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Comparing deliantra/server/server/time.C (file contents):
Revision 1.44 by root, Sat Apr 21 22:01:57 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}
62
63void
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
92static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
115/* Will generate a monster according to content
116 * of generator.
117 */
118static void
119generate_monster_inv (object *gen)
120{
121 if (!gen->inv)
122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
131 op = object_create_clone (op);
132
133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
135
136 generate_monster_tail (gen, op);
137}
138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144} 92}
145 93
146void 94void
147generate_monster (object *gen) 95generate_monster (object *gen)
148{ 96{
150 return; 98 return;
151 99
152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
153 return; 101 return;
154 102
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
155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
156 generate_monster_inv (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);
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
139 op = arch_to_object (gen->other_arch);
140 }
157 else 141 else
158 generate_monster_arch (gen); 142 return;
159 143
144 op->expand_tail ();
145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
150 if (rndm (0, 9))
151 generate_artifact (op, gen->map->difficulty);
152
153 if (op->has_random_items ())
154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
155
156 return;
157 }
158
159 op->destroy ();
160} 160}
161 161
162void 162void
163remove_force (object *op) 163remove_force (object *op)
164{ 164{
233} 233}
234 234
235 235
236void 236void
237move_gate (object *op) 237move_gate (object *op)
238{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
239 object *tmp; 239 object *tmp;
240 240
241 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))
242 { 242 {
243 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));
248 if (op->value) 248 if (op->value)
249 { 249 {
250 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 252 op->stats.wc = 0;
253 if (op->arch->clone.speed) 253 if (op->arch->speed)
254 op->value = 0; 254 op->value = 0;
255 else 255 else
256 op->set_speed (0); 256 op->set_speed (0);
257 } 257 }
258 258
278 * 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,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 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))
285 break; 285 break;
286 286
287 if (tmp == NULL) 287 if (!tmp)
288 { 288 {
289 if (op->arch->clone.speed) 289 if (op->arch->speed)
290 op->value = 1; 290 op->value = 1;
291 else 291 else
292 op->set_speed (0); 292 op->set_speed (0);
293 293
294 return; 294 return;
305 } 305 }
306 else 306 else
307 { /* The gate is still going up */ 307 { /* The gate is still going up */
308 op->stats.wc++; 308 op->stats.wc++;
309 309
310 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312 312
313 /* 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.
314 * 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
315 */ 315 */
316 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 { 317 {
318 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
321 322
322 if (tmp != NULL) 323 if (tmp)
323 { 324 {
324 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
325 { 326 {
326 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
327 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
328 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);
329 } 332 }
330 else
331 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
332 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
333 * off the gate. 335 * off the gate.
334 */ 336 */
335 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)))
336 { 338 {
337 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
338 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);
339 341
340 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
341 if (i != -1) 343 if (i > 0)
342 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
343 tmp->remove (); 348 tmp->move_to (pos);
344 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
345 insert_ob_in_map (tmp, op->map, op, 0);
346 } 349 }
347 } 350 }
348 } 351 }
349 352
350 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
352 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))
353 break; 356 break;
354 357
355 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
356 if (tmp) 359 if (tmp)
357 {
358 op->stats.food = 1; 360 op->stats.food = 1;
359 }
360 else 361 else
361 { 362 {
362 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
363 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
364 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
365 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
366 } 368 }
367 } /* gate is halfway up */ 369 } /* gate is halfway up */
368 370
381 int v = op->value; 383 int v = op->value;
382 384
383 if (op->stats.sp) 385 if (op->stats.sp)
384 { 386 {
385 move_gate (op); 387 move_gate (op);
388
386 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
387 op->stats.sp = 0; 390 op->stats.sp = 0;
388 return; 391 return;
389 } 392 }
393
390 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
391 { /* keep gate down */ 395 { /* keep gate down */
392 move_gate (op); 396 move_gate (op);
397
393 if (op->value != v) 398 if (op->value != v)
394 op->set_speed (0); 399 op->set_speed (0);
395 } 400 }
396} 401}
397 402
409 int last = op->value; 414 int last = op->value;
410 int detected; 415 int detected;
411 416
412 detected = 0; 417 detected = 0;
413 418
414 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)
415 { 420 {
416 object *tmp2; 421 object *tmp2;
417 422
418 if (op->stats.hp) 423 if (op->stats.hp)
419 { 424 {
437 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
438 { 443 {
439 if (detected && last == 0) 444 if (detected && last == 0)
440 { 445 {
441 op->value = 1; 446 op->value = 1;
442 push_button (op); 447 push_button (op, tmp);
443 } 448 }
449
444 if (!detected && last == 1) 450 if (!detected && last == 1)
445 { 451 {
446 op->value = 0; 452 op->value = 0;
447 push_button (op); 453 push_button (op, tmp);
448 } 454 }
449 } 455 }
450 else 456 else
451 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
452 if (detected && last == 1) 458 if (detected && last == 1)
453 { 459 {
454 op->value = 0; 460 op->value = 0;
455 push_button (op); 461 push_button (op, tmp);
456 } 462 }
463
457 if (!detected && last == 0) 464 if (!detected && last == 0)
458 { 465 {
459 op->value = 1; 466 op->value = 1;
460 push_button (op); 467 push_button (op, tmp);
461 } 468 }
462 } 469 }
463} 470}
464
465 471
466void 472void
467animate_trigger (object *op) 473animate_trigger (object *op)
468{ 474{
469 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
479} 485}
480 486
481void 487void
482move_hole (object *op) 488move_hole (object *op)
483{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
484 object *next, *tmp;
485
486 if (op->value) 490 if (op->value)
487 { /* We're opening */ 491 { /* We're opening */
488 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
489 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
490 op->stats.wc = 0; 494 op->stats.wc = 0;
491 op->set_speed (0); 495 op->set_speed (0);
492 496
493 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
494 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
495 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
496 { 500 {
497 next = tmp->above; 501 next = tmp->above;
498 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
499 } 503 }
500 } 504 }
501 505
502 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
504 return; 508 return;
505 } 509 }
510
506 /* We're closing */ 511 /* We're closing */
507 op->move_on = 0; 512 op->move_on = 0;
508 513
509 op->stats.wc++; 514 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
541 { 546 {
542 object *payload = op->inv; 547 object *payload = op->inv;
543 548
544 if (payload == NULL) 549 if (payload == NULL)
545 return NULL; 550 return NULL;
551
546 payload->remove (); 552 payload->remove ();
547 op->destroy (); 553 op->destroy ();
548 return payload; 554 return payload;
549 } 555 }
550 556
585 return NULL; 591 return NULL;
586 } 592 }
587 593
588 op->set_speed (0); 594 op->set_speed (0);
589 op->direction = 0; 595 op->direction = 0;
590 op->move_on = 0; 596 op->move_on = 0;
591 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
592 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
593 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
594 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
595 op->slaying = 0;
596 op->skill = 0;
597 604
598 if (op->spellarg != NULL) 605 if (op->spellarg)
599 { 606 {
600 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
601 free (op->spellarg); 608 free (op->spellarg);
602 op->spellarg = NULL; 609 op->spellarg = 0;
603 } 610 }
604 else 611 else
605 op->slaying = NULL; 612 op->slaying = 0;
606 613
607 /* 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 */
608 op->spellarg = NULL; 615 op->spellarg = NULL;
609 op->stats.sp = 0; 616 op->stats.sp = 0;
610 op->stats.hp = 0; 617 op->stats.hp = 0;
611 op->stats.grace = 0; 618 op->stats.grace = 0;
612 op->level = 0; 619 op->level = 0;
613 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
615 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
616 return op; 623 return op;
617} 624}
618 625
629 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
630 return; 637 return;
631 638
632 if (op->inv) 639 if (op->inv)
633 { 640 {
641 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 642 object *payload = op->inv;
635 643
636 payload->remove ();
637 payload->owner = 0; 644 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 646 op->destroy ();
640 } 647 }
641 else 648 else
642 { 649 {
643 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
644 if (op) 652 if (op)
645 merge_ob (op, NULL); 653 merge_ob (op, 0);
646 } 654 }
647} 655}
648 656
649/* 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.
650 */ 658 */
651void 659void
652move_arrow (object *op) 660move_arrow (object *op)
653{ 661{
654 object *tmp;
655 sint16 new_x, new_y;
656 int was_reflected, mflags; 662 int was_reflected;
657 maptile *m;
658 663
659 if (op->map == NULL) 664 if (!op->map)
660 { 665 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
662 op->destroy (); 667 op->destroy ();
663 return; 668 return;
664 } 669 }
672 * 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,
673 * 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
674 * 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,
675 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
676 */ 681 */
677 if (op->inv == NULL) 682 if (!op->inv)
678 { 683 {
679 op->destroy (); 684 op->destroy ();
680 return; 685 return;
681 } 686 }
682 687
694 stop_arrow (op); 699 stop_arrow (op);
695 return; 700 return;
696 } 701 }
697 702
698 /* Calculate target map square */ 703 /* Calculate target map square */
699 new_x = op->x + DIRX (op);
700 new_y = op->y + DIRY (op);
701 was_reflected = 0; 704 was_reflected = 0;
702 705
703 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
704 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
705 707
706 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
707 { 709 {
708 stop_arrow (op); 710 stop_arrow (op);
709 return; 711 return;
710 } 712 }
711 713
712 /* 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 */
713 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
714 { 716 {
715 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)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break; 721 break;
718 722
719 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
743 return; 747 return;
744 } 748 }
745 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
747 751
748 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))
749 { 753 {
750 int retry = 0; 754 int retry = 0;
751 755
752 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
753 * 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
766 if (op->direction & 1) 770 if (op->direction & 1)
767 { 771 {
768 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
769 retry = 1; 773 retry = 1;
770 } 774 }
775
771 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
772 * use this retry here to make this one block 777 * use this retry here to make this one block
773 * that did the same thing. 778 * that did the same thing.
774 */ 779 */
775 while (retry < 2) 780 while (retry < 2)
776 { 781 {
777 int left, right, mflags;
778 maptile *m1;
779 sint16 x1, y1;
780
781 retry++; 782 retry++;
782 783
783 /* 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
784 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
787 */ 788 */
788 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));
789 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
791 791
792 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));
793 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
795 794
796 if (left == right) 795 if (left == right)
797 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
798 else if (left) 797 else if (left)
799 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
800 else if (right) 799 else if (right)
801 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
802 801
803 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
804
805 /* 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 -
806 * don't need to retry again. 803 * don't need to retry again.
807 */ 804 */
808 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))
809 break; 807 break;
810
811 } 808 }
809
812 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
813 * top it from moving. 811 * stop it from moving.
814 */ 812 */
815 if (retry == 2) 813 if (retry == 2)
816 { 814 {
817 stop_arrow (op); 815 stop_arrow (op);
818 return; 816 return;
819 } 817 }
818
820 /* update object image for new facing */ 819 /* update object image for new facing */
821 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
822 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
823 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
824 } /* object is reflected */ 823 } /* object is reflected */
825 } /* object ran into a wall */ 824 } /* object ran into a wall */
826 825
827 /* Move the arrow. */
828 op->remove ();
829 op->x = new_x;
830 op->y = new_y;
831
832 /* 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
833 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
834 */ 828 */
835 op->speed -= 0.05; 829 op->speed -= 0.05;
836 insert_ob_in_map (op, m, op, 0);
837}
838 830
839/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
840 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
841 * Modified this routine to allow held objects. b.t. */ 833}
842 834
843void 835void
844change_object (object *op) 836change_object (object *op)
845{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
846 int i, j; 838 int i, j;
847 839
848 if (op->other_arch == NULL) 840 if (!op->other_arch)
849 { 841 {
850 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 ());
851 return; 843 return;
852 } 844 }
853 845
854 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
855 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
856 { 848 {
857 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
858 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);
859 else 866 else
860 op->stats.food = 1; /* so 1 other_arch is made */
861 }
862
863 object *pl = op->in_player ();
864 object *env = op->env;
865
866 op->remove ();
867 for (i = 0; i < NROFNEWOBJS (op); i++)
868 {
869 object *tmp = arch_to_object (op->other_arch);
870
871 if (op->type == LAMP)
872 tmp->stats.food = op->stats.food - 1;
873
874 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
875 if (env)
876 {
877 tmp->x = env->x, tmp->y = env->y;
878 tmp = insert_ob_in_ob (tmp, env);
879
880 /* If this object is the players inventory, we need to tell the
881 * client of the change. Insert_ob_in_map takes care of the
882 * updating the client, so we don't need to do that below.
883 */
884 if (pl)
885 {
886 esrv_del_item (pl->contr, op->count);
887 esrv_send_item (pl, tmp);
888 }
889 }
890 else
891 { 867 {
892 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);
893 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
894 tmp->destroy (); 870 tmp->destroy ();
895 else 871 else
896 { 872 {
897 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
898 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
899 } 877 }
900 } 878 }
901 } 879 }
902 880
903 op->destroy (); 881 op->destroy ();
919 move_teleporter (op->more); 897 move_teleporter (op->more);
920 898
921 if (op->head) 899 if (op->head)
922 head = op->head; 900 head = op->head;
923 901
924 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
925 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
926 break; 904 break;
927 905
928 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
929 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
959 else 937 else
960 { 938 {
961 /* Random teleporter */ 939 /* Random teleporter */
962 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
963 return; 941 return;
942
964 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
965 } 944 }
966} 945}
967
968 946
969/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
970 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
971 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
972 can't be generalized. 950 can't be generalized.
1025 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1026 1004
1027 spell = op->inv; 1005 spell = op->inv;
1028 1006
1029 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1030 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1031 1009
1032 if (!spell) 1010 if (!spell)
1033 { 1011 {
1034 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);
1035 return; 1013 return;
1048 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1049 */ 1027 */
1050void 1028void
1051move_player_mover (object *op) 1029move_player_mover (object *op)
1052{ 1030{
1053 object *victim, *nextmover;
1054 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1055 sint16 nx, ny; 1032 sint16 nx, ny;
1056 maptile *m; 1033 maptile *m;
1057 1034
1058 /* 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 */
1059 if (!dir) 1036 if (!dir)
1060 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1061 1038
1062 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)
1063 { 1040 {
1064 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1065 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1066 { 1043 {
1067 1044
1084 } 1061 }
1085 1062
1086 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1087 return; 1064 return;
1088 1065
1089 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)
1090 { 1067 {
1091 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1092 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1093 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1094 {
1095 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 */
1096 }
1097 } 1073 }
1098 1074
1099 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1100 { 1076 {
1101 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1105 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1106 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1107 * get to this space. 1083 * get to this space.
1108 */ 1084 */
1109 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1110 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1111 move_player (victim, dir); 1087 move_player (victim, dir);
1112 } 1088 }
1113 else 1089 else
1114 return; 1090 return;
1115 } 1091 }
1119 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1120 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1121 1097
1122 if (op->attacktype) 1098 if (op->attacktype)
1123 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1124
1125 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));
1126 /* Not sure why, but for some chars on metalforge, they
1127 * would sometimes get -inf speed_left, and from the
1128 * description, it could only happen here, so just put
1129 * a lower sanity limit. My only guess is that the
1130 * mover has 0 speed.
1131 */
1132 if (victim->speed_left < -5.0)
1133 victim->speed_left = -5.0;
1134 } 1101 }
1135 } 1102 }
1136 } 1103 }
1137} 1104}
1138 1105
1157 if (op->above == NULL) 1124 if (op->above == NULL)
1158 return; 1125 return;
1159 1126
1160 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1161 { 1128 {
1162 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1163 { 1130 {
1164 if (op->level <= 0) 1131 if (op->level <= 0)
1165 tmp->destroy (); 1132 tmp->destroy ();
1166 else 1133 else
1167 { 1134 {
1189 * 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.
1190 * 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
1191 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1192 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1193*/ 1160*/
1194
1195void 1161void
1196move_creator (object *creator) 1162move_creator (object *creator)
1197{ 1163{
1198 object *new_ob; 1164 object *new_ob;
1199 1165
1201 { 1167 {
1202 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1203 return; 1169 return;
1204 } 1170 }
1205 1171
1206 if (creator->inv != NULL) 1172 if (creator->inv)
1207 { 1173 {
1208 object *ob; 1174 object *ob;
1209 int i; 1175 int i;
1210 object *ob_to_copy; 1176 object *ob_to_copy;
1211 1177
1216 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1217 { 1183 {
1218 ob_to_copy = ob; 1184 ob_to_copy = ob;
1219 } 1185 }
1220 } 1186 }
1221 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1222 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1223 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1224 } 1190 }
1225 else 1191 else
1226 { 1192 {
1227 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1228 { 1194 {
1229 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",
1230 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1231 return; 1197 return;
1232 } 1198 }
1234 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1236 } 1202 }
1237 1203
1238 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1239 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))
1240 { 1206 {
1241 new_ob->destroy (); 1207 new_ob->destroy ();
1242 return; 1208 return;
1243 } 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);
1244 1214
1245 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);
1246 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1247 return; 1217 return;
1248 1218
1249 if (creator->slaying) 1219 if (creator->slaying)
1250 {
1251 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1252 }
1253} 1221}
1254 1222
1255/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1256 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1257 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1263void 1231void
1264move_marker (object *op) 1232move_marker (object *op)
1265{ 1233{
1266 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1267 { 1235 {
1268 object *tmp2;
1269
1270 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1273 { 1241 {
1274 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1275 break;
1276 }
1277 1243
1278 /* cycle through his inventory to look for the MARK we want to
1279 * place
1280 */
1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1283 break;
1284
1285 /* if we didn't find our own MARK */
1286 if (!tmp2)
1287 {
1288 object *force = get_archetype (FORCE_NAME);
1289
1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg) 1244 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307 1246
1308 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1309 { 1248 {
1310 op->stats.hp--; 1249 op->stats.hp--;
1250
1311 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1312 { 1252 {
1313 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1314 op->destroy (); 1254 op->destroy ();
1315 return; 1255 return;
1317 } 1257 }
1318 } 1258 }
1319 } 1259 }
1320} 1260}
1321 1261
1322int 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
1323process_object (object *op) 1307process_object (object *op)
1324{ 1308{
1325 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1326 return 0; 1310 return;
1327 1311
1328 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1329 return 0; 1313 return;
1330 1314
1331 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1332 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1333 return 1; 1317 return;
1334 1318
1335 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1336 { 1320 {
1337 if (op->type == PLAYER)
1338 animate_object (op, op->facing);
1339 else
1340 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1341 1322
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1343 make_sure_seen (op); 1324 make_sure_seen (op);
1344 } 1325 }
1345 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1346 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1347 { 1334 {
1348 change_object (op); 1335 change_object (op);
1349 return 1; 1336 return;
1350 } 1337 }
1351 1338
1352 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1353 generate_monster (op); 1340 generate_monster (op);
1354 1341
1355 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)
1356 { 1343 {
1357 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1358 remove_force (op); 1345 remove_force (op);
1359 else 1346 else
1360 { 1347 {
1361 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1362 object *pl = op->in_player ();
1363 1349
1364 if (pl)
1365 esrv_del_item (pl->contr, op->count);
1366
1367 op->remove ();
1368
1369 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1370 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1371 1352
1372 op->destroy (); 1353 op->drop_and_destroy ();
1373 } 1354 }
1374 1355
1375 return 1; 1356 return;
1357 }
1376 } 1358 }
1377 1359
1378 switch (op->type) 1360 switch (op->type)
1379 { 1361 {
1380 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1381 move_spell_effect (op); 1363 move_spell_effect (op);
1382 return 1; 1364 break;
1383 1365
1384 case ROD: 1366 case ROD:
1385 case HORN: 1367 case HORN:
1386 regenerate_rod (op); 1368 regenerate_rod (op);
1387 return 1; 1369 break;
1388 1370
1389 case FORCE: 1371 case FORCE:
1390 case POTION_EFFECT: 1372 case POTION_EFFECT:
1391 remove_force (op); 1373 remove_force (op);
1392 return 1; 1374 break;
1393 1375
1394 case BLINDNESS: 1376 case BLINDNESS:
1395 remove_blindness (op); 1377 remove_blindness (op);
1396 return 0; 1378 break;
1397 1379
1398 case POISONING: 1380 case POISONING:
1399 poison_more (op); 1381 poison_more (op);
1400 return 0; 1382 break;
1401 1383
1402 case DISEASE: 1384 case DISEASE:
1403 move_disease (op); 1385 move_disease (op);
1404 return 0; 1386 break;
1405 1387
1406 case SYMPTOM: 1388 case SYMPTOM:
1407 move_symptom (op); 1389 move_symptom (op);
1408 return 0; 1390 break;
1409 1391
1410 case THROWN_OBJ: 1392 case THROWN_OBJ:
1411 case ARROW: 1393 case ARROW:
1412 move_arrow (op); 1394 move_arrow (op);
1413 return 0; 1395 break;
1414 1396
1415 case DOOR: 1397 case DOOR:
1416 remove_door (op); 1398 remove_door (op);
1417 return 0; 1399 break;
1418 1400
1419 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1420 remove_door2 (op); 1402 remove_door2 (op);
1421 return 0; 1403 break;
1422 1404
1423 case TELEPORTER: 1405 case TELEPORTER:
1424 move_teleporter (op); 1406 move_teleporter (op);
1425 return 0; 1407 break;
1426 1408
1427 case GOLEM: 1409 case GOLEM:
1428 move_golem (op); 1410 move_golem (op);
1429 return 0; 1411 break;
1430 1412
1431 case EARTHWALL: 1413 case EARTHWALL:
1432 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1433 return 0; 1415 break;
1434 1416
1435 case FIREWALL: 1417 case FIREWALL:
1436 move_firewall (op); 1418 move_firewall (op);
1437 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1438 animate_turning (op); 1420 animate_turning (op);
1439 return 0; 1421 break;
1440 1422
1441 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1442 do_mood_floor (op); 1424 do_mood_floor (op);
1443 return 0; 1425 break;
1444 1426
1445 case GATE: 1427 case GATE:
1446 move_gate (op); 1428 move_gate (op);
1447 return 0; 1429 break;
1448 1430
1449 case TIMED_GATE: 1431 case TIMED_GATE:
1450 move_timed_gate (op); 1432 move_timed_gate (op);
1451 return 0; 1433 break;
1452 1434
1453 case TRIGGER: 1435 case TRIGGER:
1454 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1455 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1456 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1457 animate_trigger (op); 1439 animate_trigger (op);
1458 return 0; 1440 break;
1459 1441
1460 case DETECTOR: 1442 case DETECTOR:
1461 move_detector (op); 1443 move_detector (op);
1462 1444
1463 case DIRECTOR: 1445 case DIRECTOR:
1464 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1465 animate_turning (op); 1447 animate_turning (op);
1466 return 0; 1448 break;
1467 1449
1468 case HOLE: 1450 case HOLE:
1469 move_hole (op); 1451 move_hole (op);
1470 return 0; 1452 break;
1471 1453
1472 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1473 move_deep_swamp (op); 1455 move_deep_swamp (op);
1474 return 0; 1456 break;
1475 1457
1476 case RUNE: 1458 case RUNE:
1477 case TRAP: 1459 case TRAP:
1478 move_rune (op); 1460 move_rune (op);
1479 return 0; 1461 break;
1480 1462
1481 case PLAYERMOVER: 1463 case PLAYERMOVER:
1482 move_player_mover (op); 1464 move_player_mover (op);
1483 return 0; 1465 break;
1484 1466
1485 case CREATOR: 1467 case CREATOR:
1486 move_creator (op); 1468 move_creator (op);
1487 return 0; 1469 break;
1488 1470
1489 case MARKER: 1471 case MARKER:
1490 move_marker (op); 1472 move_marker (op);
1491 return 0; 1473 break;
1492 1474
1493 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1494 move_player_changer (op); 1476 move_player_changer (op);
1495 return 0; 1477 break;
1496 1478
1497 case PEACEMAKER: 1479 case PEACEMAKER:
1498 move_peacemaker (op); 1480 move_peacemaker (op);
1499 return 0; 1481 break;
1500 }
1501 1482
1502 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 }
1503} 1497}
1498

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