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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 1.123 by root, Thu Nov 17 04:59:33 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
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
618 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
619 return op; 618 return op;
620} 619}
621 620
622/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
623 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
632 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
633 return; 632 return;
634 633
635 if (op->inv) 634 if (op->inv)
636 { 635 {
636 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 637 object *payload = op->inv;
638 638
639 payload->remove ();
640 payload->owner = 0; 639 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy (); 641 op->destroy ();
643 } 642 }
644 else 643 else
648 if (op) 647 if (op)
649 merge_ob (op, 0); 648 merge_ob (op, 0);
650 } 649 }
651} 650}
652 651
653/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
654 */ 653 */
655void 654void
656move_arrow (object *op) 655move_arrow (object *op)
657{ 656{
658 int was_reflected; 657 int was_reflected;
659 658
660 if (!op->map) 659 if (!op->map)
661 { 660 {
662 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
663 op->destroy (); 662 op->destroy ();
664 return; 663 return;
665 } 664 }
666 665
667 /* we need to stop thrown objects at some point. Like here. */ 666 /* 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, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
676 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
677 */ 676 */
678 if (op->inv == NULL) 677 if (!op->inv)
679 { 678 {
680 op->destroy (); 679 op->destroy ();
681 return; 680 return;
682 } 681 }
683 682
686 stop_arrow (op); 685 stop_arrow (op);
687 return; 686 return;
688 } 687 }
689 } 688 }
690 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
691 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
692 values look rediculous. */ 696 values look ridiculous. */
693 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
694 { 698 {
695 stop_arrow (op); 699 stop_arrow (op);
696 return; 700 return;
697 } 701 }
698 702
711 if (pos->flags () & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
712 { 716 {
713 object *tmp; 717 object *tmp;
714 718
715 for (tmp = pos->bot; tmp; tmp = tmp->above) 719 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
717 break; 721 {
718
719 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
721 * move into it. 724 * move into it.
722 */ 725 */
723 if (tmp && tmp != op->owner) 726
724 {
725 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
728 */ 730 */
729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
730 { 732 {
731 int number = op->face;
732
733 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
736 } 736 }
737 else 737 else
738 { 738 {
739 /* Attack the object. */ 739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741 741
742 if (!op) 742 if (!op)
743 return; 743 return;
744 } 744 }
745 } /* if this is not hitting its owner */ 745
746 } /* if there is something alive on this space */ 746 break;
747 }
748 }
747 749
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 { 751 {
750 int retry = 0; 752 int retry = 0;
751 753
753 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
757 */ 759 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 { 761 {
760 stop_arrow (op); 762 stop_arrow (op);
761 return; 763 return;
762 } 764 }
763 else 765 else
812 return; 814 return;
813 } 815 }
814 816
815 /* update object image for new facing */ 817 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op)) 819 if (op->has_anim ())
818 SET_ANIMATION (op, op->direction); 820 op->set_anim_frame (op->direction);
819 } /* object is reflected */ 821 } /* object is reflected */
820 } /* object ran into a wall */ 822 } /* object ran into a wall */
821 823
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. */ 824 /* Move the arrow. */
828 op->move_to (pos); 825 op->move_to (pos);
829} 826}
830 827
831void 828static void
832change_object (object *op) 829change_object (object *op)
833{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch) 831 if (!op->other_arch)
837 { 832 {
838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
839 return; 834 return;
840 } 835 }
841 836
842 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
843 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
844 { 839 {
845 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
846 return; 841 return;
847 842
848 op->stats.food = 1; /* so 1 other_arch is made */ 843 op->stats.food = 1; /* so 1 other_arch is made */
849 } 844 }
850 845
851 object *env = op->env; 846 object *env = op->env;
852 847
853 op->remove (); 848 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 849 for (int i = 0; i < op->stats.food; i++)
855 { 850 {
856 object *tmp = arch_to_object (op->other_arch); 851 object *tmp = op->other_arch->instance ();
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860 852
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
862 if (env) 855 if (env)
863 {
864 tmp = env->insert (tmp); 856 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 857 else
877 { 858 {
878 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
879 if (j < 0) /* No free spot */ 861 if (j < 0) /* No free spot */
880 tmp->destroy (); 862 tmp->destroy ();
881 else 863 else
882 { 864 {
883 mapxy pos (op); pos.move (j); 865 mapxy pos (op); pos.move (j);
908 890
909 if (op->head) 891 if (op->head)
910 head = op->head; 892 head = op->head;
911 893
912 for (tmp = op->above; tmp; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
914 break; 896 break;
915 897
916 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
918 return; 900 return;
919 901
920 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
921 { 903 {
922 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
947 else 929 else
948 { 930 {
949 /* Random teleporter */ 931 /* Random teleporter */
950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
951 return; 933 return;
934
952 teleport (head, TELEPORTER, tmp); 935 teleport (head, TELEPORTER, tmp);
953 } 936 }
954} 937}
955 938
956/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
959 can't be generalized. 942 can't be generalized.
960*/ 943*/
961void 944static void
962move_player_changer (object *op) 945move_player_changer (object *op)
963{ 946{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
968 return; 948 return;
969 949
970 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 951 * needs to be on top.
972 */ 952 */
973 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
974 { 954 {
955 object *player = op->above;
956
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 958 return;
977 959
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
982 962
983 player->update_stats (); 963 player->update_stats ();
984 964
985 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1023 } 1003 }
1024 1004
1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1026} 1006}
1027 1007
1028/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1029 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1030 * 1010 *
1031 * a player mover finds any players that are sitting on it. It 1011 * 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. 1012 * 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, 1013 * 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, 1014 * 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 1015 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1016 */
1037void 1017static void
1038move_player_mover (object *op) 1018move_player_mover (object *op)
1039{ 1019{
1040 int dir = op->stats.sp; 1020 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 1021
1048 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1049 { 1023 {
1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1051 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1052 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1053 1047
1054 if (victim->head) 1048 if (victim->head)
1055 victim = victim->head; 1049 victim = victim->head;
1056 1050
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)) 1051 if (should_director_abort (op, victim))
1073 return; 1052 return;
1074 1053
1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1076 { 1055 {
1077 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1078 nextmover->speed_left = -.99f; 1057 nextmover->speed_left = -.99f;
1079 1058
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1082 } 1061 }
1083 1062
1084 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1085 { 1064 {
1086 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1087 if (op->level) 1066 if (op->level)
1088 { 1067 {
1089 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1090 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1091 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1092 * get to this space. 1071 * get to this space.
1093 */ 1072 */
1094 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1095 victim->speed_left = 1.f; 1074 victim->speed_left = 1.f;
1096 move_player (victim, dir); 1075 move_player (victim, dir);
1097 } 1076 }
1098 else 1077 else
1099 return; 1078 return;
1100 } 1079 }
1101 else 1080 else
1102 move_object (victim, dir); 1081 victim->move (dir);
1103 1082
1104 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1105 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1106 1085
1107 if (op->attacktype) 1086 if (op->attacktype)
1108 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1110 } 1089 }
1111 } 1090 }
1112 } 1091 }
1113} 1092}
1114 1093
1170void 1149void
1171move_creator (object *creator) 1150move_creator (object *creator)
1172{ 1151{
1173 object *new_ob; 1152 object *new_ob;
1174 1153
1175 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1176 { 1155 {
1177 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1178 return; 1157 return;
1179 } 1158 }
1180 1159
1181 if (creator->inv != NULL) 1160 if (creator->inv)
1182 { 1161 {
1183 object *ob; 1162 object *ob;
1184 int i; 1163 int i;
1185 object *ob_to_copy; 1164 object *ob_to_copy;
1186 1165
1187 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1188 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1189 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1190 { 1169 {
1191 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1192 { 1171 {
1193 ob_to_copy = ob; 1172 ob_to_copy = ob;
1194 } 1173 }
1195 } 1174 }
1196 new_ob = object_create_clone (ob_to_copy); 1175
1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1199 } 1179 }
1200 else 1180 else
1201 { 1181 {
1202 if (creator->other_arch == NULL) 1182 if (!creator->other_arch)
1203 { 1183 {
1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1184 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); 1185 &creator->name, &creator->map->path, creator->x, creator->y);
1206 return; 1186 return;
1207 } 1187 }
1217 return; 1197 return;
1218 } 1198 }
1219 1199
1220 // for now lets try to identify everything generated here, it mostly 1200 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes 1201 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1223 1204
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1226 return; 1207 return;
1227 1208
1228 if (creator->slaying) 1209 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1211}
1233 1212
1234/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1246 { 1225 {
1247 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1248 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1249 force->destroy (); 1228 force->destroy ();
1250 1229
1251 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1231 {
1253 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1254 1233
1255 if (op->msg) 1234 if (op->msg)
1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1268 } 1247 }
1269 } 1248 }
1270 } 1249 }
1271} 1250}
1272 1251
1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1273void 1298void
1274process_object (object *op) 1299process_object (object *op)
1275{ 1300{
1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1277 return; 1302 return;
1278 1303
1279 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1280 return; 1305 return;
1281 1306
1282 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1284 return; 1309 return;
1285 1310
1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1287 { 1312 {
1288 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1289 1314
1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1291 make_sure_seen (op); 1316 make_sure_seen (op);
1292 } 1317 }
1293 1318
1294 if (expect_false ( 1319 if (expect_false (
1295 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1298 )) 1323 ))
1299 { 1324 {
1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1301 { 1326 {
1302 change_object (op); 1327 change_object (op);
1303 return; 1328 return;
1304 } 1329 }
1305 1330
1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1307 generate_monster (op); 1332 generate_monster (op);
1308 1333
1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1310 { 1335 {
1311 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1312 remove_force (op); 1337 remove_force (op);
1313 else 1338 else
1314 { 1339 {
1315 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1316 if (object *pl = op->in_player ())
1317 esrv_del_item (pl->contr, op->count);
1318 1341
1319 op->remove ();
1320
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1322 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1323 1344
1324 op->destroy (); 1345 op->drop_and_destroy ();
1325 } 1346 }
1326 1347
1327 return; 1348 return;
1328 } 1349 }
1329 } 1350 }
1453 1474
1454 case PLAYER: 1475 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1477 ++op->speed_left;
1457 break; 1478 break;
1458 }
1459}
1460 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1493}
1494

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