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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 1.91 by root, Sat Jun 27 03:51:05 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90} 92}
91 93
92void 94void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
101 object *op; 108 object *op;
109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item form the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
107 return; 115 return;
108 116
109 // first select one item from the inventory 117 // first select one item from the inventory
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 op = object_create_clone (op); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
120 else 141 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 142 return;
127 }
128 143
129 op->expand_tail (); 144 op->expand_tail ();
130 145
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 147
148 if (pos.insert (op, gen))
133 { 149 {
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)) 150 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
138 152
139 if (op->has_random_items ()) 153 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 155
142 return; 156 return;
143 }
144 } 157 }
145 158
146 op->destroy (); 159 op->destroy ();
147} 160}
148 161
235 if (op->value) 248 if (op->value)
236 { 249 {
237 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 252 op->stats.wc = 0;
240 if (op->arch->clone.speed) 253 if (op->arch->speed)
241 op->value = 0; 254 op->value = 0;
242 else 255 else
243 op->set_speed (0); 256 op->set_speed (0);
244 } 257 }
245 258
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->speed)
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 326 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 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 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
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))
468} 485}
469 486
470void 487void
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;
585 op->skill = 0;
586
587 if (op->spellarg != NULL)
588 {
589 op->slaying = op->spellarg; 604 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595 605
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->spellarg = 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 829void
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.
1014 return; /* dm has created a firewall in his inventory */ 997 return; /* dm has created a firewall in his inventory */
1015 998
1016 spell = op->inv; 999 spell = op->inv;
1017 1000
1018 if (!spell || spell->type != SPELL) 1001 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1002 spell = op->other_arch;
1020 1003
1021 if (!spell) 1004 if (!spell)
1022 { 1005 {
1023 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);
1024 return; 1007 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1020 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1021 */
1039void 1022void
1040move_player_mover (object *op) 1023move_player_mover (object *op)
1041{ 1024{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1025 int dir = op->stats.sp;
1044 sint16 nx, ny; 1026 sint16 nx, ny;
1045 maptile *m; 1027 maptile *m;
1046 1028
1047 /* 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 */
1048 if (!dir) 1030 if (!dir)
1049 dir = rndm (1, 8); 1031 dir = rndm (1, 8);
1050 1032
1051 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)
1052 { 1034 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1036 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1037 {
1056 1038
1073 } 1055 }
1074 1056
1075 if (should_director_abort (op, victim)) 1057 if (should_director_abort (op, victim))
1076 return; 1058 return;
1077 1059
1078 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)
1079 { 1061 {
1080 if (nextmover->type == PLAYERMOVER) 1062 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1063 nextmover->speed_left = -.99f;
1064
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 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 */
1085 }
1086 } 1067 }
1087 1068
1088 if (victim->type == PLAYER) 1069 if (victim->type == PLAYER)
1089 { 1070 {
1090 /* only level >=1 movers move people */ 1071 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1075 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1076 * place. This can happen if the player used a spell to
1096 * get to this space. 1077 * get to this space.
1097 */ 1078 */
1098 victim->contr->fire_on = 0; 1079 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1080 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1081 move_player (victim, dir);
1101 } 1082 }
1102 else 1083 else
1103 return; 1084 return;
1104 } 1085 }
1108 if (!op->stats.maxsp && op->attacktype) 1089 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1090 op->stats.maxsp = 2;
1110 1091
1111 if (op->attacktype) 1092 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1093 { /* flag to paralyze the player */
1113
1114 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));
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 } 1095 }
1124 } 1096 }
1125 } 1097 }
1126} 1098}
1127 1099
1146 if (op->above == NULL) 1118 if (op->above == NULL)
1147 return; 1119 return;
1148 1120
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1121 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1122 {
1151 if (op->other_arch->name == tmp->arch->name) 1123 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1124 {
1153 if (op->level <= 0) 1125 if (op->level <= 0)
1154 tmp->destroy (); 1126 tmp->destroy ();
1155 else 1127 else
1156 { 1128 {
1178 * 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.
1179 * 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
1180 * more concern with large objects, most notably a part being placed 1152 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1153 * outside of the map which would cause the server to crash
1182*/ 1154*/
1183
1184void 1155void
1185move_creator (object *creator) 1156move_creator (object *creator)
1186{ 1157{
1187 object *new_ob; 1158 object *new_ob;
1188 1159
1190 { 1161 {
1191 creator->stats.hp = -1; 1162 creator->stats.hp = -1;
1192 return; 1163 return;
1193 } 1164 }
1194 1165
1195 if (creator->inv != NULL) 1166 if (creator->inv)
1196 { 1167 {
1197 object *ob; 1168 object *ob;
1198 int i; 1169 int i;
1199 object *ob_to_copy; 1170 object *ob_to_copy;
1200 1171
1205 if (rndm (0, i) == 0) 1176 if (rndm (0, i) == 0)
1206 { 1177 {
1207 ob_to_copy = ob; 1178 ob_to_copy = ob;
1208 } 1179 }
1209 } 1180 }
1210 new_ob = object_create_clone (ob_to_copy); 1181 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1184 }
1214 else 1185 else
1215 { 1186 {
1216 if (creator->other_arch == NULL) 1187 if (!creator->other_arch)
1217 { 1188 {
1218 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",
1219 &creator->name, &creator->map->path, creator->x, creator->y); 1190 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1191 return;
1221 } 1192 }
1223 new_ob = object_create_arch (creator->other_arch); 1194 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1196 }
1226 1197
1227 /* Make sure this multipart object fits */ 1198 /* Make sure this multipart object fits */
1228 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))
1229 { 1200 {
1230 new_ob->destroy (); 1201 new_ob->destroy ();
1231 return; 1202 return;
1232 } 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);
1233 1208
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1211 return;
1237 1212
1238 if (creator->slaying) 1213 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1214 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1215}
1243 1216
1244/* move_marker --peterm@soda.csua.berkeley.edu 1217/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1218 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1219 it, and insert an invisible, weightless force into him
1252void 1225void
1253move_marker (object *op) 1226move_marker (object *op)
1254{ 1227{
1255 if (object *tmp = op->ms ().player ()) 1228 if (object *tmp = op->ms ().player ())
1256 { 1229 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1230 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1231 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1232 force->destroy ();
1233
1234 if (!tmp->force_find (op->slaying))
1262 { 1235 {
1263 tmp2->destroy (); 1236 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1237
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) 1238 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1240
1297 if (op->stats.hp > 0) 1241 if (op->stats.hp > 0)
1298 { 1242 {
1299 op->stats.hp--; 1243 op->stats.hp--;
1244
1300 if (op->stats.hp == 0) 1245 if (op->stats.hp == 0)
1301 { 1246 {
1302 /* marker expires--granted mark number limit */ 1247 /* marker expires--granted mark number limit */
1303 op->destroy (); 1248 op->destroy ();
1304 return; 1249 return;
1306 } 1251 }
1307 } 1252 }
1308 } 1253 }
1309} 1254}
1310 1255
1311int 1256// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object?
1258void
1259move_mapscript (object *op)
1260{
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263}
1264
1265void move_lamp (object *op)
1266{
1267 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius)
1269 {
1270 op->set_speed (0);
1271 return;
1272 }
1273 else
1274 {
1275 // check whether the face might needs to be updated
1276 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch
1279 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face))
1284 ))
1285 get_animation_from_arch (op, op->other_arch);
1286 }
1287
1288 // lamps and torches auf maps don't use up their fuel
1289 if (op->is_on_map ())
1290 return;
1291
1292 if (op->stats.food > 0)
1293 {
1294 op->stats.food--;
1295 return;
1296 }
1297
1298 apply_lamp (op, false);
1299}
1300
1301void
1312process_object (object *op) 1302process_object (object *op)
1313{ 1303{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1305 return;
1316 1306
1317 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1308 return;
1319 1309
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1312 return;
1323 1313
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1315 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1330 1317
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1319 make_sure_seen (op);
1333 } 1320 }
1334 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1329 {
1337 change_object (op); 1330 change_object (op);
1338 return 1; 1331 return;
1339 } 1332 }
1340 1333
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1335 generate_monster (op);
1343 1336
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1338 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1340 remove_force (op);
1348 else 1341 else
1349 { 1342 {
1350 /* IF necessary, delete the item from the players inventory */ 1343 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1344
1353 if (pl)
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1346 make_sure_not_seen (op);
1360 1347
1361 op->destroy (); 1348 op->drop_and_destroy ();
1362 } 1349 }
1363 1350
1364 return 1; 1351 return;
1352 }
1365 } 1353 }
1366 1354
1367 switch (op->type) 1355 switch (op->type)
1368 { 1356 {
1369 case SPELL_EFFECT: 1357 case SPELL_EFFECT:
1370 move_spell_effect (op); 1358 move_spell_effect (op);
1371 return 1; 1359 break;
1372 1360
1373 case ROD: 1361 case ROD:
1374 case HORN: 1362 case HORN:
1375 regenerate_rod (op); 1363 regenerate_rod (op);
1376 return 1; 1364 break;
1377 1365
1378 case FORCE: 1366 case FORCE:
1379 case POTION_EFFECT: 1367 case POTION_EFFECT:
1380 remove_force (op); 1368 remove_force (op);
1381 return 1; 1369 break;
1382 1370
1383 case BLINDNESS: 1371 case BLINDNESS:
1384 remove_blindness (op); 1372 remove_blindness (op);
1385 return 0; 1373 break;
1386 1374
1387 case POISONING: 1375 case POISONING:
1388 poison_more (op); 1376 poison_more (op);
1389 return 0; 1377 break;
1390 1378
1391 case DISEASE: 1379 case DISEASE:
1392 move_disease (op); 1380 move_disease (op);
1393 return 0; 1381 break;
1394 1382
1395 case SYMPTOM: 1383 case SYMPTOM:
1396 move_symptom (op); 1384 move_symptom (op);
1397 return 0; 1385 break;
1398 1386
1399 case THROWN_OBJ: 1387 case THROWN_OBJ:
1400 case ARROW: 1388 case ARROW:
1401 move_arrow (op); 1389 move_arrow (op);
1402 return 0; 1390 break;
1403 1391
1404 case DOOR: 1392 case DOOR:
1405 remove_door (op); 1393 remove_door (op);
1406 return 0; 1394 break;
1407 1395
1408 case LOCKED_DOOR: 1396 case LOCKED_DOOR:
1409 remove_door2 (op); 1397 remove_door2 (op);
1410 return 0; 1398 break;
1411 1399
1412 case TELEPORTER: 1400 case TELEPORTER:
1413 move_teleporter (op); 1401 move_teleporter (op);
1414 return 0; 1402 break;
1415 1403
1416 case GOLEM: 1404 case GOLEM:
1417 move_golem (op); 1405 move_golem (op);
1418 return 0; 1406 break;
1419 1407
1420 case EARTHWALL: 1408 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1409 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1410 break;
1423 1411
1424 case FIREWALL: 1412 case FIREWALL:
1425 move_firewall (op); 1413 move_firewall (op);
1426 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1427 animate_turning (op); 1415 animate_turning (op);
1428 return 0; 1416 break;
1429 1417
1430 case MOOD_FLOOR: 1418 case MOOD_FLOOR:
1431 do_mood_floor (op); 1419 do_mood_floor (op);
1432 return 0; 1420 break;
1433 1421
1434 case GATE: 1422 case GATE:
1435 move_gate (op); 1423 move_gate (op);
1436 return 0; 1424 break;
1437 1425
1438 case TIMED_GATE: 1426 case TIMED_GATE:
1439 move_timed_gate (op); 1427 move_timed_gate (op);
1440 return 0; 1428 break;
1441 1429
1442 case TRIGGER: 1430 case TRIGGER:
1443 case TRIGGER_BUTTON: 1431 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1432 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1433 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1434 animate_trigger (op);
1447 return 0; 1435 break;
1448 1436
1449 case DETECTOR: 1437 case DETECTOR:
1450 move_detector (op); 1438 move_detector (op);
1451 1439
1452 case DIRECTOR: 1440 case DIRECTOR:
1453 if (op->stats.maxsp) 1441 if (op->stats.maxsp)
1454 animate_turning (op); 1442 animate_turning (op);
1455 return 0; 1443 break;
1456 1444
1457 case HOLE: 1445 case HOLE:
1458 move_hole (op); 1446 move_hole (op);
1459 return 0; 1447 break;
1460 1448
1461 case DEEP_SWAMP: 1449 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1450 move_deep_swamp (op);
1463 return 0; 1451 break;
1464 1452
1465 case RUNE: 1453 case RUNE:
1466 case TRAP: 1454 case TRAP:
1467 move_rune (op); 1455 move_rune (op);
1468 return 0; 1456 break;
1469 1457
1470 case PLAYERMOVER: 1458 case PLAYERMOVER:
1471 move_player_mover (op); 1459 move_player_mover (op);
1472 return 0; 1460 break;
1473 1461
1474 case CREATOR: 1462 case CREATOR:
1475 move_creator (op); 1463 move_creator (op);
1476 return 0; 1464 break;
1477 1465
1478 case MARKER: 1466 case MARKER:
1479 move_marker (op); 1467 move_marker (op);
1480 return 0; 1468 break;
1481 1469
1482 case PLAYER_CHANGER: 1470 case PLAYER_CHANGER:
1483 move_player_changer (op); 1471 move_player_changer (op);
1484 return 0; 1472 break;
1485 1473
1486 case PEACEMAKER: 1474 case PEACEMAKER:
1487 move_peacemaker (op); 1475 move_peacemaker (op);
1488 return 0; 1476 break;
1489 }
1490 1477
1491 return 0; 1478 case PLAYER:
1479 // players have their own speed-management, so undo the --speed_left
1480 ++op->speed_left;
1481 break;
1482
1483 case MAPSCRIPT:
1484 move_mapscript (op);
1485 break;
1486
1487 case LAMP:
1488 case TORCH:
1489 move_lamp (op);
1490 break;
1491 }
1492} 1492}
1493

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