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Comparing deliantra/server/server/time.C (file contents):
Revision 1.43 by root, Sat Apr 21 16:56:32 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
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135
136 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
137 if (QUERY_FLAG (head, FLAG_FREED))
138 return;
139
140 if (head->has_random_items ())
141 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
142}
143
144void
145generate_monster_arch (object *gen)
146{
147 int i;
148 object *op, *head = NULL, *prev = NULL;
149 archetype *at = gen->other_arch;
150
151 if (!gen->other_arch)
152 return;
153
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (!gen->map) 97 if (!gen->map)
159 return; 98 return;
160 99
161 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))
162 if (i == -1)
163 return; 101 return;
164 102
165 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);
166 { 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
167 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
168 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
169 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
170 143
171 if (head) 144 op->expand_tail ();
172 op->head = head, prev->more = op;
173 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
174 if (rndm (0, 9)) 150 if (rndm (0, 9))
175 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
176 152
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180
181 if (op->has_random_items ()) 153 if (op->has_random_items ())
182 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
183 155
184 if (head == NULL)
185 head = op;
186
187 prev = op;
188 at = at->more;
189 }
190}
191
192void
193generate_monster (object *gen)
194{
195
196 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
197 return; 156 return;
157 }
198 158
199 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
200 generate_monster_inv (gen);
201 else
202 generate_monster_arch (gen);
203
204} 160}
205 161
206void 162void
207remove_force (object *op) 163remove_force (object *op)
208{ 164{
277} 233}
278 234
279 235
280void 236void
281move_gate (object *op) 237move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
283 object *tmp; 239 object *tmp;
284 240
285 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))
286 { 242 {
287 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));
292 if (op->value) 248 if (op->value)
293 { 249 {
294 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 252 op->stats.wc = 0;
297 if (op->arch->clone.speed) 253 if (op->arch->speed)
298 op->value = 0; 254 op->value = 0;
299 else 255 else
300 op->set_speed (0); 256 op->set_speed (0);
301 } 257 }
302 258
322 * 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,
323 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 280 * the gate slightly.
325 */ 281 */
326 282
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
328 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))
329 break; 285 break;
330 286
331 if (tmp == NULL) 287 if (!tmp)
332 { 288 {
333 if (op->arch->clone.speed) 289 if (op->arch->speed)
334 op->value = 1; 290 op->value = 1;
335 else 291 else
336 op->set_speed (0); 292 op->set_speed (0);
337 293
338 return; 294 return;
349 } 305 }
350 else 306 else
351 { /* The gate is still going up */ 307 { /* The gate is still going up */
352 op->stats.wc++; 308 op->stats.wc++;
353 309
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 312
357 /* 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.
358 * 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
359 */ 315 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 317 {
362 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
365 322
366 if (tmp != NULL) 323 if (tmp)
367 { 324 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 326 {
370 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
371 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
372 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);
373 } 332 }
374 else
375 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
377 * off the gate. 335 * off the gate.
378 */ 336 */
379 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)))
380 { 338 {
381 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
382 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);
383 341
384 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
385 if (i != -1) 343 if (i > 0)
386 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
387 tmp->remove (); 348 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 349 }
391 } 350 }
392 } 351 }
393 352
394 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
396 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))
397 break; 356 break;
398 357
399 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
400 if (tmp) 359 if (tmp)
401 {
402 op->stats.food = 1; 360 op->stats.food = 1;
403 }
404 else 361 else
405 { 362 {
406 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
407 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
410 } 368 }
411 } /* gate is halfway up */ 369 } /* gate is halfway up */
412 370
425 int v = op->value; 383 int v = op->value;
426 384
427 if (op->stats.sp) 385 if (op->stats.sp)
428 { 386 {
429 move_gate (op); 387 move_gate (op);
388
430 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 390 op->stats.sp = 0;
432 return; 391 return;
433 } 392 }
393
434 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 395 { /* keep gate down */
436 move_gate (op); 396 move_gate (op);
397
437 if (op->value != v) 398 if (op->value != v)
438 op->set_speed (0); 399 op->set_speed (0);
439 } 400 }
440} 401}
441 402
453 int last = op->value; 414 int last = op->value;
454 int detected; 415 int detected;
455 416
456 detected = 0; 417 detected = 0;
457 418
458 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)
459 { 420 {
460 object *tmp2; 421 object *tmp2;
461 422
462 if (op->stats.hp) 423 if (op->stats.hp)
463 { 424 {
481 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
482 { 443 {
483 if (detected && last == 0) 444 if (detected && last == 0)
484 { 445 {
485 op->value = 1; 446 op->value = 1;
486 push_button (op); 447 push_button (op, tmp);
487 } 448 }
449
488 if (!detected && last == 1) 450 if (!detected && last == 1)
489 { 451 {
490 op->value = 0; 452 op->value = 0;
491 push_button (op); 453 push_button (op, tmp);
492 } 454 }
493 } 455 }
494 else 456 else
495 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
496 if (detected && last == 1) 458 if (detected && last == 1)
497 { 459 {
498 op->value = 0; 460 op->value = 0;
499 push_button (op); 461 push_button (op, tmp);
500 } 462 }
463
501 if (!detected && last == 0) 464 if (!detected && last == 0)
502 { 465 {
503 op->value = 1; 466 op->value = 1;
504 push_button (op); 467 push_button (op, tmp);
505 } 468 }
506 } 469 }
507} 470}
508
509 471
510void 472void
511animate_trigger (object *op) 473animate_trigger (object *op)
512{ 474{
513 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
523} 485}
524 486
525void 487void
526move_hole (object *op) 488move_hole (object *op)
527{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
528 object *next, *tmp;
529
530 if (op->value) 490 if (op->value)
531 { /* We're opening */ 491 { /* We're opening */
532 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
533 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
534 op->stats.wc = 0; 494 op->stats.wc = 0;
535 op->set_speed (0); 495 op->set_speed (0);
536 496
537 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
538 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
539 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
540 { 500 {
541 next = tmp->above; 501 next = tmp->above;
542 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
543 } 503 }
544 } 504 }
545 505
546 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
547 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
548 return; 508 return;
549 } 509 }
510
550 /* We're closing */ 511 /* We're closing */
551 op->move_on = 0; 512 op->move_on = 0;
552 513
553 op->stats.wc++; 514 op->stats.wc++;
554 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
585 { 546 {
586 object *payload = op->inv; 547 object *payload = op->inv;
587 548
588 if (payload == NULL) 549 if (payload == NULL)
589 return NULL; 550 return NULL;
551
590 payload->remove (); 552 payload->remove ();
591 op->destroy (); 553 op->destroy ();
592 return payload; 554 return payload;
593 } 555 }
594 556
629 return NULL; 591 return NULL;
630 } 592 }
631 593
632 op->set_speed (0); 594 op->set_speed (0);
633 op->direction = 0; 595 op->direction = 0;
634 op->move_on = 0; 596 op->move_on = 0;
635 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
636 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
637 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
638 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
639 op->slaying = 0;
640 op->skill = 0;
641 604
642 if (op->spellarg != NULL) 605 if (op->spellarg)
643 { 606 {
644 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
645 free (op->spellarg); 608 free (op->spellarg);
646 op->spellarg = NULL; 609 op->spellarg = 0;
647 } 610 }
648 else 611 else
649 op->slaying = NULL; 612 op->slaying = 0;
650 613
651 /* 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 */
652 op->spellarg = NULL; 615 op->spellarg = NULL;
653 op->stats.sp = 0; 616 op->stats.sp = 0;
654 op->stats.hp = 0; 617 op->stats.hp = 0;
655 op->stats.grace = 0; 618 op->stats.grace = 0;
656 op->level = 0; 619 op->level = 0;
657 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
658 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
659 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
660 return op; 623 return op;
661} 624}
662 625
673 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
674 return; 637 return;
675 638
676 if (op->inv) 639 if (op->inv)
677 { 640 {
641 // replace this by straightforward drop to ground?
678 object *payload = op->inv; 642 object *payload = op->inv;
679 643
680 payload->remove ();
681 payload->owner = 0; 644 payload->owner = 0;
682 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
683 op->destroy (); 646 op->destroy ();
684 } 647 }
685 else 648 else
686 { 649 {
687 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
688 if (op) 652 if (op)
689 merge_ob (op, NULL); 653 merge_ob (op, 0);
690 } 654 }
691} 655}
692 656
693/* 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.
694 */ 658 */
695void 659void
696move_arrow (object *op) 660move_arrow (object *op)
697{ 661{
698 object *tmp;
699 sint16 new_x, new_y;
700 int was_reflected, mflags; 662 int was_reflected;
701 maptile *m;
702 663
703 if (op->map == NULL) 664 if (!op->map)
704 { 665 {
705 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
706 op->destroy (); 667 op->destroy ();
707 return; 668 return;
708 } 669 }
716 * 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,
717 * 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
718 * 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,
719 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
720 */ 681 */
721 if (op->inv == NULL) 682 if (!op->inv)
722 { 683 {
723 op->destroy (); 684 op->destroy ();
724 return; 685 return;
725 } 686 }
726 687
738 stop_arrow (op); 699 stop_arrow (op);
739 return; 700 return;
740 } 701 }
741 702
742 /* Calculate target map square */ 703 /* Calculate target map square */
743 new_x = op->x + DIRX (op);
744 new_y = op->y + DIRY (op);
745 was_reflected = 0; 704 was_reflected = 0;
746 705
747 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
748 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
749 707
750 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
751 { 709 {
752 stop_arrow (op); 710 stop_arrow (op);
753 return; 711 return;
754 } 712 }
755 713
756 /* 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 */
757 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
758 { 716 {
759 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)
760 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
761 break; 721 break;
762 722
763 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
764 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
787 return; 747 return;
788 } 748 }
789 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
790 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
791 751
792 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))
793 { 753 {
794 int retry = 0; 754 int retry = 0;
795 755
796 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
797 * 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
810 if (op->direction & 1) 770 if (op->direction & 1)
811 { 771 {
812 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
813 retry = 1; 773 retry = 1;
814 } 774 }
775
815 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
816 * use this retry here to make this one block 777 * use this retry here to make this one block
817 * that did the same thing. 778 * that did the same thing.
818 */ 779 */
819 while (retry < 2) 780 while (retry < 2)
820 { 781 {
821 int left, right, mflags;
822 maptile *m1;
823 sint16 x1, y1;
824
825 retry++; 782 retry++;
826 783
827 /* 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
828 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
829 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
830 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
831 */ 788 */
832 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));
833 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
834 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
835 791
836 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));
837 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
838 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
839 794
840 if (left == right) 795 if (left == right)
841 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
842 else if (left) 797 else if (left)
843 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
844 else if (right) 799 else if (right)
845 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
846 801
847 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
848
849 /* 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 -
850 * don't need to retry again. 803 * don't need to retry again.
851 */ 804 */
852 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))
853 break; 807 break;
854
855 } 808 }
809
856 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
857 * top it from moving. 811 * stop it from moving.
858 */ 812 */
859 if (retry == 2) 813 if (retry == 2)
860 { 814 {
861 stop_arrow (op); 815 stop_arrow (op);
862 return; 816 return;
863 } 817 }
818
864 /* update object image for new facing */ 819 /* update object image for new facing */
865 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
866 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
867 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
868 } /* object is reflected */ 823 } /* object is reflected */
869 } /* object ran into a wall */ 824 } /* object ran into a wall */
870 825
871 /* Move the arrow. */
872 op->remove ();
873 op->x = new_x;
874 op->y = new_y;
875
876 /* 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
877 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
878 */ 828 */
879 op->speed -= 0.05; 829 op->speed -= 0.05;
880 insert_ob_in_map (op, m, op, 0);
881}
882 830
883/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
884 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
885 * Modified this routine to allow held objects. b.t. */ 833}
886 834
887void 835void
888change_object (object *op) 836change_object (object *op)
889{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
890 int i, j; 838 int i, j;
891 839
892 if (op->other_arch == NULL) 840 if (!op->other_arch)
893 { 841 {
894 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 ());
895 return; 843 return;
896 } 844 }
897 845
898 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
899 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
900 { 848 {
901 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
902 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);
903 else 866 else
904 op->stats.food = 1; /* so 1 other_arch is made */
905 }
906
907 object *pl = op->in_player ();
908 object *env = op->env;
909
910 op->remove ();
911 for (i = 0; i < NROFNEWOBJS (op); i++)
912 {
913 object *tmp = arch_to_object (op->other_arch);
914
915 if (op->type == LAMP)
916 tmp->stats.food = op->stats.food - 1;
917
918 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
919 if (env)
920 {
921 tmp->x = env->x, tmp->y = env->y;
922 tmp = insert_ob_in_ob (tmp, env);
923
924 /* If this object is the players inventory, we need to tell the
925 * client of the change. Insert_ob_in_map takes care of the
926 * updating the client, so we don't need to do that below.
927 */
928 if (pl)
929 {
930 esrv_del_item (pl->contr, op->count);
931 esrv_send_item (pl, tmp);
932 }
933 }
934 else
935 { 867 {
936 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);
937 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
938 tmp->destroy (); 870 tmp->destroy ();
939 else 871 else
940 { 872 {
941 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
942 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
943 } 877 }
944 } 878 }
945 } 879 }
946 880
947 op->destroy (); 881 op->destroy ();
963 move_teleporter (op->more); 897 move_teleporter (op->more);
964 898
965 if (op->head) 899 if (op->head)
966 head = op->head; 900 head = op->head;
967 901
968 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
969 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
970 break; 904 break;
971 905
972 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
973 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1003 else 937 else
1004 { 938 {
1005 /* Random teleporter */ 939 /* Random teleporter */
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 941 return;
942
1008 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1009 } 944 }
1010} 945}
1011
1012 946
1013/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1014 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1015 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
1016 can't be generalized. 950 can't be generalized.
1069 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1070 1004
1071 spell = op->inv; 1005 spell = op->inv;
1072 1006
1073 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1074 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1075 1009
1076 if (!spell) 1010 if (!spell)
1077 { 1011 {
1078 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);
1079 return; 1013 return;
1092 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1093 */ 1027 */
1094void 1028void
1095move_player_mover (object *op) 1029move_player_mover (object *op)
1096{ 1030{
1097 object *victim, *nextmover;
1098 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1099 sint16 nx, ny; 1032 sint16 nx, ny;
1100 maptile *m; 1033 maptile *m;
1101 1034
1102 /* 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 */
1103 if (!dir) 1036 if (!dir)
1104 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1105 1038
1106 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)
1107 { 1040 {
1108 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1109 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1110 { 1043 {
1111 1044
1128 } 1061 }
1129 1062
1130 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1131 return; 1064 return;
1132 1065
1133 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)
1134 { 1067 {
1135 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1136 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1137 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1138 {
1139 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 */
1140 }
1141 } 1073 }
1142 1074
1143 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1144 { 1076 {
1145 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1149 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1150 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1151 * get to this space. 1083 * get to this space.
1152 */ 1084 */
1153 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1154 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1155 move_player (victim, dir); 1087 move_player (victim, dir);
1156 } 1088 }
1157 else 1089 else
1158 return; 1090 return;
1159 } 1091 }
1163 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1164 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1165 1097
1166 if (op->attacktype) 1098 if (op->attacktype)
1167 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1168
1169 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));
1170 /* Not sure why, but for some chars on metalforge, they
1171 * would sometimes get -inf speed_left, and from the
1172 * description, it could only happen here, so just put
1173 * a lower sanity limit. My only guess is that the
1174 * mover has 0 speed.
1175 */
1176 if (victim->speed_left < -5.0)
1177 victim->speed_left = -5.0;
1178 } 1101 }
1179 } 1102 }
1180 } 1103 }
1181} 1104}
1182 1105
1201 if (op->above == NULL) 1124 if (op->above == NULL)
1202 return; 1125 return;
1203 1126
1204 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1205 { 1128 {
1206 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1207 { 1130 {
1208 if (op->level <= 0) 1131 if (op->level <= 0)
1209 tmp->destroy (); 1132 tmp->destroy ();
1210 else 1133 else
1211 { 1134 {
1233 * 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.
1234 * 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
1235 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1236 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1237*/ 1160*/
1238
1239void 1161void
1240move_creator (object *creator) 1162move_creator (object *creator)
1241{ 1163{
1242 object *new_ob; 1164 object *new_ob;
1243 1165
1245 { 1167 {
1246 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1247 return; 1169 return;
1248 } 1170 }
1249 1171
1250 if (creator->inv != NULL) 1172 if (creator->inv)
1251 { 1173 {
1252 object *ob; 1174 object *ob;
1253 int i; 1175 int i;
1254 object *ob_to_copy; 1176 object *ob_to_copy;
1255 1177
1260 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1261 { 1183 {
1262 ob_to_copy = ob; 1184 ob_to_copy = ob;
1263 } 1185 }
1264 } 1186 }
1265 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1266 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1267 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1268 } 1190 }
1269 else 1191 else
1270 { 1192 {
1271 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1272 { 1194 {
1273 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",
1274 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1275 return; 1197 return;
1276 } 1198 }
1278 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1279 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1280 } 1202 }
1281 1203
1282 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1283 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))
1284 { 1206 {
1285 new_ob->destroy (); 1207 new_ob->destroy ();
1286 return; 1208 return;
1287 } 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);
1288 1214
1289 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);
1290 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1291 return; 1217 return;
1292 1218
1293 if (creator->slaying) 1219 if (creator->slaying)
1294 {
1295 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1296 }
1297} 1221}
1298 1222
1299/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1300 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1301 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1307void 1231void
1308move_marker (object *op) 1232move_marker (object *op)
1309{ 1233{
1310 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1311 { 1235 {
1312 object *tmp2;
1313
1314 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1315 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1316 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1317 { 1241 {
1318 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1319 break;
1320 }
1321 1243
1322 /* cycle through his inventory to look for the MARK we want to
1323 * place
1324 */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1327 break;
1328
1329 /* if we didn't find our own MARK */
1330 if (!tmp2)
1331 {
1332 object *force = get_archetype (FORCE_NAME);
1333
1334 if (op->stats.food)
1335 {
1336 force->set_speed (0.01);
1337 force->speed_left = -op->stats.food;
1338 }
1339 else
1340 force->set_speed (0);
1341
1342 /* put in the lock code */
1343 force->slaying = op->slaying;
1344
1345 if (op->lore)
1346 force->lore = op->lore;
1347
1348 insert_ob_in_ob (force, tmp);
1349 if (op->msg) 1244 if (op->msg)
1350 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1351 1246
1352 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1353 { 1248 {
1354 op->stats.hp--; 1249 op->stats.hp--;
1250
1355 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1356 { 1252 {
1357 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1358 op->destroy (); 1254 op->destroy ();
1359 return; 1255 return;
1361 } 1257 }
1362 } 1258 }
1363 } 1259 }
1364} 1260}
1365 1261
1366int 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
1367process_object (object *op) 1307process_object (object *op)
1368{ 1308{
1369 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1370 return 0; 1310 return;
1371 1311
1372 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1373 return 0; 1313 return;
1374 1314
1375 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1376 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1377 return 1; 1317 return;
1378 1318
1379 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1380 { 1320 {
1381 if (op->type == PLAYER)
1382 animate_object (op, op->facing);
1383 else
1384 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1385 1322
1386 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1387 make_sure_seen (op); 1324 make_sure_seen (op);
1388 } 1325 }
1389 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1390 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1391 { 1334 {
1392 change_object (op); 1335 change_object (op);
1393 return 1; 1336 return;
1394 } 1337 }
1395 1338
1396 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1397 generate_monster (op); 1340 generate_monster (op);
1398 1341
1399 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)
1400 { 1343 {
1401 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1402 remove_force (op); 1345 remove_force (op);
1403 else 1346 else
1404 { 1347 {
1405 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1406 object *pl = op->in_player ();
1407 1349
1408 if (pl)
1409 esrv_del_item (pl->contr, op->count);
1410
1411 op->remove ();
1412
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1415 1352
1416 op->destroy (); 1353 op->drop_and_destroy ();
1417 } 1354 }
1418 1355
1419 return 1; 1356 return;
1357 }
1420 } 1358 }
1421 1359
1422 switch (op->type) 1360 switch (op->type)
1423 { 1361 {
1424 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1425 move_spell_effect (op); 1363 move_spell_effect (op);
1426 return 1; 1364 break;
1427 1365
1428 case ROD: 1366 case ROD:
1429 case HORN: 1367 case HORN:
1430 regenerate_rod (op); 1368 regenerate_rod (op);
1431 return 1; 1369 break;
1432 1370
1433 case FORCE: 1371 case FORCE:
1434 case POTION_EFFECT: 1372 case POTION_EFFECT:
1435 remove_force (op); 1373 remove_force (op);
1436 return 1; 1374 break;
1437 1375
1438 case BLINDNESS: 1376 case BLINDNESS:
1439 remove_blindness (op); 1377 remove_blindness (op);
1440 return 0; 1378 break;
1441 1379
1442 case POISONING: 1380 case POISONING:
1443 poison_more (op); 1381 poison_more (op);
1444 return 0; 1382 break;
1445 1383
1446 case DISEASE: 1384 case DISEASE:
1447 move_disease (op); 1385 move_disease (op);
1448 return 0; 1386 break;
1449 1387
1450 case SYMPTOM: 1388 case SYMPTOM:
1451 move_symptom (op); 1389 move_symptom (op);
1452 return 0; 1390 break;
1453 1391
1454 case THROWN_OBJ: 1392 case THROWN_OBJ:
1455 case ARROW: 1393 case ARROW:
1456 move_arrow (op); 1394 move_arrow (op);
1457 return 0; 1395 break;
1458 1396
1459 case DOOR: 1397 case DOOR:
1460 remove_door (op); 1398 remove_door (op);
1461 return 0; 1399 break;
1462 1400
1463 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1464 remove_door2 (op); 1402 remove_door2 (op);
1465 return 0; 1403 break;
1466 1404
1467 case TELEPORTER: 1405 case TELEPORTER:
1468 move_teleporter (op); 1406 move_teleporter (op);
1469 return 0; 1407 break;
1470 1408
1471 case GOLEM: 1409 case GOLEM:
1472 move_golem (op); 1410 move_golem (op);
1473 return 0; 1411 break;
1474 1412
1475 case EARTHWALL: 1413 case EARTHWALL:
1476 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1477 return 0; 1415 break;
1478 1416
1479 case FIREWALL: 1417 case FIREWALL:
1480 move_firewall (op); 1418 move_firewall (op);
1481 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1482 animate_turning (op); 1420 animate_turning (op);
1483 return 0; 1421 break;
1484 1422
1485 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1486 do_mood_floor (op); 1424 do_mood_floor (op);
1487 return 0; 1425 break;
1488 1426
1489 case GATE: 1427 case GATE:
1490 move_gate (op); 1428 move_gate (op);
1491 return 0; 1429 break;
1492 1430
1493 case TIMED_GATE: 1431 case TIMED_GATE:
1494 move_timed_gate (op); 1432 move_timed_gate (op);
1495 return 0; 1433 break;
1496 1434
1497 case TRIGGER: 1435 case TRIGGER:
1498 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1499 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1500 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1501 animate_trigger (op); 1439 animate_trigger (op);
1502 return 0; 1440 break;
1503 1441
1504 case DETECTOR: 1442 case DETECTOR:
1505 move_detector (op); 1443 move_detector (op);
1506 1444
1507 case DIRECTOR: 1445 case DIRECTOR:
1508 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1509 animate_turning (op); 1447 animate_turning (op);
1510 return 0; 1448 break;
1511 1449
1512 case HOLE: 1450 case HOLE:
1513 move_hole (op); 1451 move_hole (op);
1514 return 0; 1452 break;
1515 1453
1516 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1517 move_deep_swamp (op); 1455 move_deep_swamp (op);
1518 return 0; 1456 break;
1519 1457
1520 case RUNE: 1458 case RUNE:
1521 case TRAP: 1459 case TRAP:
1522 move_rune (op); 1460 move_rune (op);
1523 return 0; 1461 break;
1524 1462
1525 case PLAYERMOVER: 1463 case PLAYERMOVER:
1526 move_player_mover (op); 1464 move_player_mover (op);
1527 return 0; 1465 break;
1528 1466
1529 case CREATOR: 1467 case CREATOR:
1530 move_creator (op); 1468 move_creator (op);
1531 return 0; 1469 break;
1532 1470
1533 case MARKER: 1471 case MARKER:
1534 move_marker (op); 1472 move_marker (op);
1535 return 0; 1473 break;
1536 1474
1537 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1538 move_player_changer (op); 1476 move_player_changer (op);
1539 return 0; 1477 break;
1540 1478
1541 case PEACEMAKER: 1479 case PEACEMAKER:
1542 move_peacemaker (op); 1480 move_peacemaker (op);
1543 return 0; 1481 break;
1544 }
1545 1482
1546 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 }
1547} 1497}
1498

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