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Comparing deliantra/server/server/time.C (file contents):
Revision 1.42 by root, Sat Mar 17 20:36:05 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 */
689void 659void
690move_arrow (object *op) 660move_arrow (object *op)
691{ 661{
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags; 662 int was_reflected;
695 maptile *m;
696 663
697 if (op->map == NULL) 664 if (!op->map)
698 { 665 {
699 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
700 op->destroy (); 667 op->destroy ();
701 return; 668 return;
702 } 669 }
710 * 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,
711 * 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
712 * 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,
713 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
714 */ 681 */
715 if (op->inv == NULL) 682 if (!op->inv)
716 { 683 {
717 op->destroy (); 684 op->destroy ();
718 return; 685 return;
719 } 686 }
720 687
732 stop_arrow (op); 699 stop_arrow (op);
733 return; 700 return;
734 } 701 }
735 702
736 /* Calculate target map square */ 703 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0; 704 was_reflected = 0;
740 705
741 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 707
744 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
745 { 709 {
746 stop_arrow (op); 710 stop_arrow (op);
747 return; 711 return;
748 } 712 }
749 713
750 /* 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 */
751 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
752 { 716 {
753 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)
754 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
755 break; 721 break;
756 722
757 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
781 return; 747 return;
782 } 748 }
783 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
784 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
785 751
786 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))
787 { 753 {
788 int retry = 0; 754 int retry = 0;
789 755
790 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
791 * 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
804 if (op->direction & 1) 770 if (op->direction & 1)
805 { 771 {
806 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
807 retry = 1; 773 retry = 1;
808 } 774 }
775
809 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
810 * use this retry here to make this one block 777 * use this retry here to make this one block
811 * that did the same thing. 778 * that did the same thing.
812 */ 779 */
813 while (retry < 2) 780 while (retry < 2)
814 { 781 {
815 int left, right, mflags;
816 maptile *m1;
817 sint16 x1, y1;
818
819 retry++; 782 retry++;
820 783
821 /* 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
822 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
823 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
824 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
825 */ 788 */
826 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));
827 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
828 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
829 791
830 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));
831 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
832 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
833 794
834 if (left == right) 795 if (left == right)
835 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
836 else if (left) 797 else if (left)
837 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
838 else if (right) 799 else if (right)
839 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
840 801
841 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
842
843 /* 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 -
844 * don't need to retry again. 803 * don't need to retry again.
845 */ 804 */
846 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))
847 break; 807 break;
848
849 } 808 }
809
850 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
851 * top it from moving. 811 * stop it from moving.
852 */ 812 */
853 if (retry == 2) 813 if (retry == 2)
854 { 814 {
855 stop_arrow (op); 815 stop_arrow (op);
856 return; 816 return;
857 } 817 }
818
858 /* update object image for new facing */ 819 /* update object image for new facing */
859 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
860 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
861 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
862 } /* object is reflected */ 823 } /* object is reflected */
863 } /* object ran into a wall */ 824 } /* object ran into a wall */
864 825
865 /* Move the arrow. */
866 op->remove ();
867 op->x = new_x;
868 op->y = new_y;
869
870 /* 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
871 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
872 */ 828 */
873 op->speed -= 0.05; 829 op->speed -= 0.05;
874 insert_ob_in_map (op, m, op, 0);
875}
876 830
877/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
878 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
879 * Modified this routine to allow held objects. b.t. */ 833}
880 834
881void 835void
882change_object (object *op) 836change_object (object *op)
883{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
884 int i, j; 838 int i, j;
885 839
886 if (op->other_arch == NULL) 840 if (!op->other_arch)
887 { 841 {
888 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 ());
889 return; 843 return;
890 } 844 }
891 845
892 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
893 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
894 { 848 {
895 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
896 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);
897 else 866 else
898 op->stats.food = 1; /* so 1 other_arch is made */
899 }
900
901 object *pl = op->in_player ();
902 object *env = op->env;
903
904 op->remove ();
905 for (i = 0; i < NROFNEWOBJS (op); i++)
906 {
907 object *tmp = arch_to_object (op->other_arch);
908
909 if (op->type == LAMP)
910 tmp->stats.food = op->stats.food - 1;
911
912 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
913 if (env)
914 {
915 tmp->x = env->x, tmp->y = env->y;
916 tmp = insert_ob_in_ob (tmp, env);
917
918 /* If this object is the players inventory, we need to tell the
919 * client of the change. Insert_ob_in_map takes care of the
920 * updating the client, so we don't need to do that below.
921 */
922 if (pl)
923 {
924 esrv_del_item (pl->contr, op->count);
925 esrv_send_item (pl, tmp);
926 }
927 }
928 else
929 { 867 {
930 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);
931 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
932 tmp->destroy (); 870 tmp->destroy ();
933 else 871 else
934 { 872 {
935 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
936 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
937 } 877 }
938 } 878 }
939 } 879 }
940 880
941 op->destroy (); 881 op->destroy ();
957 move_teleporter (op->more); 897 move_teleporter (op->more);
958 898
959 if (op->head) 899 if (op->head)
960 head = op->head; 900 head = op->head;
961 901
962 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
963 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
964 break; 904 break;
965 905
966 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
967 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
997 else 937 else
998 { 938 {
999 /* Random teleporter */ 939 /* Random teleporter */
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 941 return;
942
1002 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1003 } 944 }
1004} 945}
1005
1006 946
1007/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1008 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1009 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
1010 can't be generalized. 950 can't be generalized.
1063 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1064 1004
1065 spell = op->inv; 1005 spell = op->inv;
1066 1006
1067 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1068 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1069 1009
1070 if (!spell) 1010 if (!spell)
1071 { 1011 {
1072 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);
1073 return; 1013 return;
1086 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1087 */ 1027 */
1088void 1028void
1089move_player_mover (object *op) 1029move_player_mover (object *op)
1090{ 1030{
1091 object *victim, *nextmover;
1092 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1093 sint16 nx, ny; 1032 sint16 nx, ny;
1094 maptile *m; 1033 maptile *m;
1095 1034
1096 /* 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 */
1097 if (!dir) 1036 if (!dir)
1098 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1099 1038
1100 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)
1101 { 1040 {
1102 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1103 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1104 { 1043 {
1105 1044
1122 } 1061 }
1123 1062
1124 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1125 return; 1064 return;
1126 1065
1127 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)
1128 { 1067 {
1129 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1130 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1131 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1132 {
1133 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 */
1134 }
1135 } 1073 }
1136 1074
1137 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1138 { 1076 {
1139 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1143 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1144 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1145 * get to this space. 1083 * get to this space.
1146 */ 1084 */
1147 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1148 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1149 move_player (victim, dir); 1087 move_player (victim, dir);
1150 } 1088 }
1151 else 1089 else
1152 return; 1090 return;
1153 } 1091 }
1157 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1158 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1159 1097
1160 if (op->attacktype) 1098 if (op->attacktype)
1161 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1162
1163 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));
1164 /* Not sure why, but for some chars on metalforge, they
1165 * would sometimes get -inf speed_left, and from the
1166 * description, it could only happen here, so just put
1167 * a lower sanity limit. My only guess is that the
1168 * mover has 0 speed.
1169 */
1170 if (victim->speed_left < -5.0)
1171 victim->speed_left = -5.0;
1172 } 1101 }
1173 } 1102 }
1174 } 1103 }
1175} 1104}
1176 1105
1195 if (op->above == NULL) 1124 if (op->above == NULL)
1196 return; 1125 return;
1197 1126
1198 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1199 { 1128 {
1200 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1201 { 1130 {
1202 if (op->level <= 0) 1131 if (op->level <= 0)
1203 tmp->destroy (); 1132 tmp->destroy ();
1204 else 1133 else
1205 { 1134 {
1227 * 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.
1228 * 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
1229 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1230 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1231*/ 1160*/
1232
1233void 1161void
1234move_creator (object *creator) 1162move_creator (object *creator)
1235{ 1163{
1236 object *new_ob; 1164 object *new_ob;
1237 1165
1239 { 1167 {
1240 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1241 return; 1169 return;
1242 } 1170 }
1243 1171
1244 if (creator->inv != NULL) 1172 if (creator->inv)
1245 { 1173 {
1246 object *ob; 1174 object *ob;
1247 int i; 1175 int i;
1248 object *ob_to_copy; 1176 object *ob_to_copy;
1249 1177
1254 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1255 { 1183 {
1256 ob_to_copy = ob; 1184 ob_to_copy = ob;
1257 } 1185 }
1258 } 1186 }
1259 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1260 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1261 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1262 } 1190 }
1263 else 1191 else
1264 { 1192 {
1265 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1266 { 1194 {
1267 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",
1268 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1269 return; 1197 return;
1270 } 1198 }
1272 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1273 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1274 } 1202 }
1275 1203
1276 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1277 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))
1278 { 1206 {
1279 new_ob->destroy (); 1207 new_ob->destroy ();
1280 return; 1208 return;
1281 } 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);
1282 1214
1283 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);
1284 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1285 return; 1217 return;
1286 1218
1287 if (creator->slaying) 1219 if (creator->slaying)
1288 {
1289 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1290 }
1291} 1221}
1292 1222
1293/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1294 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1295 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1301void 1231void
1302move_marker (object *op) 1232move_marker (object *op)
1303{ 1233{
1304 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1305 { 1235 {
1306 object *tmp2;
1307
1308 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1309 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1310 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1311 { 1241 {
1312 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1313 break;
1314 }
1315 1243
1316 /* cycle through his inventory to look for the MARK we want to
1317 * place
1318 */
1319 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1320 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1321 break;
1322
1323 /* if we didn't find our own MARK */
1324 if (!tmp2)
1325 {
1326 object *force = get_archetype (FORCE_NAME);
1327
1328 if (op->stats.food)
1329 {
1330 force->set_speed (0.01);
1331 force->speed_left = -op->stats.food;
1332 }
1333 else
1334 force->set_speed (0);
1335
1336 /* put in the lock code */
1337 force->slaying = op->slaying;
1338
1339 if (op->lore)
1340 force->lore = op->lore;
1341
1342 insert_ob_in_ob (force, tmp);
1343 if (op->msg) 1244 if (op->msg)
1344 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345 1246
1346 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1347 { 1248 {
1348 op->stats.hp--; 1249 op->stats.hp--;
1250
1349 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1350 { 1252 {
1351 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1352 op->destroy (); 1254 op->destroy ();
1353 return; 1255 return;
1355 } 1257 }
1356 } 1258 }
1357 } 1259 }
1358} 1260}
1359 1261
1360int 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
1361process_object (object *op) 1307process_object (object *op)
1362{ 1308{
1363 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1364 return 0; 1310 return;
1365 1311
1366 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1367 return 0; 1313 return;
1368 1314
1369 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1370 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1371 return 1; 1317 return;
1372 1318
1373 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1374 { 1320 {
1375 if (op->type == PLAYER)
1376 animate_object (op, op->facing);
1377 else
1378 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1379 1322
1380 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1381 make_sure_seen (op); 1324 make_sure_seen (op);
1382 } 1325 }
1383 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1384 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1385 { 1334 {
1386 change_object (op); 1335 change_object (op);
1387 return 1; 1336 return;
1388 } 1337 }
1389 1338
1390 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1391 generate_monster (op); 1340 generate_monster (op);
1392 1341
1393 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)
1394 { 1343 {
1395 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1396 remove_force (op); 1345 remove_force (op);
1397 else 1346 else
1398 { 1347 {
1399 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1400 object *pl = op->in_player ();
1401 1349
1402 if (pl)
1403 esrv_del_item (pl->contr, op->count);
1404
1405 op->remove ();
1406
1407 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1409 1352
1410 op->destroy (); 1353 op->drop_and_destroy ();
1411 } 1354 }
1412 1355
1413 return 1; 1356 return;
1357 }
1414 } 1358 }
1415 1359
1416 switch (op->type) 1360 switch (op->type)
1417 { 1361 {
1418 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1419 move_spell_effect (op); 1363 move_spell_effect (op);
1420 return 1; 1364 break;
1421 1365
1422 case ROD: 1366 case ROD:
1423 case HORN: 1367 case HORN:
1424 regenerate_rod (op); 1368 regenerate_rod (op);
1425 return 1; 1369 break;
1426 1370
1427 case FORCE: 1371 case FORCE:
1428 case POTION_EFFECT: 1372 case POTION_EFFECT:
1429 remove_force (op); 1373 remove_force (op);
1430 return 1; 1374 break;
1431 1375
1432 case BLINDNESS: 1376 case BLINDNESS:
1433 remove_blindness (op); 1377 remove_blindness (op);
1434 return 0; 1378 break;
1435 1379
1436 case POISONING: 1380 case POISONING:
1437 poison_more (op); 1381 poison_more (op);
1438 return 0; 1382 break;
1439 1383
1440 case DISEASE: 1384 case DISEASE:
1441 move_disease (op); 1385 move_disease (op);
1442 return 0; 1386 break;
1443 1387
1444 case SYMPTOM: 1388 case SYMPTOM:
1445 move_symptom (op); 1389 move_symptom (op);
1446 return 0; 1390 break;
1447 1391
1448 case THROWN_OBJ: 1392 case THROWN_OBJ:
1449 case ARROW: 1393 case ARROW:
1450 move_arrow (op); 1394 move_arrow (op);
1451 return 0; 1395 break;
1452 1396
1453 case DOOR: 1397 case DOOR:
1454 remove_door (op); 1398 remove_door (op);
1455 return 0; 1399 break;
1456 1400
1457 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1458 remove_door2 (op); 1402 remove_door2 (op);
1459 return 0; 1403 break;
1460 1404
1461 case TELEPORTER: 1405 case TELEPORTER:
1462 move_teleporter (op); 1406 move_teleporter (op);
1463 return 0; 1407 break;
1464 1408
1465 case GOLEM: 1409 case GOLEM:
1466 move_golem (op); 1410 move_golem (op);
1467 return 0; 1411 break;
1468 1412
1469 case EARTHWALL: 1413 case EARTHWALL:
1470 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1471 return 0; 1415 break;
1472 1416
1473 case FIREWALL: 1417 case FIREWALL:
1474 move_firewall (op); 1418 move_firewall (op);
1475 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1476 animate_turning (op); 1420 animate_turning (op);
1477 return 0; 1421 break;
1478 1422
1479 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1480 do_mood_floor (op); 1424 do_mood_floor (op);
1481 return 0; 1425 break;
1482 1426
1483 case GATE: 1427 case GATE:
1484 move_gate (op); 1428 move_gate (op);
1485 return 0; 1429 break;
1486 1430
1487 case TIMED_GATE: 1431 case TIMED_GATE:
1488 move_timed_gate (op); 1432 move_timed_gate (op);
1489 return 0; 1433 break;
1490 1434
1491 case TRIGGER: 1435 case TRIGGER:
1492 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1495 animate_trigger (op); 1439 animate_trigger (op);
1496 return 0; 1440 break;
1497 1441
1498 case DETECTOR: 1442 case DETECTOR:
1499 move_detector (op); 1443 move_detector (op);
1500 1444
1501 case DIRECTOR: 1445 case DIRECTOR:
1502 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1503 animate_turning (op); 1447 animate_turning (op);
1504 return 0; 1448 break;
1505 1449
1506 case HOLE: 1450 case HOLE:
1507 move_hole (op); 1451 move_hole (op);
1508 return 0; 1452 break;
1509 1453
1510 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1511 move_deep_swamp (op); 1455 move_deep_swamp (op);
1512 return 0; 1456 break;
1513 1457
1514 case RUNE: 1458 case RUNE:
1515 case TRAP: 1459 case TRAP:
1516 move_rune (op); 1460 move_rune (op);
1517 return 0; 1461 break;
1518 1462
1519 case PLAYERMOVER: 1463 case PLAYERMOVER:
1520 move_player_mover (op); 1464 move_player_mover (op);
1521 return 0; 1465 break;
1522 1466
1523 case CREATOR: 1467 case CREATOR:
1524 move_creator (op); 1468 move_creator (op);
1525 return 0; 1469 break;
1526 1470
1527 case MARKER: 1471 case MARKER:
1528 move_marker (op); 1472 move_marker (op);
1529 return 0; 1473 break;
1530 1474
1531 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1532 move_player_changer (op); 1476 move_player_changer (op);
1533 return 0; 1477 break;
1534 1478
1535 case PEACEMAKER: 1479 case PEACEMAKER:
1536 move_peacemaker (op); 1480 move_peacemaker (op);
1537 return 0; 1481 break;
1538 }
1539 1482
1540 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 }
1541} 1497}
1498

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