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Comparing deliantra/server/server/time.C (file contents):
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.69 by root, Sat Sep 15 15:58:06 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;
292 } 297 }
293 else 298 else
294 { /* The gate is still going up */ 299 { /* The gate is still going up */
295 op->stats.wc++; 300 op->stats.wc++;
296 301
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 302 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 303 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 304
300 /* If there is something on top of the gate, we try to roll it off. 305 /* 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 306 * If a player/monster, we don't roll, we just hit them with damage
302 */ 307 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 309 {
305 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 313 ;
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, SIZEOFFREE1 + 1);
328 333
329 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
330 if (i != -1) 335 if (i > 0)
331 { 336 {
337 mapxy pos (tmp);
338 pos.move (i);
339 if (pos.normalise ())
332 tmp->remove (); 340 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 } 341 }
336 } 342 }
337 } 343 }
338 344
339 /* See if there is still anything blocking the gate */ 345 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 346 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)) 347 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 348 break;
343 349
344 /* IF there is, start putting the gate down */ 350 /* IF there is, start putting the gate down */
345 if (tmp) 351 if (tmp)
346 {
347 op->stats.food = 1; 352 op->stats.food = 1;
348 }
349 else 353 else
350 { 354 {
351 op->move_block = MOVE_ALL; 355 op->move_block = MOVE_ALL;
356
352 if (!op->arch->clone.stats.ac) 357 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 358 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 359 update_all_los (op->map, op->x, op->y);
355 } 360 }
356 } /* gate is halfway up */ 361 } /* gate is halfway up */
357 362
370 int v = op->value; 375 int v = op->value;
371 376
372 if (op->stats.sp) 377 if (op->stats.sp)
373 { 378 {
374 move_gate (op); 379 move_gate (op);
380
375 if (op->value != v) /* change direction ? */ 381 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 382 op->stats.sp = 0;
377 return; 383 return;
378 } 384 }
385
379 if (--op->stats.hp <= 0) 386 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 387 { /* keep gate down */
381 move_gate (op); 388 move_gate (op);
389
382 if (op->value != v) 390 if (op->value != v)
383 op->set_speed (0); 391 op->set_speed (0);
384 } 392 }
385} 393}
386 394
398 int last = op->value; 406 int last = op->value;
399 int detected; 407 int detected;
400 408
401 detected = 0; 409 detected = 0;
402 410
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 411 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 412 {
405 object *tmp2; 413 object *tmp2;
406 414
407 if (op->stats.hp) 415 if (op->stats.hp)
408 { 416 {
428 if (detected && last == 0) 436 if (detected && last == 0)
429 { 437 {
430 op->value = 1; 438 op->value = 1;
431 push_button (op); 439 push_button (op);
432 } 440 }
441
433 if (!detected && last == 1) 442 if (!detected && last == 1)
434 { 443 {
435 op->value = 0; 444 op->value = 0;
436 push_button (op); 445 push_button (op);
437 } 446 }
441 if (detected && last == 1) 450 if (detected && last == 1)
442 { 451 {
443 op->value = 0; 452 op->value = 0;
444 push_button (op); 453 push_button (op);
445 } 454 }
455
446 if (!detected && last == 0) 456 if (!detected && last == 0)
447 { 457 {
448 op->value = 1; 458 op->value = 1;
449 push_button (op); 459 push_button (op);
450 } 460 }
451 } 461 }
452} 462}
453
454 463
455void 464void
456animate_trigger (object *op) 465animate_trigger (object *op)
457{ 466{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 467 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
490 499
491 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
493 return; 502 return;
494 } 503 }
504
495 /* We're closing */ 505 /* We're closing */
496 op->move_on = 0; 506 op->move_on = 0;
497 507
498 op->stats.wc++; 508 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
598 op->spellarg = NULL; 608 op->spellarg = NULL;
599 op->stats.sp = 0; 609 op->stats.sp = 0;
600 op->stats.hp = 0; 610 op->stats.hp = 0;
601 op->stats.grace = 0; 611 op->stats.grace = 0;
602 op->level = 0; 612 op->level = 0;
603 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
606 return op; 616 return op;
607} 617}
608 618
640/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 651 */
642void 652void
643move_arrow (object *op) 653move_arrow (object *op)
644{ 654{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 655 int was_reflected;
648 maptile *m;
649 656
650 if (op->map == NULL) 657 if (!op->map)
651 { 658 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 660 op->destroy ();
654 return; 661 return;
655 } 662 }
685 stop_arrow (op); 692 stop_arrow (op);
686 return; 693 return;
687 } 694 }
688 695
689 /* Calculate target map square */ 696 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 697 was_reflected = 0;
693 698
694 m = op->map; 699 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 700
697 if (mflags & P_OUT_OF_MAP) 701 if (!pos.normalise ())
698 { 702 {
699 stop_arrow (op); 703 stop_arrow (op);
700 return; 704 return;
701 } 705 }
702 706
703 /* only need to look for living creatures if this flag is set */ 707 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 708 if (pos->flags () & P_IS_ALIVE)
705 { 709 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 710 object *tmp;
711
712 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 713 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 714 break;
709 715
710 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
734 return; 740 return;
735 } 741 }
736 } /* if this is not hitting its owner */ 742 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 743 } /* if there is something alive on this space */
738 744
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 745 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 746 {
741 int retry = 0; 747 int retry = 0;
742 748
743 /* if the object doesn't reflect, stop the arrow from moving 749 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 750 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 763 if (op->direction & 1)
758 { 764 {
759 op->direction = absdir (op->direction + 4); 765 op->direction = absdir (op->direction + 4);
760 retry = 1; 766 retry = 1;
761 } 767 }
768
762 /* There were two blocks with identical code - 769 /* There were two blocks with identical code -
763 * use this retry here to make this one block 770 * use this retry here to make this one block
764 * that did the same thing. 771 * that did the same thing.
765 */ 772 */
766 while (retry < 2) 773 while (retry < 2)
767 { 774 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 775 retry++;
773 776
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 777 /* 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 778 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 779 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 780 * op->direction-1 or op->direction+1 does not exist.
778 */ 781 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 782 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 783 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)));
782 784
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 785 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 786 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)));
786 787
787 if (left == right) 788 if (left == right)
788 op->direction = absdir (op->direction + 4); 789 op->direction = absdir (op->direction + 4);
789 else if (left) 790 else if (left)
790 op->direction = absdir (op->direction + 2); 791 op->direction = absdir (op->direction + 2);
791 else if (right) 792 else if (right)
792 op->direction = absdir (op->direction - 2); 793 op->direction = absdir (op->direction - 2);
793 794
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 - 795 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 796 * don't need to retry again.
798 */ 797 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 798 mapxy pos3 (pos); pos3.move (op->direction);
799 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 800 break;
801
802 } 801 }
802
803 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 804 * stop it from moving.
805 */ 805 */
806 if (retry == 2) 806 if (retry == 2)
807 { 807 {
808 stop_arrow (op); 808 stop_arrow (op);
809 return; 809 return;
810 } 810 }
811
811 /* update object image for new facing */ 812 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 813 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 814 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 815 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 816 } /* object is reflected */
816 } /* object ran into a wall */ 817 } /* object ran into a wall */
817 818
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 819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
825 */ 821 */
826 op->speed -= 0.05; 822 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 823
830/* This routine doesnt seem to work for "inanimate" objects that 824 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 825 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 826}
833 827
834void 828void
835change_object (object *op) 829change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
837 int i, j; 831 int i, j;
838 832
839 if (op->other_arch == NULL) 833 if (!op->other_arch)
840 { 834 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 836 return;
843 } 837 }
844 838
845 /* In non-living items only change when food value is 0 */ 839 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 840 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 841 {
848 if (op->stats.food-- > 0) 842 if (op->stats.food-- > 0)
849 return; 843 return;
850 else 844
851 op->stats.food = 1; /* so 1 other_arch is made */ 845 op->stats.food = 1; /* so 1 other_arch is made */
852 } 846 }
853 847
854 object *pl = op->in_player ();
855 object *env = op->env; 848 object *env = op->env;
856 849
857 op->remove (); 850 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 851 for (i = 0; i < op->stats.food; i++)
859 { 852 {
860 object *tmp = arch_to_object (op->other_arch); 853 object *tmp = arch_to_object (op->other_arch);
861 854
862 if (op->type == LAMP) 855 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 856 tmp->stats.food = op->stats.food - 1;
864 857
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env) 859 if (env)
867 { 860 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env); 861 tmp = env->insert (tmp);
870 862
871 /* If this object is the players inventory, we need to tell the 863 /* 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 864 * 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. 865 * updating the client, so we don't need to do that below.
874 */ 866 */
875 if (pl) 867 if (object *pl = op->in_player ())
876 { 868 {
877 esrv_del_item (pl->contr, op->count); 869 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp); 870 esrv_send_item (pl, tmp);
879 } 871 }
880 } 872 }
881 else 873 else
882 { 874 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 875 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 876 if (j < 0) /* No free spot */
885 tmp->destroy (); 877 tmp->destroy ();
886 else 878 else
887 { 879 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 880 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 881
882 if (pos.normalise ())
883 pos.insert (tmp, op);
890 } 884 }
891 } 885 }
892 } 886 }
893 887
894 op->destroy (); 888 op->destroy ();
910 move_teleporter (op->more); 904 move_teleporter (op->more);
911 905
912 if (op->head) 906 if (op->head)
913 head = op->head; 907 head = op->head;
914 908
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 911 break;
918 912
919 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1015 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1016 1010
1017 spell = op->inv; 1011 spell = op->inv;
1018 1012
1019 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1021 1015
1022 if (!spell) 1016 if (!spell)
1023 { 1017 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1019 return;
1136 if (op->above == NULL) 1130 if (op->above == NULL)
1137 return; 1131 return;
1138 1132
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1134 {
1141 if (op->other_arch->name == tmp->arch->name) 1135 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1136 {
1143 if (op->level <= 0) 1137 if (op->level <= 0)
1144 tmp->destroy (); 1138 tmp->destroy ();
1145 else 1139 else
1146 { 1140 {
1168 * has to make sure that there is in fact space for the object. 1162 * has to make sure that there is in fact space for the object.
1169 * It should really do this for small objects also, but there is 1163 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1172*/ 1166*/
1173
1174void 1167void
1175move_creator (object *creator) 1168move_creator (object *creator)
1176{ 1169{
1177 object *new_ob; 1170 object *new_ob;
1178 1171
1213 new_ob = object_create_arch (creator->other_arch); 1206 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1208 }
1216 1209
1217 /* Make sure this multipart object fits */ 1210 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1212 {
1220 new_ob->destroy (); 1213 new_ob->destroy ();
1221 return; 1214 return;
1222 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1223 1220
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1223 return;
1227 1224
1242void 1239void
1243move_marker (object *op) 1240move_marker (object *op)
1244{ 1241{
1245 if (object *tmp = op->ms ().player ()) 1242 if (object *tmp = op->ms ().player ())
1246 { 1243 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1252 { 1249 {
1253 tmp2->destroy (); 1250 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1251
1257 /* cycle through his inventory to look for the MARK we want to
1258 * place
1259 */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1262 break;
1263
1264 /* if we didn't find our own MARK */
1265 if (!tmp2)
1266 {
1267 object *force = get_archetype (FORCE_NAME);
1268
1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg) 1252 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1254
1287 if (op->stats.hp > 0) 1255 if (op->stats.hp > 0)
1288 { 1256 {
1289 op->stats.hp--; 1257 op->stats.hp--;
1258
1290 if (op->stats.hp == 0) 1259 if (op->stats.hp == 0)
1291 { 1260 {
1292 /* marker expires--granted mark number limit */ 1261 /* marker expires--granted mark number limit */
1293 op->destroy (); 1262 op->destroy ();
1294 return; 1263 return;
1299} 1268}
1300 1269
1301void 1270void
1302process_object (object *op) 1271process_object (object *op)
1303{ 1272{
1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1305 return; 1274 return;
1306 1275
1307 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1277 return;
1309 1278
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1312 return; 1281 return;
1317 1286
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1319 make_sure_seen (op); 1288 make_sure_seen (op);
1320 } 1289 }
1321 1290
1291 if (expect_false (
1322 if (op->flag [FLAG_GENERATOR] 1292 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1293 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]) 1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1325 { 1296 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 { 1298 {
1328 change_object (op); 1299 change_object (op);
1329 return; 1300 return;
1337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1338 remove_force (op); 1309 remove_force (op);
1339 else 1310 else
1340 { 1311 {
1341 /* If necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1342 object *pl = op->in_player (); 1313 if (object *pl = op->in_player ())
1343
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count); 1314 esrv_del_item (pl->contr, op->count);
1346 1315
1347 op->remove (); 1316 op->remove ();
1348 1317
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))

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