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Comparing deliantra/server/server/time.C (file contents):
Revision 1.40 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61} 92}
62 93
63void 94void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 95generate_monster (object *gen)
97{ 96{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 97 if (!gen->map)
153 return; 98 return;
154 99
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 101 return;
158 102
159 while (at) 103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
161 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
164 143
165 if (head) 144 op->expand_tail ();
166 op->head = head, prev->more = op;
167 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
168 if (rndm (0, 9)) 150 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
170 152
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 153 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 155
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 156 return;
157 }
192 158
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 160}
199 161
200void 162void
201remove_force (object *op) 163remove_force (object *op)
202{ 164{
271} 233}
272 234
273 235
274void 236void
275move_gate (object *op) 237move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
277 object *tmp; 239 object *tmp;
278 240
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 242 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 248 if (op->value)
287 { 249 {
288 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 252 op->stats.wc = 0;
291 if (op->arch->clone.speed) 253 if (op->arch->speed)
292 op->value = 0; 254 op->value = 0;
293 else 255 else
294 op->set_speed (0); 256 op->set_speed (0);
295 } 257 }
296 258
316 * 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,
317 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 280 * the gate slightly.
319 */ 281 */
320 282
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 285 break;
324 286
325 if (tmp == NULL) 287 if (!tmp)
326 { 288 {
327 if (op->arch->clone.speed) 289 if (op->arch->speed)
328 op->value = 1; 290 op->value = 1;
329 else 291 else
330 op->set_speed (0); 292 op->set_speed (0);
331 293
332 return; 294 return;
343 } 305 }
344 else 306 else
345 { /* The gate is still going up */ 307 { /* The gate is still going up */
346 op->stats.wc++; 308 op->stats.wc++;
347 309
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 312
351 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
353 */ 315 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 317 {
356 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
359 322
360 if (tmp != NULL) 323 if (tmp)
361 { 324 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 326 {
364 hit_player (tmp, random_roll (1, 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);
328 op->play_sound (sound_find ("blocked_gate"));
329
365 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 332 }
368 else
369 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
371 * off the gate. 335 * off the gate.
372 */ 336 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 338 {
375 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 341
378 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
379 if (i != -1) 343 if (i > 0)
380 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
381 tmp->remove (); 348 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 349 }
385 } 350 }
386 } 351 }
387 352
388 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 356 break;
392 357
393 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
394 if (tmp) 359 if (tmp)
395 {
396 op->stats.food = 1; 360 op->stats.food = 1;
397 }
398 else 361 else
399 { 362 {
400 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
401 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
404 } 368 }
405 } /* gate is halfway up */ 369 } /* gate is halfway up */
406 370
419 int v = op->value; 383 int v = op->value;
420 384
421 if (op->stats.sp) 385 if (op->stats.sp)
422 { 386 {
423 move_gate (op); 387 move_gate (op);
388
424 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 390 op->stats.sp = 0;
426 return; 391 return;
427 } 392 }
393
428 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 395 { /* keep gate down */
430 move_gate (op); 396 move_gate (op);
397
431 if (op->value != v) 398 if (op->value != v)
432 op->set_speed (0); 399 op->set_speed (0);
433 } 400 }
434} 401}
435 402
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517} 485}
518 486
519void 487void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 604
636 if (op->spellarg != NULL) 605 if (op->spellarg)
637 { 606 {
638 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
639 free (op->spellarg); 608 free (op->spellarg);
640 op->spellarg = NULL; 609 op->spellarg = 0;
641 } 610 }
642 else 611 else
643 op->slaying = NULL; 612 op->slaying = 0;
644 613
645 /* Reset these to zero, so that object::can_merge will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 615 op->spellarg = NULL;
647 op->stats.sp = 0; 616 op->stats.sp = 0;
648 op->stats.hp = 0; 617 op->stats.hp = 0;
649 op->stats.grace = 0; 618 op->stats.grace = 0;
650 op->level = 0; 619 op->level = 0;
651 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
654 return op; 623 return op;
655} 624}
656 625
667 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
668 return; 637 return;
669 638
670 if (op->inv) 639 if (op->inv)
671 { 640 {
641 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 642 object *payload = op->inv;
673 643
674 payload->remove ();
675 payload->owner = 0; 644 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 646 op->destroy ();
678 } 647 }
679 else 648 else
680 { 649 {
681 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
682 if (op) 652 if (op)
683 merge_ob (op, NULL); 653 merge_ob (op, 0);
684 } 654 }
685} 655}
686 656
687/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 658 */
689
690void 659void
691move_arrow (object *op) 660move_arrow (object *op)
692{ 661{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 662 int was_reflected;
696 maptile *m;
697 663
698 if (op->map == NULL) 664 if (!op->map)
699 { 665 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 667 op->destroy ();
702 return; 668 return;
703 } 669 }
711 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
712 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
713 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
715 */ 681 */
716 if (op->inv == NULL) 682 if (!op->inv)
717 { 683 {
718 op->destroy (); 684 op->destroy ();
719 return; 685 return;
720 } 686 }
721 687
733 stop_arrow (op); 699 stop_arrow (op);
734 return; 700 return;
735 } 701 }
736 702
737 /* Calculate target map square */ 703 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 704 was_reflected = 0;
741 705
742 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 707
745 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
746 { 709 {
747 stop_arrow (op); 710 stop_arrow (op);
748 return; 711 return;
749 } 712 }
750 713
751 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
753 { 716 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 721 break;
757 722
758 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 734 {
770 int number = op->face; 735 int number = op->face;
771 736
772 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
773 op->state = 0; 738 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = number;
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
786 } 740 }
787 else 741 else
788 { 742 {
789 /* Attack the object. */ 743 /* Attack the object. */
793 return; 747 return;
794 } 748 }
795 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
797 751
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 753 {
800 int retry = 0; 754 int retry = 0;
801 755
802 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 770 if (op->direction & 1)
817 { 771 {
818 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
819 retry = 1; 773 retry = 1;
820 } 774 }
775
821 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
822 * use this retry here to make this one block 777 * use this retry here to make this one block
823 * that did the same thing. 778 * that did the same thing.
824 */ 779 */
825 while (retry < 2) 780 while (retry < 2)
826 { 781 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 782 retry++;
832 783
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
837 */ 788 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 791
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 794
846 if (left == right) 795 if (left == right)
847 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
848 else if (left) 797 else if (left)
849 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
850 else if (right) 799 else if (right)
851 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
852 801
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 803 * don't need to retry again.
857 */ 804 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 807 break;
860
861 } 808 }
809
862 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 811 * stop it from moving.
864 */ 812 */
865 if (retry == 2) 813 if (retry == 2)
866 { 814 {
867 stop_arrow (op); 815 stop_arrow (op);
868 return; 816 return;
869 } 817 }
818
870 /* update object image for new facing */ 819 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 823 } /* object is reflected */
875 } /* object ran into a wall */ 824 } /* object ran into a wall */
876 825
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
884 */ 828 */
885 op->speed -= 0.05; 829 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 830
889/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 833}
892 834
893void 835void
894change_object (object *op) 836change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
896 int i, j; 838 int i, j;
897 839
898 if (op->other_arch == NULL) 840 if (!op->other_arch)
899 { 841 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 843 return;
902 } 844 }
903 845
904 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 848 {
907 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
908 return; 850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
909 else 866 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else
941 { 867 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
944 tmp->destroy (); 870 tmp->destroy ();
945 else 871 else
946 { 872 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
949 } 877 }
950 } 878 }
951 } 879 }
952 880
953 op->destroy (); 881 op->destroy ();
969 move_teleporter (op->more); 897 move_teleporter (op->more);
970 898
971 if (op->head) 899 if (op->head)
972 head = op->head; 900 head = op->head;
973 901
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 904 break;
977 905
978 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 937 else
1010 { 938 {
1011 /* Random teleporter */ 939 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 941 return;
942
1014 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1015 } 944 }
1016} 945}
1017
1018 946
1019/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 950 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1076 1004
1077 spell = op->inv; 1005 spell = op->inv;
1078 1006
1079 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1081 1009
1082 if (!spell) 1010 if (!spell)
1083 { 1011 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1013 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1027 */
1100void 1028void
1101move_player_mover (object *op) 1029move_player_mover (object *op)
1102{ 1030{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1105 sint16 nx, ny; 1032 sint16 nx, ny;
1106 maptile *m; 1033 maptile *m;
1107 1034
1108 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1036 if (!dir)
1110 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1111 1038
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1040 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1043 {
1117 1044
1134 } 1061 }
1135 1062
1136 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1137 return; 1064 return;
1138 1065
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1067 {
1141 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1073 }
1148 1074
1149 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1150 { 1076 {
1151 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1157 * get to this space. 1083 * get to this space.
1158 */ 1084 */
1159 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1087 move_player (victim, dir);
1162 } 1088 }
1163 else 1089 else
1164 return; 1090 return;
1165 } 1091 }
1169 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1171 1097
1172 if (op->attacktype) 1098 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1101 }
1185 } 1102 }
1186 } 1103 }
1187} 1104}
1188 1105
1207 if (op->above == NULL) 1124 if (op->above == NULL)
1208 return; 1125 return;
1209 1126
1210 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1211 { 1128 {
1212 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1213 { 1130 {
1214 if (op->level <= 0) 1131 if (op->level <= 0)
1215 tmp->destroy (); 1132 tmp->destroy ();
1216 else 1133 else
1217 { 1134 {
1239 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1240 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1241 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1242 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1243*/ 1160*/
1244
1245void 1161void
1246move_creator (object *creator) 1162move_creator (object *creator)
1247{ 1163{
1248 object *new_ob; 1164 object *new_ob;
1249 1165
1251 { 1167 {
1252 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1253 return; 1169 return;
1254 } 1170 }
1255 1171
1256 if (creator->inv != NULL) 1172 if (creator->inv)
1257 { 1173 {
1258 object *ob; 1174 object *ob;
1259 int i; 1175 int i;
1260 object *ob_to_copy; 1176 object *ob_to_copy;
1261 1177
1266 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1267 { 1183 {
1268 ob_to_copy = ob; 1184 ob_to_copy = ob;
1269 } 1185 }
1270 } 1186 }
1271 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1272 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1273 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1274 } 1190 }
1275 else 1191 else
1276 { 1192 {
1277 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1278 { 1194 {
1279 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1280 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1281 return; 1197 return;
1282 } 1198 }
1284 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1285 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1286 } 1202 }
1287 1203
1288 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1289 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1290 { 1206 {
1291 new_ob->destroy (); 1207 new_ob->destroy ();
1292 return; 1208 return;
1293 } 1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1294 1214
1295 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1296 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1297 return; 1217 return;
1298 1218
1299 if (creator->slaying) 1219 if (creator->slaying)
1300 {
1301 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1302 }
1303} 1221}
1304 1222
1305/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1306 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1307 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1313void 1231void
1314move_marker (object *op) 1232move_marker (object *op)
1315{ 1233{
1316 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1317 { 1235 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1323 { 1241 {
1324 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1243
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (!tmp2)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1244 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1246
1358 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1359 { 1248 {
1360 op->stats.hp--; 1249 op->stats.hp--;
1250
1361 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1362 { 1252 {
1363 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1364 op->destroy (); 1254 op->destroy ();
1365 return; 1255 return;
1367 } 1257 }
1368 } 1258 }
1369 } 1259 }
1370} 1260}
1371 1261
1372int 1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1306void
1373process_object (object *op) 1307process_object (object *op)
1374{ 1308{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1310 return;
1377 1311
1378 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1313 return;
1380 1314
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1317 return;
1384 1318
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1320 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1391 1322
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1324 make_sure_seen (op);
1394 } 1325 }
1395 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1334 {
1398 change_object (op); 1335 change_object (op);
1399 return 1; 1336 return;
1400 } 1337 }
1401 1338
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1340 generate_monster (op);
1404 1341
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1343 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1345 remove_force (op);
1409 else 1346 else
1410 { 1347 {
1411 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1349
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1421 1352
1422 op->destroy (); 1353 op->drop_and_destroy ();
1423 } 1354 }
1424 1355
1425 return 1; 1356 return;
1357 }
1426 } 1358 }
1427 1359
1428 switch (op->type) 1360 switch (op->type)
1429 { 1361 {
1430 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1431 move_spell_effect (op); 1363 move_spell_effect (op);
1432 return 1; 1364 break;
1433 1365
1434 case ROD: 1366 case ROD:
1435 case HORN: 1367 case HORN:
1436 regenerate_rod (op); 1368 regenerate_rod (op);
1437 return 1; 1369 break;
1438 1370
1439 case FORCE: 1371 case FORCE:
1440 case POTION_EFFECT: 1372 case POTION_EFFECT:
1441 remove_force (op); 1373 remove_force (op);
1442 return 1; 1374 break;
1443 1375
1444 case BLINDNESS: 1376 case BLINDNESS:
1445 remove_blindness (op); 1377 remove_blindness (op);
1446 return 0; 1378 break;
1447 1379
1448 case POISONING: 1380 case POISONING:
1449 poison_more (op); 1381 poison_more (op);
1450 return 0; 1382 break;
1451 1383
1452 case DISEASE: 1384 case DISEASE:
1453 move_disease (op); 1385 move_disease (op);
1454 return 0; 1386 break;
1455 1387
1456 case SYMPTOM: 1388 case SYMPTOM:
1457 move_symptom (op); 1389 move_symptom (op);
1458 return 0; 1390 break;
1459 1391
1460 case THROWN_OBJ: 1392 case THROWN_OBJ:
1461 case ARROW: 1393 case ARROW:
1462 move_arrow (op); 1394 move_arrow (op);
1463 return 0; 1395 break;
1464 1396
1465 case DOOR: 1397 case DOOR:
1466 remove_door (op); 1398 remove_door (op);
1467 return 0; 1399 break;
1468 1400
1469 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1470 remove_door2 (op); 1402 remove_door2 (op);
1471 return 0; 1403 break;
1472 1404
1473 case TELEPORTER: 1405 case TELEPORTER:
1474 move_teleporter (op); 1406 move_teleporter (op);
1475 return 0; 1407 break;
1476 1408
1477 case GOLEM: 1409 case GOLEM:
1478 move_golem (op); 1410 move_golem (op);
1479 return 0; 1411 break;
1480 1412
1481 case EARTHWALL: 1413 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1415 break;
1484 1416
1485 case FIREWALL: 1417 case FIREWALL:
1486 move_firewall (op); 1418 move_firewall (op);
1487 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1488 animate_turning (op); 1420 animate_turning (op);
1489 return 0; 1421 break;
1490 1422
1491 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1492 do_mood_floor (op); 1424 do_mood_floor (op);
1493 return 0; 1425 break;
1494 1426
1495 case GATE: 1427 case GATE:
1496 move_gate (op); 1428 move_gate (op);
1497 return 0; 1429 break;
1498 1430
1499 case TIMED_GATE: 1431 case TIMED_GATE:
1500 move_timed_gate (op); 1432 move_timed_gate (op);
1501 return 0; 1433 break;
1502 1434
1503 case TRIGGER: 1435 case TRIGGER:
1504 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1439 animate_trigger (op);
1508 return 0; 1440 break;
1509 1441
1510 case DETECTOR: 1442 case DETECTOR:
1511 move_detector (op); 1443 move_detector (op);
1512 1444
1513 case DIRECTOR: 1445 case DIRECTOR:
1514 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1515 animate_turning (op); 1447 animate_turning (op);
1516 return 0; 1448 break;
1517 1449
1518 case HOLE: 1450 case HOLE:
1519 move_hole (op); 1451 move_hole (op);
1520 return 0; 1452 break;
1521 1453
1522 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1455 move_deep_swamp (op);
1524 return 0; 1456 break;
1525 1457
1526 case RUNE: 1458 case RUNE:
1527 case TRAP: 1459 case TRAP:
1528 move_rune (op); 1460 move_rune (op);
1529 return 0; 1461 break;
1530 1462
1531 case PLAYERMOVER: 1463 case PLAYERMOVER:
1532 move_player_mover (op); 1464 move_player_mover (op);
1533 return 0; 1465 break;
1534 1466
1535 case CREATOR: 1467 case CREATOR:
1536 move_creator (op); 1468 move_creator (op);
1537 return 0; 1469 break;
1538 1470
1539 case MARKER: 1471 case MARKER:
1540 move_marker (op); 1472 move_marker (op);
1541 return 0; 1473 break;
1542 1474
1543 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1544 move_player_changer (op); 1476 move_player_changer (op);
1545 return 0; 1477 break;
1546 1478
1547 case PEACEMAKER: 1479 case PEACEMAKER:
1548 move_peacemaker (op); 1480 move_peacemaker (op);
1549 return 0; 1481 break;
1550 }
1551 1482
1552 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1553} 1497}
1498

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