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Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.100 by root, Sun Nov 29 09:41:28 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 = going 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))
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->has_active_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->has_active_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 && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 327 {
314 hit_player (tmp, random_roll (0, 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"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 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);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 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)))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 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);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
341 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))
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
362 376
363/* hp : how long door is open/closed 377/* hp : how long door is open/closed
364 * maxhp : initial value for hp 378 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
366 */ 380 */
367void 381static void
368move_timed_gate (object *op) 382move_timed_gate (object *op)
369{ 383{
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
388 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
389 * connected: connected value of detector 406 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
392 */ 409 */
393 410static void
394void
395move_detector (object *op) 411move_detector (object *op)
396{ 412{
397 object *tmp; 413 object *tmp;
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 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)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op, tmp);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op, tmp);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
467 } 484 }
468} 485}
469 486
470void 487static void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
574 return NULL; 591 return NULL;
575 } 592 }
576 593
577 op->set_speed (0); 594 op->set_speed (0);
578 op->direction = 0; 595 op->direction = 0;
579 op->move_on = 0; 596 op->move_on = 0;
580 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
584 op->slaying = 0; 604 op->slaying = op->custom_name;
585 op->skill = 0;
586 605
587 if (op->spellarg != NULL)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595
596 /* 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 */
597 op->spellarg = NULL; 607 op->custom_name = 0;
598 op->stats.sp = 0; 608 op->stats.sp = 0;
599 op->stats.hp = 0; 609 op->stats.hp = 0;
600 op->stats.grace = 0; 610 op->stats.grace = 0;
601 op->level = 0; 611 op->level = 0;
602 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
604 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
605 return op; 617 return op;
606} 618}
607 619
608/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
609 * 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
618 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
619 return; 631 return;
620 632
621 if (op->inv) 633 if (op->inv)
622 { 634 {
635 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 636 object *payload = op->inv;
624 637
625 payload->remove ();
626 payload->owner = 0; 638 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 640 op->destroy ();
629 } 641 }
630 else 642 else
631 { 643 {
632 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
633 if (op) 646 if (op)
634 merge_ob (op, NULL); 647 merge_ob (op, 0);
635 } 648 }
636} 649}
637 650
638/* 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.
639 */ 652 */
640void 653void
641move_arrow (object *op) 654move_arrow (object *op)
642{ 655{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 656 int was_reflected;
646 maptile *m;
647 657
648 if (op->map == NULL) 658 if (!op->map)
649 { 659 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 661 op->destroy ();
652 return; 662 return;
653 } 663 }
661 * 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,
662 * 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
663 * 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,
664 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
665 */ 675 */
666 if (op->inv == NULL) 676 if (!op->inv)
667 { 677 {
668 op->destroy (); 678 op->destroy ();
669 return; 679 return;
670 } 680 }
671 681
683 stop_arrow (op); 693 stop_arrow (op);
684 return; 694 return;
685 } 695 }
686 696
687 /* Calculate target map square */ 697 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 698 was_reflected = 0;
691 699
692 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 701
695 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
696 { 703 {
697 stop_arrow (op); 704 stop_arrow (op);
698 return; 705 return;
699 } 706 }
700 707
701 /* 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 */
702 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
703 { 710 {
704 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)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break; 715 break;
707 716
708 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
732 return; 741 return;
733 } 742 }
734 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
736 745
737 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))
738 { 747 {
739 int retry = 0; 748 int retry = 0;
740 749
741 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
742 * 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
755 if (op->direction & 1) 764 if (op->direction & 1)
756 { 765 {
757 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
758 retry = 1; 767 retry = 1;
759 } 768 }
769
760 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
761 * use this retry here to make this one block 771 * use this retry here to make this one block
762 * that did the same thing. 772 * that did the same thing.
763 */ 773 */
764 while (retry < 2) 774 while (retry < 2)
765 { 775 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 776 retry++;
771 777
772 /* 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
773 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
776 */ 782 */
777 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));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 785
781 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));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 788
785 if (left == right) 789 if (left == right)
786 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
787 else if (left) 791 else if (left)
788 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
789 else if (right) 793 else if (right)
790 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
791 795
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* 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 -
795 * don't need to retry again. 797 * don't need to retry again.
796 */ 798 */
797 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))
798 break; 801 break;
799
800 } 802 }
803
801 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 805 * stop it from moving.
803 */ 806 */
804 if (retry == 2) 807 if (retry == 2)
805 { 808 {
806 stop_arrow (op); 809 stop_arrow (op);
807 return; 810 return;
808 } 811 }
812
809 /* update object image for new facing */ 813 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 817 } /* object is reflected */
814 } /* object ran into a wall */ 818 } /* object ran into a wall */
815
816 /* Move the arrow. */
817 op->remove ();
818 op->x = new_x;
819 op->y = new_y;
820 819
821 /* 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
822 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
823 */ 822 */
824 op->speed -= 0.05; 823 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 824
828/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 827}
831 828
832void 829static void
833change_object (object *op) 830change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
835 int i, j; 832 int i, j;
836 833
837 if (op->other_arch == NULL) 834 if (!op->other_arch)
838 { 835 {
839 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 ());
840 return; 837 return;
841 } 838 }
842 839
843 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 { 842 {
846 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
847 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);
848 else 860 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 }
879 else
880 { 861 {
881 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);
882 if (j == -1) /* No free spot */ 863 if (j < 0) /* No free spot */
883 tmp->destroy (); 864 tmp->destroy ();
884 else 865 else
885 { 866 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 867 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
888 } 871 }
889 } 872 }
890 } 873 }
891 874
892 op->destroy (); 875 op->destroy ();
908 move_teleporter (op->more); 891 move_teleporter (op->more);
909 892
910 if (op->head) 893 if (op->head)
911 head = op->head; 894 head = op->head;
912 895
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 896 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 898 break;
916 899
917 /* If nothing above us to move, nothing to do */ 900 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
948 else 931 else
949 { 932 {
950 /* Random teleporter */ 933 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 935 return;
936
953 teleport (head, TELEPORTER, tmp); 937 teleport (head, TELEPORTER, tmp);
954 } 938 }
955} 939}
956
957 940
958/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 944 can't be generalized.
962*/ 945*/
963void 946static void
964move_player_changer (object *op) 947move_player_changer (object *op)
965{ 948{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 949 if (!op->above || !EXIT_PATH (op))
970 return; 950 return;
971 951
972 /* This isn't all that great - means that the player_mover 952 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 953 * needs to be on top.
974 */ 954 */
975 if (op->above->type == PLAYER) 955 if (op->above->type == PLAYER)
976 { 956 {
957 object *player = op->above;
958
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 959 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 960 return;
979 961
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 962 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 963 apply_changes_to_player (player, walk);
984 964
985 player->update_stats (); 965 player->update_stats ();
986 966
987 esrv_send_inventory (op->above, op->above); 967 esrv_send_inventory (op->above, op->above);
1014 return; /* dm has created a firewall in his inventory */ 994 return; /* dm has created a firewall in his inventory */
1015 995
1016 spell = op->inv; 996 spell = op->inv;
1017 997
1018 if (!spell || spell->type != SPELL) 998 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 999 spell = op->other_arch;
1020 1000
1021 if (!spell) 1001 if (!spell)
1022 { 1002 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1003 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1004 return;
1034 * moves them in the op->stats.sp direction. speed is how often it'll move. 1014 * moves them in the op->stats.sp direction. speed is how often it'll move.
1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1015 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1016 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1017 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1018 */
1039void 1019static void
1040move_player_mover (object *op) 1020move_player_mover (object *op)
1041{ 1021{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1022 int dir = op->stats.sp;
1044 sint16 nx, ny; 1023 sint16 nx, ny;
1045 maptile *m; 1024 maptile *m;
1046 1025
1047 /* Determine direction now for random movers so we do the right thing */ 1026 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1027 if (!dir)
1049 dir = rndm (1, 8); 1028 dir = rndm (1, 8);
1050 1029
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1030 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1031 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1032 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1033 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1034 {
1056 1035
1073 } 1052 }
1074 1053
1075 if (should_director_abort (op, victim)) 1054 if (should_director_abort (op, victim))
1076 return; 1055 return;
1077 1056
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1057 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1058 {
1080 if (nextmover->type == PLAYERMOVER) 1059 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1060 nextmover->speed_left = -.99f;
1061
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1062 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1063 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1064 }
1087 1065
1088 if (victim->type == PLAYER) 1066 if (victim->type == PLAYER)
1089 { 1067 {
1090 /* only level >=1 movers move people */ 1068 /* only level >=1 movers move people */
1091 if (op->level) 1069 if (op->level)
1092 { 1070 {
1093 /* Following is a bit of hack. We need to make sure it 1071 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in 1072 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1073 * place. This can happen if the player used a spell to
1096 * get to this space. 1074 * get to this space.
1097 */ 1075 */
1098 victim->contr->fire_on = 0; 1076 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1077 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1078 move_player (victim, dir);
1101 } 1079 }
1102 else 1080 else
1103 return; 1081 return;
1104 } 1082 }
1108 if (!op->stats.maxsp && op->attacktype) 1086 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1087 op->stats.maxsp = 2;
1110 1088
1111 if (op->attacktype) 1089 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1090 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1091 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1092 }
1124 } 1093 }
1125 } 1094 }
1126} 1095}
1127 1096
1146 if (op->above == NULL) 1115 if (op->above == NULL)
1147 return; 1116 return;
1148 1117
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1118 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1119 {
1151 if (op->other_arch->name == tmp->arch->name) 1120 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1121 {
1153 if (op->level <= 0) 1122 if (op->level <= 0)
1154 tmp->destroy (); 1123 tmp->destroy ();
1155 else 1124 else
1156 { 1125 {
1178 * has to make sure that there is in fact space for the object. 1147 * has to make sure that there is in fact space for the object.
1179 * It should really do this for small objects also, but there is 1148 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1149 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1150 * outside of the map which would cause the server to crash
1182*/ 1151*/
1183
1184void 1152void
1185move_creator (object *creator) 1153move_creator (object *creator)
1186{ 1154{
1187 object *new_ob; 1155 object *new_ob;
1188 1156
1190 { 1158 {
1191 creator->stats.hp = -1; 1159 creator->stats.hp = -1;
1192 return; 1160 return;
1193 } 1161 }
1194 1162
1195 if (creator->inv != NULL) 1163 if (creator->inv)
1196 { 1164 {
1197 object *ob; 1165 object *ob;
1198 int i; 1166 int i;
1199 object *ob_to_copy; 1167 object *ob_to_copy;
1200 1168
1205 if (rndm (0, i) == 0) 1173 if (rndm (0, i) == 0)
1206 { 1174 {
1207 ob_to_copy = ob; 1175 ob_to_copy = ob;
1208 } 1176 }
1209 } 1177 }
1210 new_ob = object_create_clone (ob_to_copy); 1178 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1179 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1180 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1181 }
1214 else 1182 else
1215 { 1183 {
1216 if (creator->other_arch == NULL) 1184 if (!creator->other_arch)
1217 { 1185 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1186 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1219 &creator->name, &creator->map->path, creator->x, creator->y); 1187 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1188 return;
1221 } 1189 }
1223 new_ob = object_create_arch (creator->other_arch); 1191 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1192 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1193 }
1226 1194
1227 /* Make sure this multipart object fits */ 1195 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1196 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1197 {
1230 new_ob->destroy (); 1198 new_ob->destroy ();
1231 return; 1199 return;
1232 } 1200 }
1201
1202 // for now lets try to identify everything generated here, it mostly
1203 // happens automated, so this will at least fix many identify-experience holes
1204 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1233 1205
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1208 return;
1237 1209
1238 if (creator->slaying) 1210 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1212}
1243 1213
1244/* move_marker --peterm@soda.csua.berkeley.edu 1214/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1215 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1216 it, and insert an invisible, weightless force into him
1252void 1222void
1253move_marker (object *op) 1223move_marker (object *op)
1254{ 1224{
1255 if (object *tmp = op->ms ().player ()) 1225 if (object *tmp = op->ms ().player ())
1256 { 1226 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1228 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1229 force->destroy ();
1230
1231 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1232 {
1263 tmp2->destroy (); 1233 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1234
1267 /* cycle through his inventory to look for the MARK we want to
1268 * place
1269 */
1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1272 break;
1273
1274 /* if we didn't find our own MARK */
1275 if (!tmp2)
1276 {
1277 object *force = get_archetype (FORCE_NAME);
1278
1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg) 1235 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1237
1297 if (op->stats.hp > 0) 1238 if (op->stats.hp > 0)
1298 { 1239 {
1299 op->stats.hp--; 1240 op->stats.hp--;
1241
1300 if (op->stats.hp == 0) 1242 if (op->stats.hp == 0)
1301 { 1243 {
1302 /* marker expires--granted mark number limit */ 1244 /* marker expires--granted mark number limit */
1303 op->destroy (); 1245 op->destroy ();
1304 return; 1246 return;
1306 } 1248 }
1307 } 1249 }
1308 } 1250 }
1309} 1251}
1310 1252
1311int 1253// mapscript objects activate themselves (only) then their timer fires
1254// TODO: maybe they should simply trigger the link like any other object?
1255static void
1256move_mapscript (object *op)
1257{
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260}
1261
1262static void
1263move_lamp (object *op)
1264{
1265 // if the lamp/torch is off, we should disable it.
1266 if (!op->glow_radius)
1267 {
1268 op->set_speed (0);
1269 return;
1270 }
1271 else
1272 {
1273 // check whether the face might need to be updated
1274 // (currently this is needed to have already switched on torches
1275 // on maps, as they just set the glow_radius in the archetype)
1276 if (op->other_arch
1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1279 || (op->flag [FLAG_ANIMATE]
1280 ? (op->animation_id != op->other_arch->animation_id)
1281 : (op->face != op->other_arch->face))
1282 ))
1283 get_animation_from_arch (op, op->other_arch);
1284 }
1285
1286 // lamps and torches on maps don't use up their fuel
1287 if (op->is_on_map ())
1288 return;
1289
1290 if (op->stats.food > 0)
1291 {
1292 op->stats.food--;
1293 return;
1294 }
1295
1296 apply_lamp (op, false);
1297}
1298
1299void
1312process_object (object *op) 1300process_object (object *op)
1313{ 1301{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1302 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1303 return;
1316 1304
1317 if (INVOKE_OBJECT (TICK, op)) 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1306 return;
1319 1307
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1308 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1309 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1310 return;
1323 1311
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1312 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1313 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1314 animate_object (op, op->contr ? op->facing : op->direction);
1330 1315
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1316 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1317 make_sure_seen (op);
1333 } 1318 }
1334 1319
1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1325 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1327 {
1337 change_object (op); 1328 change_object (op);
1338 return 1; 1329 return;
1339 } 1330 }
1340 1331
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1333 generate_monster (op);
1343 1334
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1336 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1338 remove_force (op);
1348 else 1339 else
1349 { 1340 {
1350 /* IF necessary, delete the item from the players inventory */ 1341 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1342
1353 if (pl)
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1343 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1344 make_sure_not_seen (op);
1360 1345
1361 op->destroy (); 1346 op->drop_and_destroy ();
1362 } 1347 }
1363 1348
1364 return 1; 1349 return;
1350 }
1365 } 1351 }
1366 1352
1367 switch (op->type) 1353 switch (op->type)
1368 { 1354 {
1369 case SPELL_EFFECT: 1355 case SPELL_EFFECT:
1370 move_spell_effect (op); 1356 move_spell_effect (op);
1371 return 1; 1357 break;
1372 1358
1373 case ROD: 1359 case ROD:
1374 case HORN: 1360 case HORN:
1375 regenerate_rod (op); 1361 regenerate_rod (op);
1376 return 1; 1362 break;
1377 1363
1378 case FORCE: 1364 case FORCE:
1379 case POTION_EFFECT: 1365 case POTION_EFFECT:
1380 remove_force (op); 1366 remove_force (op);
1381 return 1; 1367 break;
1382 1368
1383 case BLINDNESS: 1369 case BLINDNESS:
1384 remove_blindness (op); 1370 remove_blindness (op);
1385 return 0; 1371 break;
1386 1372
1387 case POISONING: 1373 case POISONING:
1388 poison_more (op); 1374 poison_more (op);
1389 return 0; 1375 break;
1390 1376
1391 case DISEASE: 1377 case DISEASE:
1392 move_disease (op); 1378 move_disease (op);
1393 return 0; 1379 break;
1394 1380
1395 case SYMPTOM: 1381 case SYMPTOM:
1396 move_symptom (op); 1382 move_symptom (op);
1397 return 0; 1383 break;
1398 1384
1399 case THROWN_OBJ: 1385 case THROWN_OBJ:
1400 case ARROW: 1386 case ARROW:
1401 move_arrow (op); 1387 move_arrow (op);
1402 return 0; 1388 break;
1403 1389
1404 case DOOR: 1390 case DOOR:
1405 remove_door (op); 1391 remove_door (op);
1406 return 0; 1392 break;
1407 1393
1408 case LOCKED_DOOR: 1394 case LOCKED_DOOR:
1409 remove_door2 (op); 1395 remove_door2 (op);
1410 return 0; 1396 break;
1411 1397
1412 case TELEPORTER: 1398 case TELEPORTER:
1413 move_teleporter (op); 1399 move_teleporter (op);
1414 return 0; 1400 break;
1415 1401
1416 case GOLEM: 1402 case GOLEM:
1417 move_golem (op); 1403 move_golem (op);
1418 return 0; 1404 break;
1419 1405
1420 case EARTHWALL: 1406 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1407 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1408 break;
1423 1409
1424 case FIREWALL: 1410 case FIREWALL:
1425 move_firewall (op); 1411 move_firewall (op);
1426 if (op->stats.maxsp) 1412 if (op->stats.maxsp)
1427 animate_turning (op); 1413 animate_turning (op);
1428 return 0; 1414 break;
1429 1415
1430 case MOOD_FLOOR: 1416 case MOOD_FLOOR:
1431 do_mood_floor (op); 1417 do_mood_floor (op);
1432 return 0; 1418 break;
1433 1419
1434 case GATE: 1420 case GATE:
1435 move_gate (op); 1421 move_gate (op);
1436 return 0; 1422 break;
1437 1423
1438 case TIMED_GATE: 1424 case TIMED_GATE:
1439 move_timed_gate (op); 1425 move_timed_gate (op);
1440 return 0; 1426 break;
1441 1427
1442 case TRIGGER: 1428 case TRIGGER:
1443 case TRIGGER_BUTTON: 1429 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1430 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1431 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1432 animate_trigger (op);
1447 return 0; 1433 break;
1448 1434
1449 case DETECTOR: 1435 case DETECTOR:
1450 move_detector (op); 1436 move_detector (op);
1451 1437
1452 case DIRECTOR: 1438 case DIRECTOR:
1453 if (op->stats.maxsp) 1439 if (op->stats.maxsp)
1454 animate_turning (op); 1440 animate_turning (op);
1455 return 0; 1441 break;
1456 1442
1457 case HOLE: 1443 case HOLE:
1458 move_hole (op); 1444 move_hole (op);
1459 return 0; 1445 break;
1460 1446
1461 case DEEP_SWAMP: 1447 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1448 move_deep_swamp (op);
1463 return 0; 1449 break;
1464 1450
1465 case RUNE: 1451 case RUNE:
1466 case TRAP: 1452 case TRAP:
1467 move_rune (op); 1453 move_rune (op);
1468 return 0; 1454 break;
1469 1455
1470 case PLAYERMOVER: 1456 case PLAYERMOVER:
1471 move_player_mover (op); 1457 move_player_mover (op);
1472 return 0; 1458 break;
1473 1459
1474 case CREATOR: 1460 case CREATOR:
1475 move_creator (op); 1461 move_creator (op);
1476 return 0; 1462 break;
1477 1463
1478 case MARKER: 1464 case MARKER:
1479 move_marker (op); 1465 move_marker (op);
1480 return 0; 1466 break;
1481 1467
1482 case PLAYER_CHANGER: 1468 case PLAYER_CHANGER:
1483 move_player_changer (op); 1469 move_player_changer (op);
1484 return 0; 1470 break;
1485 1471
1486 case PEACEMAKER: 1472 case PEACEMAKER:
1487 move_peacemaker (op); 1473 move_peacemaker (op);
1488 return 0; 1474 break;
1489 }
1490 1475
1491 return 0; 1476 case PLAYER:
1477 // players have their own speed-management, so undo the --speed_left
1478 ++op->speed_left;
1479 break;
1480
1481 case MAPSCRIPT:
1482 move_mapscript (op);
1483 break;
1484
1485 case LAMP:
1486 case TORCH:
1487 move_lamp (op);
1488 break;
1489 }
1492} 1490}
1491

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