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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 1.96 by root, Wed Nov 4 18:17:58 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}
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} 93}
91 94
92void 95void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
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
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->speed)
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
265 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->speed)
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && 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
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
398 int last = op->value; 415 int last = op->value;
399 int detected; 416 int detected;
400 417
401 detected = 0; 418 detected = 0;
402 419
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 421 {
405 object *tmp2; 422 object *tmp2;
406 423
407 if (op->stats.hp) 424 if (op->stats.hp)
408 { 425 {
426 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
427 { 444 {
428 if (detected && last == 0) 445 if (detected && last == 0)
429 { 446 {
430 op->value = 1; 447 op->value = 1;
431 push_button (op); 448 push_button (op, tmp);
432 } 449 }
450
433 if (!detected && last == 1) 451 if (!detected && last == 1)
434 { 452 {
435 op->value = 0; 453 op->value = 0;
436 push_button (op); 454 push_button (op, tmp);
437 } 455 }
438 } 456 }
439 else 457 else
440 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
441 if (detected && last == 1) 459 if (detected && last == 1)
442 { 460 {
443 op->value = 0; 461 op->value = 0;
444 push_button (op); 462 push_button (op, tmp);
445 } 463 }
464
446 if (!detected && last == 0) 465 if (!detected && last == 0)
447 { 466 {
448 op->value = 1; 467 op->value = 1;
449 push_button (op); 468 push_button (op, tmp);
450 } 469 }
451 } 470 }
452} 471}
453
454 472
455void 473void
456animate_trigger (object *op) 474animate_trigger (object *op)
457{ 475{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 486}
469 487
470void 488void
471move_hole (object *op) 489move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 491 if (op->value)
476 { /* We're opening */ 492 { /* We're opening */
477 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
479 op->stats.wc = 0; 495 op->stats.wc = 0;
480 op->set_speed (0); 496 op->set_speed (0);
481 497
482 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 501 {
486 next = tmp->above; 502 next = tmp->above;
487 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
488 } 504 }
489 } 505 }
490 506
491 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
493 return; 509 return;
494 } 510 }
511
495 /* We're closing */ 512 /* We're closing */
496 op->move_on = 0; 513 op->move_on = 0;
497 514
498 op->stats.wc++; 515 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 547 {
531 object *payload = op->inv; 548 object *payload = op->inv;
532 549
533 if (payload == NULL) 550 if (payload == NULL)
534 return NULL; 551 return NULL;
552
535 payload->remove (); 553 payload->remove ();
536 op->destroy (); 554 op->destroy ();
537 return payload; 555 return payload;
538 } 556 }
539 557
574 return NULL; 592 return NULL;
575 } 593 }
576 594
577 op->set_speed (0); 595 op->set_speed (0);
578 op->direction = 0; 596 op->direction = 0;
579 op->move_on = 0; 597 op->move_on = 0;
580 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
584 op->slaying = 0; 605 op->slaying = op->custom_name;
585 op->skill = 0;
586 606
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 */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
597 op->spellarg = NULL; 608 op->custom_name = 0;
598 op->stats.sp = 0; 609 op->stats.sp = 0;
599 op->stats.hp = 0; 610 op->stats.hp = 0;
600 op->stats.grace = 0; 611 op->stats.grace = 0;
601 op->level = 0; 612 op->level = 0;
602 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
604 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
605 return op; 618 return op;
606} 619}
607 620
608/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
609 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
618 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
619 return; 632 return;
620 633
621 if (op->inv) 634 if (op->inv)
622 { 635 {
636 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 637 object *payload = op->inv;
624 638
625 payload->remove ();
626 payload->owner = 0; 639 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 641 op->destroy ();
629 } 642 }
630 else 643 else
631 { 644 {
632 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
633 if (op) 647 if (op)
634 merge_ob (op, NULL); 648 merge_ob (op, 0);
635 } 649 }
636} 650}
637 651
638/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
639 */ 653 */
640void 654void
641move_arrow (object *op) 655move_arrow (object *op)
642{ 656{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 657 int was_reflected;
646 maptile *m;
647 658
648 if (op->map == NULL) 659 if (!op->map)
649 { 660 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 662 op->destroy ();
652 return; 663 return;
653 } 664 }
661 * is if the player throws a bomb - the bomb explodes on its own, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
664 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
665 */ 676 */
666 if (op->inv == NULL) 677 if (!op->inv)
667 { 678 {
668 op->destroy (); 679 op->destroy ();
669 return; 680 return;
670 } 681 }
671 682
683 stop_arrow (op); 694 stop_arrow (op);
684 return; 695 return;
685 } 696 }
686 697
687 /* Calculate target map square */ 698 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 699 was_reflected = 0;
691 700
692 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 702
695 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
696 { 704 {
697 stop_arrow (op); 705 stop_arrow (op);
698 return; 706 return;
699 } 707 }
700 708
701 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
702 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
703 { 711 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break; 716 break;
707 717
708 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
732 return; 742 return;
733 } 743 }
734 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
736 746
737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
738 { 748 {
739 int retry = 0; 749 int retry = 0;
740 750
741 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
742 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
755 if (op->direction & 1) 765 if (op->direction & 1)
756 { 766 {
757 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
758 retry = 1; 768 retry = 1;
759 } 769 }
770
760 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
761 * use this retry here to make this one block 772 * use this retry here to make this one block
762 * that did the same thing. 773 * that did the same thing.
763 */ 774 */
764 while (retry < 2) 775 while (retry < 2)
765 { 776 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 777 retry++;
771 778
772 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
773 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
776 */ 783 */
777 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
780 786
781 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
784 789
785 if (left == right) 790 if (left == right)
786 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
787 else if (left) 792 else if (left)
788 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
789 else if (right) 794 else if (right)
790 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
791 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again. 798 * don't need to retry again.
796 */ 799 */
797 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
798 break; 802 break;
799
800 } 803 }
804
801 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 806 * stop it from moving.
803 */ 807 */
804 if (retry == 2) 808 if (retry == 2)
805 { 809 {
806 stop_arrow (op); 810 stop_arrow (op);
807 return; 811 return;
808 } 812 }
813
809 /* update object image for new facing */ 814 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 818 } /* object is reflected */
814 } /* object ran into a wall */ 819 } /* object ran into a wall */
815
816 /* Move the arrow. */
817 op->remove ();
818 op->x = new_x;
819 op->y = new_y;
820 820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
823 */ 823 */
824 op->speed -= 0.05; 824 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 825
828/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 828}
831 829
832void 830void
833change_object (object *op) 831change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
835 int i, j; 833 int i, j;
836 834
837 if (op->other_arch == NULL) 835 if (!op->other_arch)
838 { 836 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
840 return; 838 return;
841 } 839 }
842 840
843 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 { 843 {
846 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
847 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
848 else 861 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 { 862 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
883 tmp->destroy (); 865 tmp->destroy ();
884 else 866 else
885 { 867 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
888 } 872 }
889 } 873 }
890 } 874 }
891 875
892 op->destroy (); 876 op->destroy ();
908 move_teleporter (op->more); 892 move_teleporter (op->more);
909 893
910 if (op->head) 894 if (op->head)
911 head = op->head; 895 head = op->head;
912 896
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 899 break;
916 900
917 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
948 else 932 else
949 { 933 {
950 /* Random teleporter */ 934 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 936 return;
937
953 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
954 } 939 }
955} 940}
956
957 941
958/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
961 can't be generalized. 945 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1015 999
1016 spell = op->inv; 1000 spell = op->inv;
1017 1001
1018 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1020 1004
1021 if (!spell) 1005 if (!spell)
1022 { 1006 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1008 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1022 */
1039void 1023void
1040move_player_mover (object *op) 1024move_player_mover (object *op)
1041{ 1025{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1044 sint16 nx, ny; 1027 sint16 nx, ny;
1045 maptile *m; 1028 maptile *m;
1046 1029
1047 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1031 if (!dir)
1049 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1050 1033
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1035 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1038 {
1056 1039
1073 } 1056 }
1074 1057
1075 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1076 return; 1059 return;
1077 1060
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1062 {
1080 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1068 }
1087 1069
1088 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1089 { 1071 {
1090 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1091 if (op->level) 1073 if (op->level)
1092 { 1074 {
1093 /* Following is a bit of hack. We need to make sure it 1075 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1096 * get to this space. 1078 * get to this space.
1097 */ 1079 */
1098 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1082 move_player (victim, dir);
1101 } 1083 }
1102 else 1084 else
1103 return; 1085 return;
1104 } 1086 }
1108 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1110 1092
1111 if (op->attacktype) 1093 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 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 } 1096 }
1124 } 1097 }
1125 } 1098 }
1126} 1099}
1127 1100
1146 if (op->above == NULL) 1119 if (op->above == NULL)
1147 return; 1120 return;
1148 1121
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1123 {
1151 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1125 {
1153 if (op->level <= 0) 1126 if (op->level <= 0)
1154 tmp->destroy (); 1127 tmp->destroy ();
1155 else 1128 else
1156 { 1129 {
1178 * has to make sure that there is in fact space for the object. 1151 * 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 1152 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1182*/ 1155*/
1183
1184void 1156void
1185move_creator (object *creator) 1157move_creator (object *creator)
1186{ 1158{
1187 object *new_ob; 1159 object *new_ob;
1188 1160
1190 { 1162 {
1191 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1192 return; 1164 return;
1193 } 1165 }
1194 1166
1195 if (creator->inv != NULL) 1167 if (creator->inv)
1196 { 1168 {
1197 object *ob; 1169 object *ob;
1198 int i; 1170 int i;
1199 object *ob_to_copy; 1171 object *ob_to_copy;
1200 1172
1205 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1206 { 1178 {
1207 ob_to_copy = ob; 1179 ob_to_copy = ob;
1208 } 1180 }
1209 } 1181 }
1210 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1185 }
1214 else 1186 else
1215 { 1187 {
1216 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1217 { 1189 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 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); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1192 return;
1221 } 1193 }
1223 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1197 }
1226 1198
1227 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1201 {
1230 new_ob->destroy (); 1202 new_ob->destroy ();
1231 return; 1203 return;
1232 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1233 1209
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1212 return;
1237 1213
1238 if (creator->slaying) 1214 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1216}
1243 1217
1244/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1252void 1226void
1253move_marker (object *op) 1227move_marker (object *op)
1254{ 1228{
1255 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1256 { 1230 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1236 {
1263 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1238
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) 1239 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1241
1297 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1298 { 1243 {
1299 op->stats.hp--; 1244 op->stats.hp--;
1245
1300 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1301 { 1247 {
1302 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1303 op->destroy (); 1249 op->destroy ();
1304 return; 1250 return;
1306 } 1252 }
1307 } 1253 }
1308 } 1254 }
1309} 1255}
1310 1256
1311int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1312process_object (object *op) 1303process_object (object *op)
1313{ 1304{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1306 return;
1316 1307
1317 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1309 return;
1319 1310
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1313 return;
1323 1314
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1316 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1330 1318
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1320 make_sure_seen (op);
1333 } 1321 }
1334 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1330 {
1337 change_object (op); 1331 change_object (op);
1338 return 1; 1332 return;
1339 } 1333 }
1340 1334
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1336 generate_monster (op);
1343 1337
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1339 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1341 remove_force (op);
1348 else 1342 else
1349 { 1343 {
1350 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1345
1353 if (pl)
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1360 1348
1361 op->destroy (); 1349 op->drop_and_destroy ();
1362 } 1350 }
1363 1351
1364 return 1; 1352 return;
1353 }
1365 } 1354 }
1366 1355
1367 switch (op->type) 1356 switch (op->type)
1368 { 1357 {
1369 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1370 move_spell_effect (op); 1359 move_spell_effect (op);
1371 return 1; 1360 break;
1372 1361
1373 case ROD: 1362 case ROD:
1374 case HORN: 1363 case HORN:
1375 regenerate_rod (op); 1364 regenerate_rod (op);
1376 return 1; 1365 break;
1377 1366
1378 case FORCE: 1367 case FORCE:
1379 case POTION_EFFECT: 1368 case POTION_EFFECT:
1380 remove_force (op); 1369 remove_force (op);
1381 return 1; 1370 break;
1382 1371
1383 case BLINDNESS: 1372 case BLINDNESS:
1384 remove_blindness (op); 1373 remove_blindness (op);
1385 return 0; 1374 break;
1386 1375
1387 case POISONING: 1376 case POISONING:
1388 poison_more (op); 1377 poison_more (op);
1389 return 0; 1378 break;
1390 1379
1391 case DISEASE: 1380 case DISEASE:
1392 move_disease (op); 1381 move_disease (op);
1393 return 0; 1382 break;
1394 1383
1395 case SYMPTOM: 1384 case SYMPTOM:
1396 move_symptom (op); 1385 move_symptom (op);
1397 return 0; 1386 break;
1398 1387
1399 case THROWN_OBJ: 1388 case THROWN_OBJ:
1400 case ARROW: 1389 case ARROW:
1401 move_arrow (op); 1390 move_arrow (op);
1402 return 0; 1391 break;
1403 1392
1404 case DOOR: 1393 case DOOR:
1405 remove_door (op); 1394 remove_door (op);
1406 return 0; 1395 break;
1407 1396
1408 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1409 remove_door2 (op); 1398 remove_door2 (op);
1410 return 0; 1399 break;
1411 1400
1412 case TELEPORTER: 1401 case TELEPORTER:
1413 move_teleporter (op); 1402 move_teleporter (op);
1414 return 0; 1403 break;
1415 1404
1416 case GOLEM: 1405 case GOLEM:
1417 move_golem (op); 1406 move_golem (op);
1418 return 0; 1407 break;
1419 1408
1420 case EARTHWALL: 1409 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1411 break;
1423 1412
1424 case FIREWALL: 1413 case FIREWALL:
1425 move_firewall (op); 1414 move_firewall (op);
1426 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1427 animate_turning (op); 1416 animate_turning (op);
1428 return 0; 1417 break;
1429 1418
1430 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1431 do_mood_floor (op); 1420 do_mood_floor (op);
1432 return 0; 1421 break;
1433 1422
1434 case GATE: 1423 case GATE:
1435 move_gate (op); 1424 move_gate (op);
1436 return 0; 1425 break;
1437 1426
1438 case TIMED_GATE: 1427 case TIMED_GATE:
1439 move_timed_gate (op); 1428 move_timed_gate (op);
1440 return 0; 1429 break;
1441 1430
1442 case TRIGGER: 1431 case TRIGGER:
1443 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1435 animate_trigger (op);
1447 return 0; 1436 break;
1448 1437
1449 case DETECTOR: 1438 case DETECTOR:
1450 move_detector (op); 1439 move_detector (op);
1451 1440
1452 case DIRECTOR: 1441 case DIRECTOR:
1453 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1454 animate_turning (op); 1443 animate_turning (op);
1455 return 0; 1444 break;
1456 1445
1457 case HOLE: 1446 case HOLE:
1458 move_hole (op); 1447 move_hole (op);
1459 return 0; 1448 break;
1460 1449
1461 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1451 move_deep_swamp (op);
1463 return 0; 1452 break;
1464 1453
1465 case RUNE: 1454 case RUNE:
1466 case TRAP: 1455 case TRAP:
1467 move_rune (op); 1456 move_rune (op);
1468 return 0; 1457 break;
1469 1458
1470 case PLAYERMOVER: 1459 case PLAYERMOVER:
1471 move_player_mover (op); 1460 move_player_mover (op);
1472 return 0; 1461 break;
1473 1462
1474 case CREATOR: 1463 case CREATOR:
1475 move_creator (op); 1464 move_creator (op);
1476 return 0; 1465 break;
1477 1466
1478 case MARKER: 1467 case MARKER:
1479 move_marker (op); 1468 move_marker (op);
1480 return 0; 1469 break;
1481 1470
1482 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1483 move_player_changer (op); 1472 move_player_changer (op);
1484 return 0; 1473 break;
1485 1474
1486 case PEACEMAKER: 1475 case PEACEMAKER:
1487 move_peacemaker (op); 1476 move_peacemaker (op);
1488 return 0; 1477 break;
1489 }
1490 1478
1491 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1492} 1493}
1494

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