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Comparing deliantra/server/server/time.C (file contents):
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC vs.
Revision 1.122 by root, Thu Nov 17 04:27:02 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
25 * 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 */ 28 */
28#include <global.h> 29#include <global.h>
29#include <spells.h> 30#include <spells.h>
30#include <sproto.h> 31#include <sproto.h>
31 32
32/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
33 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
34 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
35 */ 36 */
36void 37void
37remove_door (object *op) 38remove_door (object *op)
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
60 } 61 }
61 62
62 op->destroy (); 63 op->drop_and_destroy ();
63} 64}
64 65
65void 66void
66remove_door2 (object *op) 67remove_door2 (object *op)
67{ 68{
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return; 102 return;
102 103
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
103 object *op; 109 object *op;
104 int dir; 110 int dir;
105 111
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
107 { 113 {
108 // either copy one item from the inventory... 114 // either copy one item from the inventory...
109 if (!gen->inv) 115 if (!gen->inv)
110 return; 116 return;
111 117
117 123
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0) 125 if (dir < 0)
120 return; 126 return;
121 127
122 op = object_create_clone (op); 128 op = op->deep_clone ();
123 129
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 132 }
127 else if (gen->other_arch) 133 else if (gen->other_arch)
128 { 134 {
129 // ...or use other_arch 135 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0) 137 if (dir < 0)
132 return; 138 return;
133 139
134 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
135 } 141 }
136 else 142 else
137 return; 143 return;
138 144
139 op->expand_tail (); 145 op->expand_tail ();
152 } 158 }
153 159
154 op->destroy (); 160 op->destroy ();
155} 161}
156 162
157void 163static void
158remove_force (object *op) 164remove_force (object *op)
159{ 165{
160 if (--op->duration > 0) 166 if (--op->duration > 0)
161 return; 167 return;
162 168
163 if (op->env) 169 if (op->env)
164 switch (op->subtype) 170 switch (op->subtype)
165 { 171 {
166 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
169 175
170 default: 176 default:
171 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
172 change_abil (op->env, op); 178 change_abil (op->env, op);
173 op->env->update_stats (); 179 op->env->update_stats ();
174 } 180 }
175 181
176 op->destroy (); 182 op->destroy ();
177} 183}
178 184
179void 185static void
180remove_blindness (object *op) 186remove_blindness (object *op)
181{ 187{
182 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
183 return; 189 return;
184 190
185 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
186 192
187 if (op->env) 193 if (op->env)
188 { 194 {
189 change_abil (op->env, op); 195 change_abil (op->env, op);
190 op->env->update_stats (); 196 op->env->update_stats ();
191 } 197 }
192 198
193 op->destroy (); 199 op->destroy ();
194} 200}
195 201
196void 202static void
197poison_more (object *op) 203poison_more (object *op)
198{ 204{
199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
200 { 206 {
201 op->destroy (); 207 op->destroy ();
202 return; 208 return;
203 } 209 }
204 210
207 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
208 * will not do anything. 214 * will not do anything.
209 */ 215 */
210 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
211 { 217 {
212 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
213 op->env->update_stats (); 219 op->env->update_stats ();
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
215 } 221 }
216 222
217 op->destroy (); 223 op->destroy ();
226 232
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228} 234}
229 235
230 236
231void 237static void
232move_gate (object *op) 238move_gate (object *op)
233{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
234 object *tmp; 240 object *tmp;
235 241
236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
237 { 243 {
238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
239 op->stats.wc = 0; 245 op->stats.wc = 0;
240 } 246 }
241 247
242 /* We're going down */ 248 /* We're going down */
243 if (op->value) 249 if (op->value)
244 { 250 {
245 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
247 op->stats.wc = 0; 253 op->stats.wc = 0;
248 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
249 op->value = 0; 255 op->value = 0;
250 else 256 else
251 op->set_speed (0); 257 op->set_speed (0);
252 } 258 }
253 259
254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 { 261 {
256 op->move_block = 0; 262 op->move_block = 0;
257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
258 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
259 } 265 }
260 266
261 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
262 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
266 /* We're going up */ 272 /* We're going up */
267 273
268 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 { 276 {
271
272 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
273 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
274 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
275 * the gate slightly. 280 * the gate slightly.
276 */ 281 */
277 282
278 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
280 break; 285 break;
281 286
282 if (!tmp) 287 if (!tmp)
283 { 288 {
284 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
285 op->value = 1; 290 op->value = 1;
286 else 291 else
287 op->set_speed (0); 292 op->set_speed (0);
288 293
289 return; 294 return;
315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ; 321 ;
317 322
318 if (tmp) 323 if (tmp)
319 { 324 {
320 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
321 { 326 {
322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
324 329
325 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
327 } 332 }
328 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
329 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
330 * off the gate. 335 * off the gate.
331 */ 336 */
332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
333 { 338 {
334 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
336 341
337 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
345 } 350 }
346 } 351 }
347 352
348 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
349 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
351 break; 356 break;
352 357
353 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
354 if (tmp) 359 if (tmp)
355 op->stats.food = 1; 360 op->stats.food = 1;
356 else 361 else
357 { 362 {
358 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
359 364
360 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
361 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
362 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
363 } 368 }
364 } /* gate is halfway up */ 369 } /* gate is halfway up */
365 370
366 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
370 375
371/* hp : how long door is open/closed 376/* hp : how long door is open/closed
372 * maxhp : initial value for hp 377 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
374 */ 379 */
375void 380static void
376move_timed_gate (object *op) 381move_timed_gate (object *op)
377{ 382{
378 int v = op->value; 383 int v = op->value;
379 384
380 if (op->stats.sp) 385 if (op->stats.sp)
399 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
400 * connected: connected value of detector 405 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
403 */ 408 */
404 409static void
405void
406move_detector (object *op) 410move_detector (object *op)
407{ 411{
408 object *tmp; 412 object *tmp;
409 int last = op->value; 413 int last = op->value;
410 int detected; 414 int detected;
437 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
438 { 442 {
439 if (detected && last == 0) 443 if (detected && last == 0)
440 { 444 {
441 op->value = 1; 445 op->value = 1;
442 push_button (op); 446 push_button (op, tmp);
443 } 447 }
444 448
445 if (!detected && last == 1) 449 if (!detected && last == 1)
446 { 450 {
447 op->value = 0; 451 op->value = 0;
448 push_button (op); 452 push_button (op, tmp);
449 } 453 }
450 } 454 }
451 else 455 else
452 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
453 if (detected && last == 1) 457 if (detected && last == 1)
454 { 458 {
455 op->value = 0; 459 op->value = 0;
456 push_button (op); 460 push_button (op, tmp);
457 } 461 }
458 462
459 if (!detected && last == 0) 463 if (!detected && last == 0)
460 { 464 {
461 op->value = 1; 465 op->value = 1;
462 push_button (op); 466 push_button (op, tmp);
463 } 467 }
464 } 468 }
465} 469}
466 470
467void 471void
477 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
479 } 483 }
480} 484}
481 485
482void 486static void
483move_hole (object *op) 487move_hole (object *op)
484{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
485 object *next, *tmp;
486
487 if (op->value) 489 if (op->value)
488 { /* We're opening */ 490 { /* We're opening */
489 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
490 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
491 op->stats.wc = 0; 493 op->stats.wc = 0;
492 op->set_speed (0); 494 op->set_speed (0);
493 495
494 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
495 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
496 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
497 { 499 {
498 next = tmp->above; 500 next = tmp->above;
499 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
500 } 502 }
501 } 503 }
502 504
503 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
504 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
505 return; 507 return;
506 } 508 }
507 509
508 /* We're closing */ 510 /* We're closing */
509 op->move_on = 0; 511 op->move_on = 0;
510 512
511 op->stats.wc++; 513 op->stats.wc++;
512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
513 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514 516
515 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
518 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
519} 521}
520 522
521 523
522/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
543 { 545 {
544 object *payload = op->inv; 546 object *payload = op->inv;
545 547
546 if (payload == NULL) 548 if (payload == NULL)
547 return NULL; 549 return NULL;
550
548 payload->remove (); 551 payload->remove ();
549 op->destroy (); 552 op->destroy ();
550 return payload; 553 return payload;
551 } 554 }
552 555
569fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
570{ 573{
571 if (map == NULL) 574 if (map == NULL)
572 return; 575 return;
573 576
574 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
575 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
576 else if (op->type == ARROW) 579 else if (op->type == ARROW)
577 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
578} 581}
579 582
595 598
596 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
597 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
598 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
599 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
600 604
601 if (op->spellarg)
602 {
603 op->slaying = op->spellarg;
604 free (op->spellarg);
605 op->spellarg = 0;
606 }
607 else
608 op->slaying = 0;
609
610 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
611 op->spellarg = NULL; 606 op->custom_name = 0;
612 op->stats.sp = 0; 607 op->stats.sp = 0;
613 op->stats.hp = 0; 608 op->stats.hp = 0;
614 op->stats.grace = 0; 609 op->stats.grace = 0;
615 op->level = 0; 610 op->level = 0;
616 op->face = op->arch->face; 611 op->face = op->arch->face;
617 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
618 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
619 return op; 616 return op;
620} 617}
621 618
622/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
623 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
632 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
633 return; 630 return;
634 631
635 if (op->inv) 632 if (op->inv)
636 { 633 {
634 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 635 object *payload = op->inv;
638 636
639 payload->remove ();
640 payload->owner = 0; 637 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy (); 639 op->destroy ();
643 } 640 }
644 else 641 else
648 if (op) 645 if (op)
649 merge_ob (op, 0); 646 merge_ob (op, 0);
650 } 647 }
651} 648}
652 649
653/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
654 */ 651 */
655void 652void
656move_arrow (object *op) 653move_arrow (object *op)
657{ 654{
658 int was_reflected; 655 int was_reflected;
659 656
660 if (!op->map) 657 if (!op->map)
661 { 658 {
662 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
663 op->destroy (); 660 op->destroy ();
664 return; 661 return;
665 } 662 }
666 663
667 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
673 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
674 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
675 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
676 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
677 */ 674 */
678 if (op->inv == NULL) 675 if (!op->inv)
679 { 676 {
680 op->destroy (); 677 op->destroy ();
681 return; 678 return;
682 } 679 }
683 680
686 stop_arrow (op); 683 stop_arrow (op);
687 return; 684 return;
688 } 685 }
689 } 686 }
690 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
691 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
692 values look rediculous. */ 694 values look ridiculous. */
693 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
694 { 696 {
695 stop_arrow (op); 697 stop_arrow (op);
696 return; 698 return;
697 } 699 }
698 700
711 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
712 { 714 {
713 object *tmp; 715 object *tmp;
714 716
715 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
717 break; 719 {
718
719 /* Not really fair, but don't let monsters hit themselves with 720 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 721 * their own arrow - this can be because they fire it then
721 * move into it. 722 * move into it.
722 */ 723 */
723 if (tmp && tmp != op->owner) 724
724 {
725 /* Found living object, but it is reflecting the missile. Update 725 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
728 */ 728 */
729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
730 { 730 {
731 int number = op->face;
732
733 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 732 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
736 } 734 }
737 else 735 else
738 { 736 {
739 /* Attack the object. */ 737 /* Attack the object. */
740 op = hit_with_arrow (op, tmp); 738 op = hit_with_arrow (op, tmp);
741 739
742 if (!op) 740 if (!op)
743 return; 741 return;
744 } 742 }
745 } /* if this is not hitting its owner */ 743
746 } /* if there is something alive on this space */ 744 break;
745 }
746 }
747 747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 { 749 {
750 int retry = 0; 750 int retry = 0;
751 751
753 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
757 */ 757 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 { 759 {
760 stop_arrow (op); 760 stop_arrow (op);
761 return; 761 return;
762 } 762 }
763 else 763 else
812 return; 812 return;
813 } 813 }
814 814
815 /* update object image for new facing */ 815 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
818 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
819 } /* object is reflected */ 819 } /* object is reflected */
820 } /* object ran into a wall */ 820 } /* object ran into a wall */
821 821
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826
827 /* Move the arrow. */ 822 /* Move the arrow. */
828 op->move_to (pos); 823 op->move_to (pos);
829} 824}
830 825
831void 826static void
832change_object (object *op) 827change_object (object *op)
833{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch) 829 if (!op->other_arch)
837 { 830 {
838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
839 return; 832 return;
840 } 833 }
841 834
842 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
843 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
844 { 837 {
845 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
846 return; 839 return;
847 840
848 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
849 } 842 }
850 843
851 object *env = op->env; 844 object *env = op->env;
852 845
853 op->remove (); 846 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
855 { 848 {
856 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860 850
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
862 if (env) 853 if (env)
863 {
864 tmp = env->insert (tmp); 854 env->insert (tmp);
865
866 /* If this object is the players inventory, we need to tell the
867 * client of the change. Insert_ob_in_map takes care of the
868 * updating the client, so we don't need to do that below.
869 */
870 if (object *pl = op->in_player ())
871 {
872 esrv_del_item (pl->contr, op->count);
873 esrv_send_item (pl, tmp);
874 }
875 }
876 else 855 else
877 { 856 {
878 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
879 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
880 tmp->destroy (); 860 tmp->destroy ();
881 else 861 else
882 { 862 {
883 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
908 888
909 if (op->head) 889 if (op->head)
910 head = op->head; 890 head = op->head;
911 891
912 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
914 break; 894 break;
915 895
916 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
918 return; 898 return;
919 899
920 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
921 { 901 {
922 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
947 else 927 else
948 { 928 {
949 /* Random teleporter */ 929 /* Random teleporter */
950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
951 return; 931 return;
932
952 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
953 } 934 }
954} 935}
955 936
956/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
959 can't be generalized. 940 can't be generalized.
960*/ 941*/
961void 942static void
962move_player_changer (object *op) 943move_player_changer (object *op)
963{ 944{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
968 return; 946 return;
969 947
970 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 949 * needs to be on top.
972 */ 950 */
973 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
974 { 952 {
953 object *player = op->above;
954
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 956 return;
977 957
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
982 960
983 player->update_stats (); 961 player->update_stats ();
984 962
985 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1023 } 1001 }
1024 1002
1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1026} 1004}
1027 1005
1028/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1029 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1030 * 1008 *
1031 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1032 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1014 */
1037void 1015static void
1038move_player_mover (object *op) 1016move_player_mover (object *op)
1039{ 1017{
1040 int dir = op->stats.sp; 1018 int dir = 0;
1041 sint16 nx, ny;
1042 maptile *m;
1043
1044 /* Determine direction now for random movers so we do the right thing */
1045 if (!dir)
1046 dir = rndm (1, 8);
1047 1019
1048 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1049 { 1021 {
1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1051 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1052 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1053 1045
1054 if (victim->head) 1046 if (victim->head)
1055 victim = victim->head; 1047 victim = victim->head;
1056 1048
1057 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1058 {
1059 op->remove ();
1060 return;
1061 }
1062
1063 nx = op->x + freearr_x[dir];
1064 ny = op->y + freearr_y[dir];
1065 m = op->map;
1066 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1067 {
1068 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1069 return;
1070 }
1071
1072 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1073 return; 1050 return;
1074 1051
1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1076 { 1053 {
1077 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1078 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1079 1056
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1082 } 1059 }
1083 1060
1084 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1085 { 1062 {
1086 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1087 if (op->level) 1064 if (op->level)
1088 { 1065 {
1089 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1090 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1091 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1092 * get to this space. 1069 * get to this space.
1093 */ 1070 */
1094 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1095 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1096 move_player (victim, dir); 1073 move_player (victim, dir);
1097 } 1074 }
1098 else 1075 else
1099 return; 1076 return;
1100 } 1077 }
1101 else 1078 else
1102 move_object (victim, dir); 1079 victim->move (dir);
1103 1080
1104 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1105 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1106 1083
1107 if (op->attacktype) 1084 if (op->attacktype)
1108 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1110 } 1087 }
1111 } 1088 }
1112 } 1089 }
1113} 1090}
1114 1091
1170void 1147void
1171move_creator (object *creator) 1148move_creator (object *creator)
1172{ 1149{
1173 object *new_ob; 1150 object *new_ob;
1174 1151
1175 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1176 { 1153 {
1177 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1178 return; 1155 return;
1179 } 1156 }
1180 1157
1181 if (creator->inv != NULL) 1158 if (creator->inv)
1182 { 1159 {
1183 object *ob; 1160 object *ob;
1184 int i; 1161 int i;
1185 object *ob_to_copy; 1162 object *ob_to_copy;
1186 1163
1187 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1188 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1189 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1190 { 1167 {
1191 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1192 { 1169 {
1193 ob_to_copy = ob; 1170 ob_to_copy = ob;
1194 } 1171 }
1195 } 1172 }
1196 new_ob = object_create_clone (ob_to_copy); 1173
1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1199 } 1177 }
1200 else 1178 else
1201 { 1179 {
1202 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1203 { 1181 {
1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1205 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1206 return; 1184 return;
1207 } 1185 }
1217 return; 1195 return;
1218 } 1196 }
1219 1197
1220 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes 1199 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1223 1202
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1226 return; 1205 return;
1227 1206
1228 if (creator->slaying) 1207 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1209}
1233 1210
1234/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1246 { 1223 {
1247 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1248 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1249 force->destroy (); 1226 force->destroy ();
1250 1227
1251 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1229 {
1253 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1254 1231
1255 if (op->msg) 1232 if (op->msg)
1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1268 } 1245 }
1269 } 1246 }
1270 } 1247 }
1271} 1248}
1272 1249
1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1273void 1296void
1274process_object (object *op) 1297process_object (object *op)
1275{ 1298{
1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1277 return; 1300 return;
1278 1301
1279 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1280 return; 1303 return;
1281 1304
1282 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1284 return; 1307 return;
1285 1308
1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1287 { 1310 {
1288 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1289 1312
1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1291 make_sure_seen (op); 1314 make_sure_seen (op);
1292 } 1315 }
1293 1316
1294 if (expect_false ( 1317 if (expect_false (
1295 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1298 )) 1321 ))
1299 { 1322 {
1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1301 { 1324 {
1302 change_object (op); 1325 change_object (op);
1303 return; 1326 return;
1304 } 1327 }
1305 1328
1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1307 generate_monster (op); 1330 generate_monster (op);
1308 1331
1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1310 { 1333 {
1311 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1312 remove_force (op); 1335 remove_force (op);
1313 else 1336 else
1314 { 1337 {
1315 /* If necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1316 if (object *pl = op->in_player ())
1317 esrv_del_item (pl->contr, op->count);
1318 1339
1319 op->remove ();
1320
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1322 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1323 1342
1324 op->destroy (); 1343 op->drop_and_destroy ();
1325 } 1344 }
1326 1345
1327 return; 1346 return;
1328 } 1347 }
1329 } 1348 }
1453 1472
1454 case PLAYER: 1473 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1475 ++op->speed_left;
1457 break; 1476 break;
1458 }
1459}
1460 1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1491}
1492

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