maptile *m;
645 660
646 if (op->map == NULL) 661 if (!op->map)
647 { 662 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 663 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 664 op->destroy (true);
650 return; 665 return;
651 } 666 }
652 667
653 /* we need to stop thrown objects at some point. Like here. */ 668 /* we need to stop thrown objects at some point. Like here. */
654 if (op->type == THROWN_OBJ) 669 if (op->type == THROWN_OBJ)
659 * is if the player throws a bomb - the bomb explodes on its own, 674 * is if the player throws a bomb - the bomb explodes on its own,
660 * but this object sticks around. We could handle the cleanup in the 675 * but this object sticks around. We could handle the cleanup in the
661 * bomb code, but there are potential other cases where that could happen, 676 * bomb code, but there are potential other cases where that could happen,
662 * and it is easy enough to clean it up here. 677 * and it is easy enough to clean it up here.
663 */ 678 */
664 if (op->inv == NULL) 679 if (!op->inv)
665 { 680 {
666 op->destroy (); 681 op->destroy (true);
667 return; 682 return;
668 } 683 }
669 684
670 if (op->last_sp-- < 0) 685 if (op->last_sp-- < 0)
671 { 686 {
681 stop_arrow (op); 696 stop_arrow (op);
682 return; 697 return;
683 } 698 }
684 699
685 /* Calculate target map square */ 700 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 701 was_reflected = 0;
689 702
690 m = op->map; 703 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 704
693 if (mflags & P_OUT_OF_MAP) 705 if (!pos.normalise ())
694 { 706 {
695 stop_arrow (op); 707 stop_arrow (op);
696 return; 708 return;
697 } 709 }
698 710
699 /* only need to look for living creatures if this flag is set */ 711 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 712 if (pos->flags () & P_IS_ALIVE)
701 { 713 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 714 object *tmp;
715
716 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 718 break;
705 719
706 /* Not really fair, but don't let monsters hit themselves with 720 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 721 * their own arrow - this can be because they fire it then
730 return; 744 return;
731 } 745 }
732 } /* if this is not hitting its owner */ 746 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 747 } /* if there is something alive on this space */
734 748
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 749 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 750 {
737 int retry = 0; 751 int retry = 0;
738 752
739 /* if the object doesn't reflect, stop the arrow from moving 753 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 754 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 767 if (op->direction & 1)
754 { 768 {
755 op->direction = absdir (op->direction + 4); 769 op->direction = absdir (op->direction + 4);
756 retry = 1; 770 retry = 1;
757 } 771 }
772
758 /* There were two blocks with identical code - 773 /* There were two blocks with identical code -
759 * use this retry here to make this one block 774 * use this retry here to make this one block
760 * that did the same thing. 775 * that did the same thing.
761 */ 776 */
762 while (retry < 2) 777 while (retry < 2)
763 { 778 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 779 retry++;
769 780
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 781 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 782 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 783 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 784 * op->direction-1 or op->direction+1 does not exist.
774 */ 785 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 786 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 787 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 788
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 789 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 790 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 791
783 if (left == right) 792 if (left == right)
784 op->direction = absdir (op->direction + 4); 793 op->direction = absdir (op->direction + 4);
785 else if (left) 794 else if (left)
786 op->direction = absdir (op->direction + 2); 795 op->direction = absdir (op->direction + 2);
787 else if (right) 796 else if (right)
788 op->direction = absdir (op->direction - 2); 797 op->direction = absdir (op->direction - 2);
789 798
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* If this space is not out of the map and not blocked, valid space - 799 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 800 * don't need to retry again.
794 */ 801 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 802 mapxy pos3 (pos); pos3.move (op->direction);
803 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 804 break;
797
798 } 805 }
806
799 /* Couldn't find a direction to move the arrow to - just 807 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 808 * stop it from moving.
801 */ 809 */
802 if (retry == 2) 810 if (retry == 2)
803 { 811 {
804 stop_arrow (op); 812 stop_arrow (op);
805 return; 813 return;
806 } 814 }
815
807 /* update object image for new facing */ 816 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 817 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 818 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 819 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 820 } /* object is reflected */
812 } /* object ran into a wall */ 821 } /* object ran into a wall */
813 822
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
821 */ 825 */
822 op->speed -= 0.05; 826 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 827
826/* This routine doesnt seem to work for "inanimate" objects that 828 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 829 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 830}
829 831
830void 832void
831change_object (object *op) 833change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 834{ /* Doesn`t handle linked objs yet */
833 int i, j; 835 int i, j;
834 836
835 if (op->other_arch == NULL) 837 if (!op->other_arch)
836 { 838 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 840 return;
839 } 841 }
840 842
841 /* In non-living items only change when food value is 0 */ 843 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 844 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 845 {
844 if (op->stats.food-- > 0) 846 if (op->stats.food-- > 0)
845 return; 847 return;
846 else 848
847 op->stats.food = 1; /* so 1 other_arch is made */ 849 op->stats.food = 1; /* so 1 other_arch is made */
848 } 850 }
849 851
850 object *pl = op->in_player ();
851 object *env = op->env; 852 object *env = op->env;
852 853
853 op->remove (); 854 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 855 for (i = 0; i < op->stats.food; i++)
855 { 856 {
856 object *tmp = arch_to_object (op->other_arch); 857 object *tmp = arch_to_object (op->other_arch);
857 858
858 if (op->type == LAMP) 859 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 860 tmp->stats.food = op->stats.food - 1;
860 861
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
862 if (env) 864 if (env)
863 { 865 env->insert (tmp);
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 }
877 else 866 else
878 { 867 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
881 tmp->destroy (); 870 tmp->destroy (true);
882 else 871 else
883 { 872 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 874
886 } 875 if (pos.normalise ())
876 pos.insert (tmp, op);
887 } 877 }
878 }
888 } 879 }
889 880
890 op->destroy (); 881 op->destroy (true);
891} 882}
892 883
893void 884void
894move_teleporter (object *op) 885move_teleporter (object *op)
895{ 886{
906 move_teleporter (op->more); 897 move_teleporter (op->more);
907 898
908 if (op->head) 899 if (op->head)
909 head = op->head; 900 head = op->head;
910 901
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 904 break;
914 905
915 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
932 else if (EXIT_X (head) || EXIT_Y (head)) 923 else if (EXIT_X (head) || EXIT_Y (head))
933 { 924 {
934 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
935 { 926 {
936 LOG (llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
937 head->destroy (); 928 head->destroy (true);
938 return; 929 return;
939 } 930 }
940 931
941 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
942 return; 933 return;
946 else 937 else
947 { 938 {
948 /* Random teleporter */ 939 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 941 return;
942
951 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
952 } 944 }
953} 945}
954
955 946
956/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
959 can't be generalized. 950 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1013 1004
1014 spell = op->inv; 1005 spell = op->inv;
1015 1006
1016 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1018 1009
1019 if (!spell) 1010 if (!spell)
1020 { 1011 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1013 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1027 */
1037void 1028void
1038move_player_mover (object *op) 1029move_player_mover (object *op)
1039{ 1030{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1042 sint16 nx, ny; 1032 sint16 nx, ny;
1043 maptile *m; 1033 maptile *m;
1044 1034
1045 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1036 if (!dir)
1047 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1048 1038
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1040 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1043 {
1054 1044
1071 } 1061 }
1072 1062
1073 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1074 return; 1064 return;
1075 1065
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1067 {
1078 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1073 }
1085 1074
1086 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1087 { 1076 {
1088 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1094 * get to this space. 1083 * get to this space.
1095 */ 1084 */
1096 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1087 move_player (victim, dir);
1099 } 1088 }
1100 else 1089 else
1101 return; 1090 return;
1102 } 1091 }
1106 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1108 1097
1109 if (op->attacktype) 1098 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1101 }
1122 } 1102 }
1123 } 1103 }
1124} 1104}
1125 1105
1144 if (op->above == NULL) 1124 if (op->above == NULL)
1145 return; 1125 return;
1146 1126
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1128 {
1149 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1130 {
1151 if (op->level <= 0) 1131 if (op->level <= 0)
1152 tmp->destroy (); 1132 tmp->destroy (true);
1153 else 1133 else
1154 { 1134 {
1155 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1156 1136
1157 if (new_nrof >= 1UL << 31) 1137 if (new_nrof >= 1UL << 31)
1176 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1180*/ 1160*/
1181
1182void 1161void
1183move_creator (object *creator) 1162move_creator (object *creator)
1184{ 1163{
1185 object *new_ob; 1164 object *new_ob;
1186 1165
1203 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1204 { 1183 {
1205 ob_to_copy = ob; 1184 ob_to_copy = ob;
1206 } 1185 }
1207 } 1186 }
1208 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1190 }
1212 else 1191 else
1213 { 1192 {
1214 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1215 { 1194 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1197 return;
1219 } 1198 }
1221 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1202 }
1224 1203
1225 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1206 {
1207 op->destroy_inv (false); // remove when desttroy does this
1228 new_ob->destroy (); 1208 new_ob->destroy (true);
1229 return; 1209 return;
1230 } 1210 }
1211
1212 // for now lets try to identify everything generated here, it mostly
1213 // happens automated, so this will at least fix many identify-experience holes
1214 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1215
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1216 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1217 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1218 return;
1235 1219
1236 if (creator->slaying) 1220 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1221 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1222}
1241 1223
1242/* move_marker --peterm@soda.csua.berkeley.edu 1224/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1225 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1226 it, and insert an invisible, weightless force into him
1250void 1232void
1251move_marker (object *op) 1233move_marker (object *op)
1252{ 1234{
1253 if (object *tmp = op->ms ().player ()) 1235 if (object *tmp = op->ms ().player ())
1254 { 1236 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1237 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1238 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1239 force->destroy (true);
1240
1241 if (!tmp->force_find (op->slaying))
1260 { 1242 {
1261 tmp2->destroy (); 1243 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1244
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1245 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1247
1295 if (op->stats.hp > 0) 1248 if (op->stats.hp > 0)
1296 { 1249 {
1297 op->stats.hp--; 1250 op->stats.hp--;
1251
1298 if (op->stats.hp == 0) 1252 if (op->stats.hp == 0)
1299 { 1253 {
1300 /* marker expires--granted mark number limit */ 1254 /* marker expires--granted mark number limit */
1301 op->destroy (); 1255 op->destroy (true);
1302 return; 1256 return;
1303 } 1257 }
1304 } 1258 }
1305 } 1259 }
1306 } 1260 }
1307} 1261}
1308 1262
1309int 1263void
1310process_object (object *op) 1264process_object (object *op)
1311{ 1265{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1267 return;
1314 1268
1315 if (INVOKE_OBJECT (TICK, op)) 1269 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1270 return;
1317 1271
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1272 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1274 return;
1321 1275
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1277 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1278 animate_object (op, op->contr ? op->facing : op->direction);
1328 1279
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1281 make_sure_seen (op);
1331 } 1282 }
1332 1283
1284 if (expect_false (
1285 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP]
1288 ))
1289 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1291 {
1335 change_object (op); 1292 change_object (op);
1336 return 1; 1293 return;
1337 } 1294 }
1338 1295
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1297 generate_monster (op);
1341 1298
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1300 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1301 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1302 remove_force (op);
1346 else 1303 else
1347 { 1304 {
1348 /* IF necessary, delete the item from the players inventory */ 1305 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1306
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1308 make_sure_not_seen (op);
1358 1309
1310 op->destroy_inv (false); // be explicit about dropping
1359 op->destroy (); 1311 op->destroy (true);
1360 } 1312 }
1361 1313
1362 return 1; 1314 return;
1315 }
1363 } 1316 }
1364 1317
1365 switch (op->type) 1318 switch (op->type)
1366 { 1319 {
1367 case SPELL_EFFECT: 1320 case SPELL_EFFECT:
1368 move_spell_effect (op); 1321 move_spell_effect (op);
1369 return 1; 1322 break;
1370 1323
1371 case ROD: 1324 case ROD:
1372 case HORN: 1325 case HORN:
1373 regenerate_rod (op); 1326 regenerate_rod (op);
1374 return 1; 1327 break;
1375 1328
1376 case FORCE: 1329 case FORCE:
1377 case POTION_EFFECT: 1330 case POTION_EFFECT:
1378 remove_force (op); 1331 remove_force (op);
1379 return 1; 1332 break;
1380 1333
1381 case BLINDNESS: 1334 case BLINDNESS:
1382 remove_blindness (op); 1335 remove_blindness (op);
1383 return 0; 1336 break;
1384 1337
1385 case POISONING: 1338 case POISONING:
1386 poison_more (op); 1339 poison_more (op);
1387 return 0; 1340 break;
1388 1341
1389 case DISEASE: 1342 case DISEASE:
1390 move_disease (op); 1343 move_disease (op);
1391 return 0; 1344 break;
1392 1345
1393 case SYMPTOM: 1346 case SYMPTOM:
1394 move_symptom (op); 1347 move_symptom (op);
1395 return 0; 1348 break;
1396 1349
1397 case THROWN_OBJ: 1350 case THROWN_OBJ:
1398 case ARROW: 1351 case ARROW:
1399 move_arrow (op); 1352 move_arrow (op);
1400 return 0; 1353 break;
1401 1354
1402 case DOOR: 1355 case DOOR:
1403 remove_door (op); 1356 remove_door (op);
1404 return 0; 1357 break;
1405 1358
1406 case LOCKED_DOOR: 1359 case LOCKED_DOOR:
1407 remove_door2 (op); 1360 remove_door2 (op);
1408 return 0; 1361 break;
1409 1362
1410 case TELEPORTER: 1363 case TELEPORTER:
1411 move_teleporter (op); 1364 move_teleporter (op);
1412 return 0; 1365 break;
1413 1366
1414 case GOLEM: 1367 case GOLEM:
1415 move_golem (op); 1368 move_golem (op);
1416 return 0; 1369 break;
1417 1370
1418 case EARTHWALL: 1371 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1372 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1373 break;
1421 1374
1422 case FIREWALL: 1375 case FIREWALL:
1423 move_firewall (op); 1376 move_firewall (op);
1424 if (op->stats.maxsp) 1377 if (op->stats.maxsp)
1425 animate_turning (op); 1378 animate_turning (op);
1426 return 0; 1379 break;
1427 1380
1428 case MOOD_FLOOR: 1381 case MOOD_FLOOR:
1429 do_mood_floor (op); 1382 do_mood_floor (op);
1430 return 0; 1383 break;
1431 1384
1432 case GATE: 1385 case GATE:
1433 move_gate (op); 1386 move_gate (op);
1434 return 0; 1387 break;
1435 1388
1436 case TIMED_GATE: 1389 case TIMED_GATE:
1437 move_timed_gate (op); 1390 move_timed_gate (op);
1438 return 0; 1391 break;
1439 1392
1440 case TRIGGER: 1393 case TRIGGER:
1441 case TRIGGER_BUTTON: 1394 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1395 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1396 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1397 animate_trigger (op);
1445 return 0; 1398 break;
1446 1399
1447 case DETECTOR: 1400 case DETECTOR:
1448 move_detector (op); 1401 move_detector (op);
1449 1402
1450 case DIRECTOR: 1403 case DIRECTOR:
1451 if (op->stats.maxsp) 1404 if (op->stats.maxsp)
1452 animate_turning (op); 1405 animate_turning (op);
1453 return 0; 1406 break;
1454 1407
1455 case HOLE: 1408 case HOLE:
1456 move_hole (op); 1409 move_hole (op);
1457 return 0; 1410 break;
1458 1411
1459 case DEEP_SWAMP: 1412 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1413 move_deep_swamp (op);
1461 return 0; 1414 break;
1462 1415
1463 case RUNE: 1416 case RUNE:
1464 case TRAP: 1417 case TRAP:
1465 move_rune (op); 1418 move_rune (op);
1466 return 0; 1419 break;
1467 1420
1468 case PLAYERMOVER: 1421 case PLAYERMOVER:
1469 move_player_mover (op); 1422 move_player_mover (op);
1470 return 0; 1423 break;
1471 1424
1472 case CREATOR: 1425 case CREATOR:
1473 move_creator (op); 1426 move_creator (op);
1474 return 0; 1427 break;
1475 1428
1476 case MARKER: 1429 case MARKER:
1477 move_marker (op); 1430 move_marker (op);
1478 return 0; 1431 break;
1479 1432
1480 case PLAYER_CHANGER: 1433 case PLAYER_CHANGER:
1481 move_player_changer (op); 1434 move_player_changer (op);
1482 return 0; 1435 break;
1483 1436
1484 case PEACEMAKER: 1437 case PEACEMAKER:
1485 move_peacemaker (op); 1438 move_peacemaker (op);
1486 return 0; 1439 break;
1487 }
1488 1440
1489 return 0; 1441 case PLAYER:
1442 // players have their own speed-management, so undo the --speed_left
1443 ++op->speed_left;
1444 break;
1445 }
1490} 1446}
1447

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