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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 1.98 by root, Fri Nov 6 13:03:34 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
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
60 op->destroy (); 92 op->drop_and_destroy ();
61} 93}
62 94
63void 95static void
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
92void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
116 129
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = arch_to_object (gen->other_arch);
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
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)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 243 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->speed)
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
265 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->speed)
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
308 323
309 if (tmp != NULL) 324 if (tmp)
310 { 325 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 327 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
314 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 333 }
317 else
318 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
320 * off the gate. 336 * off the gate.
321 */ 337 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 339 {
324 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
326 342
327 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
328 if (i != -1) 344 if (i > 0)
329 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
330 tmp->remove (); 349 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 } 350 }
334 } 351 }
335 } 352 }
336 353
337 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 357 break;
341 358
342 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
343 if (tmp) 360 if (tmp)
344 {
345 op->stats.food = 1; 361 op->stats.food = 1;
346 }
347 else 362 else
348 { 363 {
349 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
350 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
353 } 369 }
354 } /* gate is halfway up */ 370 } /* gate is halfway up */
355 371
360 376
361/* hp : how long door is open/closed 377/* hp : how long door is open/closed
362 * maxhp : initial value for hp 378 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
364 */ 380 */
365void 381static void
366move_timed_gate (object *op) 382move_timed_gate (object *op)
367{ 383{
368 int v = op->value; 384 int v = op->value;
369 385
370 if (op->stats.sp) 386 if (op->stats.sp)
371 { 387 {
372 move_gate (op); 388 move_gate (op);
389
373 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 391 op->stats.sp = 0;
375 return; 392 return;
376 } 393 }
394
377 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 396 { /* keep gate down */
379 move_gate (op); 397 move_gate (op);
398
380 if (op->value != v) 399 if (op->value != v)
381 op->set_speed (0); 400 op->set_speed (0);
382 } 401 }
383} 402}
384 403
386 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
387 * connected: connected value of detector 406 * connected: connected value of detector
388 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
390 */ 409 */
391 410static void
392void
393move_detector (object *op) 411move_detector (object *op)
394{ 412{
395 object *tmp; 413 object *tmp;
396 int last = op->value; 414 int last = op->value;
397 int detected; 415 int detected;
398 416
399 detected = 0; 417 detected = 0;
400 418
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 420 {
403 object *tmp2; 421 object *tmp2;
404 422
405 if (op->stats.hp) 423 if (op->stats.hp)
406 { 424 {
424 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
425 { 443 {
426 if (detected && last == 0) 444 if (detected && last == 0)
427 { 445 {
428 op->value = 1; 446 op->value = 1;
429 push_button (op); 447 push_button (op, tmp);
430 } 448 }
449
431 if (!detected && last == 1) 450 if (!detected && last == 1)
432 { 451 {
433 op->value = 0; 452 op->value = 0;
434 push_button (op); 453 push_button (op, tmp);
435 } 454 }
436 } 455 }
437 else 456 else
438 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
439 if (detected && last == 1) 458 if (detected && last == 1)
440 { 459 {
441 op->value = 0; 460 op->value = 0;
442 push_button (op); 461 push_button (op, tmp);
443 } 462 }
463
444 if (!detected && last == 0) 464 if (!detected && last == 0)
445 { 465 {
446 op->value = 1; 466 op->value = 1;
447 push_button (op); 467 push_button (op, tmp);
448 } 468 }
449 } 469 }
450} 470}
451
452 471
453void 472void
454animate_trigger (object *op) 473animate_trigger (object *op)
455{ 474{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
463 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
465 } 484 }
466} 485}
467 486
468void 487static void
469move_hole (object *op) 488move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 490 if (op->value)
474 { /* We're opening */ 491 { /* We're opening */
475 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
477 op->stats.wc = 0; 494 op->stats.wc = 0;
478 op->set_speed (0); 495 op->set_speed (0);
479 496
480 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 500 {
484 next = tmp->above; 501 next = tmp->above;
485 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
486 } 503 }
487 } 504 }
488 505
489 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
491 return; 508 return;
492 } 509 }
510
493 /* We're closing */ 511 /* We're closing */
494 op->move_on = 0; 512 op->move_on = 0;
495 513
496 op->stats.wc++; 514 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
528 { 546 {
529 object *payload = op->inv; 547 object *payload = op->inv;
530 548
531 if (payload == NULL) 549 if (payload == NULL)
532 return NULL; 550 return NULL;
551
533 payload->remove (); 552 payload->remove ();
534 op->destroy (); 553 op->destroy ();
535 return payload; 554 return payload;
536 } 555 }
537 556
572 return NULL; 591 return NULL;
573 } 592 }
574 593
575 op->set_speed (0); 594 op->set_speed (0);
576 op->direction = 0; 595 op->direction = 0;
577 op->move_on = 0; 596 op->move_on = 0;
578 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
582 op->slaying = 0; 604 op->slaying = op->custom_name;
583 op->skill = 0;
584 605
585 if (op->spellarg != NULL)
586 {
587 op->slaying = op->spellarg;
588 free (op->spellarg);
589 op->spellarg = NULL;
590 }
591 else
592 op->slaying = NULL;
593
594 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
595 op->spellarg = NULL; 607 op->custom_name = 0;
596 op->stats.sp = 0; 608 op->stats.sp = 0;
597 op->stats.hp = 0; 609 op->stats.hp = 0;
598 op->stats.grace = 0; 610 op->stats.grace = 0;
599 op->level = 0; 611 op->level = 0;
600 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
602 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
603 return op; 617 return op;
604} 618}
605 619
606/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
607 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
616 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
617 return; 631 return;
618 632
619 if (op->inv) 633 if (op->inv)
620 { 634 {
635 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 636 object *payload = op->inv;
622 637
623 payload->remove ();
624 payload->owner = 0; 638 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 640 op->destroy ();
627 } 641 }
628 else 642 else
629 { 643 {
630 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
631 if (op) 646 if (op)
632 merge_ob (op, NULL); 647 merge_ob (op, 0);
633 } 648 }
634} 649}
635 650
636/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 652 */
638void 653void
639move_arrow (object *op) 654move_arrow (object *op)
640{ 655{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 656 int was_reflected;
644 maptile *m;
645 657
646 if (op->map == NULL) 658 if (!op->map)
647 { 659 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 661 op->destroy ();
650 return; 662 return;
651 } 663 }
659 * is if the player throws a bomb - the bomb explodes on its own, 671 * 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 672 * 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, 673 * bomb code, but there are potential other cases where that could happen,
662 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
663 */ 675 */
664 if (op->inv == NULL) 676 if (!op->inv)
665 { 677 {
666 op->destroy (); 678 op->destroy ();
667 return; 679 return;
668 } 680 }
669 681
681 stop_arrow (op); 693 stop_arrow (op);
682 return; 694 return;
683 } 695 }
684 696
685 /* Calculate target map square */ 697 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 698 was_reflected = 0;
689 699
690 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 701
693 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
694 { 703 {
695 stop_arrow (op); 704 stop_arrow (op);
696 return; 705 return;
697 } 706 }
698 707
699 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
701 { 710 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 715 break;
705 716
706 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
730 return; 741 return;
731 } 742 }
732 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
734 745
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 747 {
737 int retry = 0; 748 int retry = 0;
738 749
739 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 764 if (op->direction & 1)
754 { 765 {
755 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
756 retry = 1; 767 retry = 1;
757 } 768 }
769
758 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
759 * use this retry here to make this one block 771 * use this retry here to make this one block
760 * that did the same thing. 772 * that did the same thing.
761 */ 773 */
762 while (retry < 2) 774 while (retry < 2)
763 { 775 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 776 retry++;
769 777
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
774 */ 782 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
778 785
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
782 788
783 if (left == right) 789 if (left == right)
784 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
785 else if (left) 791 else if (left)
786 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
787 else if (right) 793 else if (right)
788 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
789 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 797 * don't need to retry again.
794 */ 798 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 801 break;
797
798 } 802 }
803
799 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 805 * stop it from moving.
801 */ 806 */
802 if (retry == 2) 807 if (retry == 2)
803 { 808 {
804 stop_arrow (op); 809 stop_arrow (op);
805 return; 810 return;
806 } 811 }
812
807 /* update object image for new facing */ 813 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
810 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
811 } /* object is reflected */ 817 } /* object is reflected */
812 } /* object ran into a wall */ 818 } /* object ran into a wall */
813
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818 819
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
821 */ 822 */
822 op->speed -= 0.05; 823 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 824
826/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 827}
829 828
830void 829static void
831change_object (object *op) 830change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
833 int i, j; 832 int i, j;
834 833
835 if (op->other_arch == NULL) 834 if (!op->other_arch)
836 { 835 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 837 return;
839 } 838 }
840 839
841 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 842 {
844 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
845 return; 844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
858 if (env)
859 env->insert (tmp);
846 else 860 else
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *pl = op->in_player ();
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
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
878 { 861 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 863 if (j < 0) /* No free spot */
881 tmp->destroy (); 864 tmp->destroy ();
882 else 865 else
883 { 866 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 867 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
886 } 871 }
887 } 872 }
888 } 873 }
889 874
890 op->destroy (); 875 op->destroy ();
906 move_teleporter (op->more); 891 move_teleporter (op->more);
907 892
908 if (op->head) 893 if (op->head)
909 head = op->head; 894 head = op->head;
910 895
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 896 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 898 break;
914 899
915 /* If nothing above us to move, nothing to do */ 900 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
946 else 931 else
947 { 932 {
948 /* Random teleporter */ 933 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 935 return;
936
951 teleport (head, TELEPORTER, tmp); 937 teleport (head, TELEPORTER, tmp);
952 } 938 }
953} 939}
954
955 940
956/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 943 This was invented for giving classes, but there's no reason it
959 can't be generalized. 944 can't be generalized.
960*/ 945*/
961void 946static void
962move_player_changer (object *op) 947move_player_changer (object *op)
963{ 948{
964 object *player; 949 object *player;
965 object *walk; 950 object *walk;
966 951
1012 return; /* dm has created a firewall in his inventory */ 997 return; /* dm has created a firewall in his inventory */
1013 998
1014 spell = op->inv; 999 spell = op->inv;
1015 1000
1016 if (!spell || spell->type != SPELL) 1001 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1002 spell = op->other_arch;
1018 1003
1019 if (!spell) 1004 if (!spell)
1020 { 1005 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1006 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1007 return;
1032 * moves them in the op->stats.sp direction. speed is how often it'll move. 1017 * moves them in the op->stats.sp direction. speed is how often it'll move.
1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1018 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1019 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1020 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1021 */
1037void 1022static void
1038move_player_mover (object *op) 1023move_player_mover (object *op)
1039{ 1024{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1025 int dir = op->stats.sp;
1042 sint16 nx, ny; 1026 sint16 nx, ny;
1043 maptile *m; 1027 maptile *m;
1044 1028
1045 /* Determine direction now for random movers so we do the right thing */ 1029 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1030 if (!dir)
1047 dir = rndm (1, 8); 1031 dir = rndm (1, 8);
1048 1032
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1033 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1034 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1036 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1037 {
1054 1038
1071 } 1055 }
1072 1056
1073 if (should_director_abort (op, victim)) 1057 if (should_director_abort (op, victim))
1074 return; 1058 return;
1075 1059
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1061 {
1078 if (nextmover->type == PLAYERMOVER) 1062 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1063 nextmover->speed_left = -.99f;
1064
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1067 }
1085 1068
1086 if (victim->type == PLAYER) 1069 if (victim->type == PLAYER)
1087 { 1070 {
1088 /* only level >=1 movers move people */ 1071 /* only level >=1 movers move people */
1089 if (op->level) 1072 if (op->level)
1090 { 1073 {
1091 /* Following is a bit of hack. We need to make sure it 1074 /* Following is a bit of hack. We need to make sure it
1092 * is cleared, otherwise the player will get stuck in 1075 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1076 * place. This can happen if the player used a spell to
1094 * get to this space. 1077 * get to this space.
1095 */ 1078 */
1096 victim->contr->fire_on = 0; 1079 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1080 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1081 move_player (victim, dir);
1099 } 1082 }
1100 else 1083 else
1101 return; 1084 return;
1102 } 1085 }
1106 if (!op->stats.maxsp && op->attacktype) 1089 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1090 op->stats.maxsp = 2;
1108 1091
1109 if (op->attacktype) 1092 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1093 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1094 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 } 1095 }
1122 } 1096 }
1123 } 1097 }
1124} 1098}
1125 1099
1144 if (op->above == NULL) 1118 if (op->above == NULL)
1145 return; 1119 return;
1146 1120
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1121 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1122 {
1149 if (op->other_arch->name == tmp->arch->name) 1123 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1124 {
1151 if (op->level <= 0) 1125 if (op->level <= 0)
1152 tmp->destroy (); 1126 tmp->destroy ();
1153 else 1127 else
1154 { 1128 {
1176 * has to make sure that there is in fact space for the object. 1150 * 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 1151 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1152 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1153 * outside of the map which would cause the server to crash
1180*/ 1154*/
1181
1182void 1155void
1183move_creator (object *creator) 1156move_creator (object *creator)
1184{ 1157{
1185 object *new_ob; 1158 object *new_ob;
1186 1159
1188 { 1161 {
1189 creator->stats.hp = -1; 1162 creator->stats.hp = -1;
1190 return; 1163 return;
1191 } 1164 }
1192 1165
1193 if (creator->inv != NULL) 1166 if (creator->inv)
1194 { 1167 {
1195 object *ob; 1168 object *ob;
1196 int i; 1169 int i;
1197 object *ob_to_copy; 1170 object *ob_to_copy;
1198 1171
1203 if (rndm (0, i) == 0) 1176 if (rndm (0, i) == 0)
1204 { 1177 {
1205 ob_to_copy = ob; 1178 ob_to_copy = ob;
1206 } 1179 }
1207 } 1180 }
1208 new_ob = object_create_clone (ob_to_copy); 1181 new_ob = ob_to_copy->deep_clone ();
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1184 }
1212 else 1185 else
1213 { 1186 {
1214 if (creator->other_arch == NULL) 1187 if (!creator->other_arch)
1215 { 1188 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1189 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); 1190 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1191 return;
1219 } 1192 }
1221 new_ob = object_create_arch (creator->other_arch); 1194 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1196 }
1224 1197
1225 /* Make sure this multipart object fits */ 1198 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1199 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1200 {
1228 new_ob->destroy (); 1201 new_ob->destroy ();
1229 return; 1202 return;
1230 } 1203 }
1204
1205 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1208
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1211 return;
1235 1212
1236 if (creator->slaying) 1213 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1214 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1215}
1241 1216
1242/* move_marker --peterm@soda.csua.berkeley.edu 1217/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1218 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1219 it, and insert an invisible, weightless force into him
1250void 1225void
1251move_marker (object *op) 1226move_marker (object *op)
1252{ 1227{
1253 if (object *tmp = op->ms ().player ()) 1228 if (object *tmp = op->ms ().player ())
1254 { 1229 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1230 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1231 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1232 force->destroy ();
1233
1234 if (op->slaying && !tmp->force_find (op->slaying))
1260 { 1235 {
1261 tmp2->destroy (); 1236 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1237
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) 1238 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1240
1295 if (op->stats.hp > 0) 1241 if (op->stats.hp > 0)
1296 { 1242 {
1297 op->stats.hp--; 1243 op->stats.hp--;
1244
1298 if (op->stats.hp == 0) 1245 if (op->stats.hp == 0)
1299 { 1246 {
1300 /* marker expires--granted mark number limit */ 1247 /* marker expires--granted mark number limit */
1301 op->destroy (); 1248 op->destroy ();
1302 return; 1249 return;
1304 } 1251 }
1305 } 1252 }
1306 } 1253 }
1307} 1254}
1308 1255
1309int 1256// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object?
1258static void
1259move_mapscript (object *op)
1260{
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263}
1264
1265static void
1266move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1310process_object (object *op) 1303process_object (object *op)
1311{ 1304{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1306 return;
1314 1307
1315 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1309 return;
1317 1310
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1313 return;
1321 1314
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1316 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1328 1318
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1320 make_sure_seen (op);
1331 } 1321 }
1332 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1330 {
1335 change_object (op); 1331 change_object (op);
1336 return 1; 1332 return;
1337 } 1333 }
1338 1334
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1336 generate_monster (op);
1341 1337
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1339 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1341 remove_force (op);
1346 else 1342 else
1347 { 1343 {
1348 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1345
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1358 1348
1359 op->destroy (); 1349 op->drop_and_destroy ();
1360 } 1350 }
1361 1351
1362 return 1; 1352 return;
1353 }
1363 } 1354 }
1364 1355
1365 switch (op->type) 1356 switch (op->type)
1366 { 1357 {
1367 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1368 move_spell_effect (op); 1359 move_spell_effect (op);
1369 return 1; 1360 break;
1370 1361
1371 case ROD: 1362 case ROD:
1372 case HORN: 1363 case HORN:
1373 regenerate_rod (op); 1364 regenerate_rod (op);
1374 return 1; 1365 break;
1375 1366
1376 case FORCE: 1367 case FORCE:
1377 case POTION_EFFECT: 1368 case POTION_EFFECT:
1378 remove_force (op); 1369 remove_force (op);
1379 return 1; 1370 break;
1380 1371
1381 case BLINDNESS: 1372 case BLINDNESS:
1382 remove_blindness (op); 1373 remove_blindness (op);
1383 return 0; 1374 break;
1384 1375
1385 case POISONING: 1376 case POISONING:
1386 poison_more (op); 1377 poison_more (op);
1387 return 0; 1378 break;
1388 1379
1389 case DISEASE: 1380 case DISEASE:
1390 move_disease (op); 1381 move_disease (op);
1391 return 0; 1382 break;
1392 1383
1393 case SYMPTOM: 1384 case SYMPTOM:
1394 move_symptom (op); 1385 move_symptom (op);
1395 return 0; 1386 break;
1396 1387
1397 case THROWN_OBJ: 1388 case THROWN_OBJ:
1398 case ARROW: 1389 case ARROW:
1399 move_arrow (op); 1390 move_arrow (op);
1400 return 0; 1391 break;
1401 1392
1402 case DOOR: 1393 case DOOR:
1403 remove_door (op); 1394 remove_door (op);
1404 return 0; 1395 break;
1405 1396
1406 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1407 remove_door2 (op); 1398 remove_door2 (op);
1408 return 0; 1399 break;
1409 1400
1410 case TELEPORTER: 1401 case TELEPORTER:
1411 move_teleporter (op); 1402 move_teleporter (op);
1412 return 0; 1403 break;
1413 1404
1414 case GOLEM: 1405 case GOLEM:
1415 move_golem (op); 1406 move_golem (op);
1416 return 0; 1407 break;
1417 1408
1418 case EARTHWALL: 1409 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1411 break;
1421 1412
1422 case FIREWALL: 1413 case FIREWALL:
1423 move_firewall (op); 1414 move_firewall (op);
1424 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1425 animate_turning (op); 1416 animate_turning (op);
1426 return 0; 1417 break;
1427 1418
1428 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1429 do_mood_floor (op); 1420 do_mood_floor (op);
1430 return 0; 1421 break;
1431 1422
1432 case GATE: 1423 case GATE:
1433 move_gate (op); 1424 move_gate (op);
1434 return 0; 1425 break;
1435 1426
1436 case TIMED_GATE: 1427 case TIMED_GATE:
1437 move_timed_gate (op); 1428 move_timed_gate (op);
1438 return 0; 1429 break;
1439 1430
1440 case TRIGGER: 1431 case TRIGGER:
1441 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1435 animate_trigger (op);
1445 return 0; 1436 break;
1446 1437
1447 case DETECTOR: 1438 case DETECTOR:
1448 move_detector (op); 1439 move_detector (op);
1449 1440
1450 case DIRECTOR: 1441 case DIRECTOR:
1451 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1452 animate_turning (op); 1443 animate_turning (op);
1453 return 0; 1444 break;
1454 1445
1455 case HOLE: 1446 case HOLE:
1456 move_hole (op); 1447 move_hole (op);
1457 return 0; 1448 break;
1458 1449
1459 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1451 move_deep_swamp (op);
1461 return 0; 1452 break;
1462 1453
1463 case RUNE: 1454 case RUNE:
1464 case TRAP: 1455 case TRAP:
1465 move_rune (op); 1456 move_rune (op);
1466 return 0; 1457 break;
1467 1458
1468 case PLAYERMOVER: 1459 case PLAYERMOVER:
1469 move_player_mover (op); 1460 move_player_mover (op);
1470 return 0; 1461 break;
1471 1462
1472 case CREATOR: 1463 case CREATOR:
1473 move_creator (op); 1464 move_creator (op);
1474 return 0; 1465 break;
1475 1466
1476 case MARKER: 1467 case MARKER:
1477 move_marker (op); 1468 move_marker (op);
1478 return 0; 1469 break;
1479 1470
1480 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1481 move_player_changer (op); 1472 move_player_changer (op);
1482 return 0; 1473 break;
1483 1474
1484 case PEACEMAKER: 1475 case PEACEMAKER:
1485 move_peacemaker (op); 1476 move_peacemaker (op);
1486 return 0; 1477 break;
1487 }
1488 1478
1489 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1490} 1493}
1494

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