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Comparing deliantra/server/server/time.C (file contents):
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC vs.
Revision 1.67 by root, Tue Sep 4 08:42:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
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.
97 96
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 98 return;
100 99
101 object *op; 100 object *op;
101 int dir;
102 102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 104 {
105 // either copy one item form the inventory... 105 // either copy one item from the inventory...
106 if (!gen->inv) 106 if (!gen->inv)
107 return; 107 return;
108 108
109 // first select one item from the inventory 109 // first select one item from the inventory
110 int index = 0; 110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 112 if (!rndm (++index))
113 op = tmp; 113 op = tmp;
114 114
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0)
117 return;
118
115 op = object_create_clone (op); 119 op = object_create_clone (op);
116 120
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
120 else 133 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 134 return;
127 }
128 135
129 op->expand_tail (); 136 op->expand_tail ();
130 137
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 138 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 139
140 if (pos.insert (op, gen))
133 { 141 {
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)) 142 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 143 generate_artifact (op, gen->map->difficulty);
138 144
139 if (op->has_random_items ()) 145 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 147
142 return; 148 return;
143 }
144 } 149 }
145 150
146 op->destroy (); 151 op->destroy ();
147} 152}
148 153
235 if (op->value) 240 if (op->value)
236 { 241 {
237 if (--op->stats.wc <= 0) 242 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 243 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 244 op->stats.wc = 0;
240 if (op->arch->clone.speed) 245 if (op->arch->speed)
241 op->value = 0; 246 op->value = 0;
242 else 247 else
243 op->set_speed (0); 248 op->set_speed (0);
244 } 249 }
245 250
265 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 272 * the gate slightly.
268 */ 273 */
269 274
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 275 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)) 276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 277 break;
273 278
274 if (tmp == NULL) 279 if (!tmp)
275 { 280 {
276 if (op->arch->clone.speed) 281 if (op->arch->speed)
277 op->value = 1; 282 op->value = 1;
278 else 283 else
279 op->set_speed (0); 284 op->set_speed (0);
280 285
281 return; 286 return;
310 if (tmp) 315 if (tmp)
311 { 316 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 318 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
320 op->play_sound (sound_find ("blocked_gate"));
315 321
316 if (tmp->type == PLAYER) 322 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 324 }
319 else
320 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
322 * off the gate. 327 * off the gate.
323 */ 328 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 330 {
326 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
328 333
329 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
335 } 340 }
336 } 341 }
337 } 342 }
338 343
339 /* See if there is still anything blocking the gate */ 344 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 345 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)) 346 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 347 break;
343 348
344 /* IF there is, start putting the gate down */ 349 /* IF there is, start putting the gate down */
345 if (tmp) 350 if (tmp)
346 {
347 op->stats.food = 1; 351 op->stats.food = 1;
348 }
349 else 352 else
350 { 353 {
351 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
355
352 if (!op->arch->clone.stats.ac) 356 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 357 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 358 update_all_los (op->map, op->x, op->y);
355 } 359 }
356 } /* gate is halfway up */ 360 } /* gate is halfway up */
357 361
370 int v = op->value; 374 int v = op->value;
371 375
372 if (op->stats.sp) 376 if (op->stats.sp)
373 { 377 {
374 move_gate (op); 378 move_gate (op);
379
375 if (op->value != v) /* change direction ? */ 380 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 381 op->stats.sp = 0;
377 return; 382 return;
378 } 383 }
384
379 if (--op->stats.hp <= 0) 385 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 386 { /* keep gate down */
381 move_gate (op); 387 move_gate (op);
388
382 if (op->value != v) 389 if (op->value != v)
383 op->set_speed (0); 390 op->set_speed (0);
384 } 391 }
385} 392}
386 393
398 int last = op->value; 405 int last = op->value;
399 int detected; 406 int detected;
400 407
401 detected = 0; 408 detected = 0;
402 409
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 410 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 411 {
405 object *tmp2; 412 object *tmp2;
406 413
407 if (op->stats.hp) 414 if (op->stats.hp)
408 { 415 {
428 if (detected && last == 0) 435 if (detected && last == 0)
429 { 436 {
430 op->value = 1; 437 op->value = 1;
431 push_button (op); 438 push_button (op);
432 } 439 }
440
433 if (!detected && last == 1) 441 if (!detected && last == 1)
434 { 442 {
435 op->value = 0; 443 op->value = 0;
436 push_button (op); 444 push_button (op);
437 } 445 }
441 if (detected && last == 1) 449 if (detected && last == 1)
442 { 450 {
443 op->value = 0; 451 op->value = 0;
444 push_button (op); 452 push_button (op);
445 } 453 }
454
446 if (!detected && last == 0) 455 if (!detected && last == 0)
447 { 456 {
448 op->value = 1; 457 op->value = 1;
449 push_button (op); 458 push_button (op);
450 } 459 }
451 } 460 }
452} 461}
453
454 462
455void 463void
456animate_trigger (object *op) 464animate_trigger (object *op)
457{ 465{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 466 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
490 498
491 SET_ANIMATION (op, op->stats.wc); 499 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
493 return; 501 return;
494 } 502 }
503
495 /* We're closing */ 504 /* We're closing */
496 op->move_on = 0; 505 op->move_on = 0;
497 506
498 op->stats.wc++; 507 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 508 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
598 op->spellarg = NULL; 607 op->spellarg = NULL;
599 op->stats.sp = 0; 608 op->stats.sp = 0;
600 op->stats.hp = 0; 609 op->stats.hp = 0;
601 op->stats.grace = 0; 610 op->stats.grace = 0;
602 op->level = 0; 611 op->level = 0;
603 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
606 return op; 615 return op;
607} 616}
608 617
640/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 650 */
642void 651void
643move_arrow (object *op) 652move_arrow (object *op)
644{ 653{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 654 int was_reflected;
648 maptile *m;
649 655
650 if (op->map == NULL) 656 if (!op->map)
651 { 657 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 658 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 659 op->destroy ();
654 return; 660 return;
655 } 661 }
685 stop_arrow (op); 691 stop_arrow (op);
686 return; 692 return;
687 } 693 }
688 694
689 /* Calculate target map square */ 695 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 696 was_reflected = 0;
693 697
694 m = op->map; 698 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 699
697 if (mflags & P_OUT_OF_MAP) 700 if (!pos.normalise ())
698 { 701 {
699 stop_arrow (op); 702 stop_arrow (op);
700 return; 703 return;
701 } 704 }
702 705
703 /* only need to look for living creatures if this flag is set */ 706 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 707 if (pos->flags () & P_IS_ALIVE)
705 { 708 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 709 object *tmp;
710
711 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 712 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 713 break;
709 714
710 /* Not really fair, but don't let monsters hit themselves with 715 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 716 * their own arrow - this can be because they fire it then
734 return; 739 return;
735 } 740 }
736 } /* if this is not hitting its owner */ 741 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 742 } /* if there is something alive on this space */
738 743
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 745 {
741 int retry = 0; 746 int retry = 0;
742 747
743 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 762 if (op->direction & 1)
758 { 763 {
759 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
760 retry = 1; 765 retry = 1;
761 } 766 }
767
762 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
763 * use this retry here to make this one block 769 * use this retry here to make this one block
764 * that did the same thing. 770 * that did the same thing.
765 */ 771 */
766 while (retry < 2) 772 while (retry < 2)
767 { 773 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 774 retry++;
773 775
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
778 */ 780 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 783
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 786
787 if (left == right) 787 if (left == right)
788 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
789 else if (left) 789 else if (left)
790 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
791 else if (right) 791 else if (right)
792 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
793 793
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 795 * don't need to retry again.
798 */ 796 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 799 break;
801
802 } 800 }
801
803 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 803 * stop it from moving.
805 */ 804 */
806 if (retry == 2) 805 if (retry == 2)
807 { 806 {
808 stop_arrow (op); 807 stop_arrow (op);
809 return; 808 return;
810 } 809 }
810
811 /* update object image for new facing */ 811 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 813 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 815 } /* object is reflected */
816 } /* object ran into a wall */ 816 } /* object ran into a wall */
817 817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 818 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 819 * about 17 squares. Tune as needed.
825 */ 820 */
826 op->speed -= 0.05; 821 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 822
830/* This routine doesnt seem to work for "inanimate" objects that 823 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 824 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 825}
833 826
834void 827void
835change_object (object *op) 828change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 829{ /* Doesn`t handle linked objs yet */
837 int i, j; 830 int i, j;
838 831
839 if (op->other_arch == NULL) 832 if (!op->other_arch)
840 { 833 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 835 return;
843 } 836 }
844 837
845 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 840 {
848 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
849 return; 842 return;
850 else 843
851 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
852 } 845 }
853 846
854 object *pl = op->in_player ();
855 object *env = op->env; 847 object *env = op->env;
856 848
857 op->remove (); 849 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 850 for (i = 0; i < op->stats.food; i++)
859 { 851 {
860 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = arch_to_object (op->other_arch);
861 853
862 if (op->type == LAMP) 854 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 855 tmp->stats.food = op->stats.food - 1;
864 856
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env) 858 if (env)
867 { 859 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env); 860 tmp = env->insert (tmp);
870 861
871 /* If this object is the players inventory, we need to tell the 862 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the 863 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below. 864 * updating the client, so we don't need to do that below.
874 */ 865 */
875 if (pl) 866 if (object *pl = op->in_player ())
876 { 867 {
877 esrv_del_item (pl->contr, op->count); 868 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp); 869 esrv_send_item (pl, tmp);
879 } 870 }
880 } 871 }
881 else 872 else
882 { 873 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 874 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 875 if (j < 0) /* No free spot */
885 tmp->destroy (); 876 tmp->destroy ();
886 else 877 else
887 { 878 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 879 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 880
881 if (pos.normalise ())
882 pos.insert (tmp, op);
890 } 883 }
891 } 884 }
892 } 885 }
893 886
894 op->destroy (); 887 op->destroy ();
910 move_teleporter (op->more); 903 move_teleporter (op->more);
911 904
912 if (op->head) 905 if (op->head)
913 head = op->head; 906 head = op->head;
914 907
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 908 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 909 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 910 break;
918 911
919 /* If nothing above us to move, nothing to do */ 912 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 913 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 946 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 947 return;
955 teleport (head, TELEPORTER, tmp); 948 teleport (head, TELEPORTER, tmp);
956 } 949 }
957} 950}
958
959 951
960/* This object will teleport someone to a different map 952/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 953 and will also apply changes to the player from its inventory.
962 This was invented for giving classes, but there's no reason it 954 This was invented for giving classes, but there's no reason it
963 can't be generalized. 955 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1008 return; /* dm has created a firewall in his inventory */
1017 1009
1018 spell = op->inv; 1010 spell = op->inv;
1019 1011
1020 if (!spell || spell->type != SPELL) 1012 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1013 spell = op->other_arch;
1022 1014
1023 if (!spell) 1015 if (!spell)
1024 { 1016 {
1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1017 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1026 return; 1018 return;
1094 * is cleared, otherwise the player will get stuck in 1086 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1087 * place. This can happen if the player used a spell to
1096 * get to this space. 1088 * get to this space.
1097 */ 1089 */
1098 victim->contr->fire_on = 0; 1090 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f; 1091 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1092 move_player (victim, dir);
1101 } 1093 }
1102 else 1094 else
1103 return; 1095 return;
1104 } 1096 }
1137 if (op->above == NULL) 1129 if (op->above == NULL)
1138 return; 1130 return;
1139 1131
1140 for (tmp = op->above; tmp; tmp = tmp->above) 1132 for (tmp = op->above; tmp; tmp = tmp->above)
1141 { 1133 {
1142 if (op->other_arch->name == tmp->arch->name) 1134 if (op->other_arch->archname == tmp->arch->archname)
1143 { 1135 {
1144 if (op->level <= 0) 1136 if (op->level <= 0)
1145 tmp->destroy (); 1137 tmp->destroy ();
1146 else 1138 else
1147 { 1139 {
1169 * has to make sure that there is in fact space for the object. 1161 * has to make sure that there is in fact space for the object.
1170 * It should really do this for small objects also, but there is 1162 * It should really do this for small objects also, but there is
1171 * more concern with large objects, most notably a part being placed 1163 * more concern with large objects, most notably a part being placed
1172 * outside of the map which would cause the server to crash 1164 * outside of the map which would cause the server to crash
1173*/ 1165*/
1174
1175void 1166void
1176move_creator (object *creator) 1167move_creator (object *creator)
1177{ 1168{
1178 object *new_ob; 1169 object *new_ob;
1179 1170
1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1210 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1220 { 1211 {
1221 new_ob->destroy (); 1212 new_ob->destroy ();
1222 return; 1213 return;
1223 } 1214 }
1215
1216 // for now lets try to identify everything generated here, it mostly
1217 // happens automated, so this will at least fix many identify-experience holes
1218 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1224 1219
1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1220 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1226 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1221 if (QUERY_FLAG (new_ob, FLAG_FREED))
1227 return; 1222 return;
1228 1223
1243void 1238void
1244move_marker (object *op) 1239move_marker (object *op)
1245{ 1240{
1246 if (object *tmp = op->ms ().player ()) 1241 if (object *tmp = op->ms ().player ())
1247 { 1242 {
1248 object *tmp2;
1249
1250 /* remove an old force with a slaying field == op->name */ 1243 /* remove an old force with a slaying field == op->name */
1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1244 if (object *force = tmp->force_find (op->name))
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1245 force->destroy ();
1246
1247 if (!tmp->force_find (op->slaying))
1253 { 1248 {
1254 tmp2->destroy (); 1249 tmp->force_add (op->slaying, op->stats.food);
1255 break;
1256 }
1257 1250
1258 /* cycle through his inventory to look for the MARK we want to
1259 * place
1260 */
1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1263 break;
1264
1265 /* if we didn't find our own MARK */
1266 if (!tmp2)
1267 {
1268 object *force = get_archetype (FORCE_NAME);
1269
1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg) 1251 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287 1253
1288 if (op->stats.hp > 0) 1254 if (op->stats.hp > 0)
1289 { 1255 {
1290 op->stats.hp--; 1256 op->stats.hp--;
1257
1291 if (op->stats.hp == 0) 1258 if (op->stats.hp == 0)
1292 { 1259 {
1293 /* marker expires--granted mark number limit */ 1260 /* marker expires--granted mark number limit */
1294 op->destroy (); 1261 op->destroy ();
1295 return; 1262 return;
1300} 1267}
1301 1268
1302void 1269void
1303process_object (object *op) 1270process_object (object *op)
1304{ 1271{
1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1272 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return; 1273 return;
1307 1274
1308 if (INVOKE_OBJECT (TICK, op)) 1275 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1276 return;
1310 1277
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1278 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1279 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return; 1280 return;
1318 1285
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1286 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op); 1287 make_sure_seen (op);
1321 } 1288 }
1322 1289
1290 if (expect_false (
1323 if (op->flag [FLAG_GENERATOR] 1291 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1292 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]) 1293 || op->flag [FLAG_IS_USED_UP]
1294 ))
1326 { 1295 {
1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1296 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1328 { 1297 {
1329 change_object (op); 1298 change_object (op);
1330 return; 1299 return;
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1307 if (QUERY_FLAG (op, FLAG_APPLIED))
1339 remove_force (op); 1308 remove_force (op);
1340 else 1309 else
1341 { 1310 {
1342 /* If necessary, delete the item from the players inventory */ 1311 /* If necessary, delete the item from the players inventory */
1343 object *pl = op->in_player (); 1312 if (object *pl = op->in_player ())
1344
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count); 1313 esrv_del_item (pl->contr, op->count);
1347 1314
1348 op->remove (); 1315 op->remove ();
1349 1316
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))

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