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Comparing deliantra/server/server/time.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
42{ 68{
43 int i; 69 int i;
44 object *tmp; 70 object *tmp;
45 71
46 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
49 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
52 } 79 }
80 }
53 81
54 if (op->other_arch) 82 if (op->other_arch)
55 { 83 {
56 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 85 tmp->x = op->x;
58 tmp->y = op->y; 86 tmp->y = op->y;
59 tmp->map = op->map; 87 tmp->map = op->map;
60 tmp->level = op->level; 88 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
62 } 90 }
63 remove_ob (op);
64 free_object (op);
65}
66 91
67void 92 op->drop_and_destroy ();
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92 remove_ob (op);
93 free_object (op);
94} 93}
95 94
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 95void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
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 == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
168 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
171 144
172 if (head != NULL) 145 op->expand_tail ();
173 op->head = head, prev->more = op;
174 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 remove_ob (op); 181
226 free_object (op); 182 op->destroy ();
227} 183}
228 184
229void 185void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
190
234 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
192
235 if (op->env != NULL) 193 if (op->env)
236 { 194 {
237 change_abil (op->env, op); 195 change_abil (op->env, op);
238 fix_player (op->env); 196 op->env->update_stats ();
239 } 197 }
240 remove_ob (op); 198
241 free_object (op); 199 op->destroy ();
242} 200}
243 201
244void 202void
245poison_more (object *op) 203poison_more (object *op)
246{ 204{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 206 {
249 remove_ob (op); 207 op->destroy ();
250 free_object (op);
251 return; 208 return;
252 } 209 }
210
253 if (op->stats.food == 1) 211 if (op->stats.food == 1)
254 { 212 {
255 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 214 * will not do anything.
257 */ 215 */
258 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
259 { 217 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 219 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 221 }
264 remove_ob (op); 222
265 free_object (op); 223 op->destroy ();
266 return; 224 return;
267 } 225 }
226
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 243 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 245 op->stats.wc = 0;
288 } 246 }
289 247
290 /* We're going down */ 248 /* We're going down */
291 if (op->value) 249 if (op->value)
292 { 250 {
293 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 253 op->stats.wc = 0;
296 if (op->arch->clone.speed) 254 if (op->arch->speed)
297 op->value = 0; 255 op->value = 0;
298 else 256 else
299 {
300 op->speed = 0; 257 op->set_speed (0);
301 update_ob_speed (op);
302 } 258 }
303 } 259
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 261 {
306 op->move_block = 0; 262 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
309 } 265 }
266
310 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
312 return; 269 return;
313 } 270 }
314 271
322 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 281 * the gate slightly.
325 */ 282 */
326 283
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 286 break;
330 287
331 if (tmp == NULL) 288 if (!tmp)
332 { 289 {
333 if (op->arch->clone.speed) 290 if (op->arch->speed)
334 op->value = 1; 291 op->value = 1;
335 else 292 else
336 {
337 op->speed = 0; 293 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 294
339 }
340 return; 295 return;
341 } 296 }
342 } 297 }
343 298
344 if (op->stats.food) 299 if (op->stats.food)
351 } 306 }
352 else 307 else
353 { /* The gate is still going up */ 308 { /* The gate is still going up */
354 op->stats.wc++; 309 op->stats.wc++;
355 310
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 313
359 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
360 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
361 */ 316 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 318 {
364 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
367 323
368 if (tmp != NULL) 324 if (tmp)
369 { 325 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 327 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
373 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 333 }
376 else
377 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
379 * off the gate. 336 * off the gate.
380 */ 337 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 { 339 {
383 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
385 342
386 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
387 if (i != -1) 344 if (i > 0)
388 { 345 {
346 mapxy pos (tmp);
389 remove_ob (tmp); 347 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 348 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 349 tmp->move_to (pos);
392 } 350 }
393 } 351 }
394 } 352 }
395 353
396 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break; 357 break;
400 358
401 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
402 if (tmp) 360 if (tmp)
403 {
404 op->stats.food = 1; 361 op->stats.food = 1;
405 }
406 else 362 else
407 { 363 {
408 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
409 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
412 } 369 }
413 } /* gate is halfway up */ 370 } /* gate is halfway up */
414 371
427 int v = op->value; 384 int v = op->value;
428 385
429 if (op->stats.sp) 386 if (op->stats.sp)
430 { 387 {
431 move_gate (op); 388 move_gate (op);
389
432 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 391 op->stats.sp = 0;
434 return; 392 return;
435 } 393 }
394
436 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 396 { /* keep gate down */
438 move_gate (op); 397 move_gate (op);
398
439 if (op->value != v) 399 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 400 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 401 }
445} 402}
446 403
447/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
458 int last = op->value; 415 int last = op->value;
459 int detected; 416 int detected;
460 417
461 detected = 0; 418 detected = 0;
462 419
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 421 {
465 object *tmp2; 422 object *tmp2;
466 423
467 if (op->stats.hp) 424 if (op->stats.hp)
468 { 425 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 427 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 429 detected = 1;
430
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 432 detected = 1;
475 } 433 }
476 } 434 }
435
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 437 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 439 detected = 1;
483 } 440 }
484 441
485 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
487 { 444 {
488 if (detected && last == 0) 445 if (detected && last == 0)
489 { 446 {
490 op->value = 1; 447 op->value = 1;
491 push_button (op); 448 push_button (op, tmp);
492 } 449 }
450
493 if (!detected && last == 1) 451 if (!detected && last == 1)
494 { 452 {
495 op->value = 0; 453 op->value = 0;
496 push_button (op); 454 push_button (op, tmp);
497 } 455 }
498 } 456 }
499 else 457 else
500 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
501 if (detected && last == 1) 459 if (detected && last == 1)
502 { 460 {
503 op->value = 0; 461 op->value = 0;
504 push_button (op); 462 push_button (op, tmp);
505 } 463 }
464
506 if (!detected && last == 0) 465 if (!detected && last == 0)
507 { 466 {
508 op->value = 1; 467 op->value = 1;
509 push_button (op); 468 push_button (op, tmp);
510 } 469 }
511 } 470 }
512} 471}
513
514 472
515void 473void
516animate_trigger (object *op) 474animate_trigger (object *op)
517{ 475{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
528} 486}
529 487
530void 488void
531move_hole (object *op) 489move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 491 if (op->value)
536 { /* We're opening */ 492 { /* We're opening */
537 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
539 op->stats.wc = 0; 495 op->stats.wc = 0;
540 op->speed = 0; 496 op->set_speed (0);
541 update_ob_speed (op);
542 497
543 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 501 {
547 next = tmp->above; 502 next = tmp->above;
548 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
549 } 504 }
550 } 505 }
506
551 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
553 return; 509 return;
554 } 510 }
511
555 /* We're closing */ 512 /* We're closing */
556 op->move_on = 0; 513 op->move_on = 0;
557 514
558 op->stats.wc++; 515 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
561 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 523}
570 524
571 525
572/* stop_item() returns a pointer to the stopped object. The stopped object 526/* stop_item() returns a pointer to the stopped object. The stopped object
573 * may or may not have been removed from maps or inventories. It will not 527 * may or may not have been removed from maps or inventories. It will not
593 { 547 {
594 object *payload = op->inv; 548 object *payload = op->inv;
595 549
596 if (payload == NULL) 550 if (payload == NULL)
597 return NULL; 551 return NULL;
598 remove_ob (payload); 552
599 remove_ob (op); 553 payload->remove ();
600 free_object (op); 554 op->destroy ();
601 return payload; 555 return payload;
602 } 556 }
603 557
604 case ARROW: 558 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
607 return op; 561 return op;
608 562
609 default: 563 default:
610 return op; 564 return op;
619void 573void
620fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
621{ 575{
622 if (map == NULL) 576 if (map == NULL)
623 return; 577 return;
578
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 581 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
628} 583}
629 584
630
631object * 585object *
632fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
633{ 587{
634 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
635 { 589 {
636 /* Small chance of breaking */ 590 /* Small chance of breaking */
637 remove_ob (op); 591 op->destroy ();
638 free_object (op);
639 return NULL; 592 return NULL;
640 } 593 }
641 594
595 op->set_speed (0);
642 op->direction = 0; 596 op->direction = 0;
643 op->move_on = 0; 597 op->move_on = 0;
644 op->move_type = 0; 598 op->move_type = 0;
645 op->speed = 0; 599 op->skill = 0; // really?
646 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
650 op->slaying = 0; 605 op->slaying = op->custom_name;
651 op->skill = 0;
652 606
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
663 op->spellarg = NULL; 608 op->custom_name = 0;
664 op->stats.sp = 0; 609 op->stats.sp = 0;
665 op->stats.hp = 0; 610 op->stats.hp = 0;
666 op->stats.grace = 0; 611 op->stats.grace = 0;
667 op->level = 0; 612 op->level = 0;
668 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
670 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
671 return op; 618 return op;
672} 619}
673 620
674/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 623 * here too. -b.t.
677 * 624 *
678 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
680 */ 627 */
681
682static void 628static void
683stop_arrow (object *op) 629stop_arrow (object *op)
684{ 630{
685 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
686 return; 632 return;
687 633
688 if (op->inv) 634 if (op->inv)
689 { 635 {
636 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 637 object *payload = op->inv;
691 638
692 remove_ob (payload); 639 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 641 op->destroy ();
696 free_object (op);
697 } 642 }
698 else 643 else
699 { 644 {
700 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
701 if (op) 647 if (op)
702 merge_ob (op, NULL); 648 merge_ob (op, 0);
703 } 649 }
704} 650}
705 651
706/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 653 */
708
709void 654void
710move_arrow (object *op) 655move_arrow (object *op)
711{ 656{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 657 int was_reflected;
715 maptile *m;
716 658
717 if (op->map == NULL) 659 if (!op->map)
718 { 660 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 662 op->destroy ();
721 free_object (op);
722 return; 663 return;
723 } 664 }
724 665
725 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
731 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
732 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
733 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
735 */ 676 */
736 if (op->inv == NULL) 677 if (!op->inv)
737 { 678 {
738 remove_ob (op); 679 op->destroy ();
739 free_object (op);
740 return; 680 return;
741 } 681 }
682
742 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
743 { 684 {
744 stop_arrow (op); 685 stop_arrow (op);
745 return; 686 return;
746 } 687 }
753 stop_arrow (op); 694 stop_arrow (op);
754 return; 695 return;
755 } 696 }
756 697
757 /* Calculate target map square */ 698 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 699 was_reflected = 0;
761 700
762 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 702
765 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
766 { 704 {
767 stop_arrow (op); 705 stop_arrow (op);
768 return; 706 return;
769 } 707 }
770 708
771 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
773 { 711 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 716 break;
777
778 717
779 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
781 * move into it. 720 * move into it.
782 */ 721 */
783
784 if (tmp != NULL && tmp != op->owner) 722 if (tmp && tmp != op->owner)
785 { 723 {
786 /* Found living object, but it is reflecting the missile. Update 724 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
789 */ 727 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 729 {
793
794 int number = op->face->number; 730 int number = op->face;
795 731
796 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
797 op->state = 0; 733 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
806 } 735 }
807 else 736 else
808 { 737 {
809 /* Attack the object. */ 738 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 739 op = hit_with_arrow (op, tmp);
740
811 if (op == NULL) 741 if (!op)
812 return; 742 return;
813 } 743 }
814 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
816 746
817 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 748 {
820 int retry = 0; 749 int retry = 0;
821 750
822 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 765 if (op->direction & 1)
837 { 766 {
838 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
839 retry = 1; 768 retry = 1;
840 } 769 }
770
841 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
842 * use this retry here to make this one block 772 * use this retry here to make this one block
843 * that did the same thing. 773 * that did the same thing.
844 */ 774 */
845 while (retry < 2) 775 while (retry < 2)
846 { 776 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 777 retry++;
852 778
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
854 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
857 */ 783 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 786
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 789
866 if (left == right) 790 if (left == right)
867 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
868 else if (left) 792 else if (left)
869 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
870 else if (right) 794 else if (right)
871 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
872 796
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 798 * don't need to retry again.
877 */ 799 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 802 break;
880
881 } 803 }
804
882 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 806 * stop it from moving.
884 */ 807 */
885 if (retry == 2) 808 if (retry == 2)
886 { 809 {
887 stop_arrow (op); 810 stop_arrow (op);
888 return; 811 return;
889 } 812 }
813
890 /* update object image for new facing */ 814 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
893 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
894 } /* object is reflected */ 818 } /* object is reflected */
895 } /* object ran into a wall */ 819 } /* object ran into a wall */
896
897 /* Move the arrow. */
898 remove_ob (op);
899 op->x = new_x;
900 op->y = new_y;
901 820
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
904 */ 823 */
905 op->speed -= 0.05; 824 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907}
908 825
909/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
910 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
911 * Modified this routine to allow held objects. b.t. */ 828}
912 829
913void 830void
914change_object (object *op) 831change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 833 int i, j;
918 834
919 if (op->other_arch == NULL) 835 if (!op->other_arch)
920 { 836 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 838 return;
923 } 839 }
924 840
925 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 { 843 {
928 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
929 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
930 else 861 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 }
955 else
956 { 862 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
959 free_object (tmp); 865 tmp->destroy ();
960 else 866 else
961 { 867 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 869
964 } 870 if (pos.normalise ())
871 pos.insert (tmp, op);
965 } 872 }
873 }
966 } 874 }
967 free_object (op); 875
876 op->destroy ();
968} 877}
969 878
970void 879void
971move_teleporter (object *op) 880move_teleporter (object *op)
972{ 881{
977 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 889 * N times without the speed check.
981 */ 890 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 892 move_teleporter (op->more);
984 893
985 if (op->head) 894 if (op->head)
986 head = op->head; 895 head = op->head;
987 896
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 899 break;
991 900
992 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
999 { 908 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 910 return;
1002 911
1003 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1004 } 913 }
1005 else 914 else
1006 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1007 return; 916 return;
1008 } 917 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 918 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 919 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 920 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 921 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 922 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 923 head->destroy ();
1015 free_object (head);
1016 return; 924 return;
1017 } 925 }
926
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 928 return;
929
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 931 }
1022 else 932 else
1023 { 933 {
1024 /* Random teleporter */ 934 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 936 return;
937
1027 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1028 } 939 }
1029} 940}
1030
1031 941
1032/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 945 can't be generalized.
1036*/ 946*/
1037
1038void 947void
1039move_player_changer (object *op) 948move_player_changer (object *op)
1040{ 949{
1041 object *player; 950 object *player;
1042 object *walk; 951 object *walk;
1043 char c;
1044 952
1045 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1046 return; 954 return;
1047 955
1048 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 957 * needs to be on top.
1050 */ 958 */
1051 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1052 { 960 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 962 return;
963
1055 player = op->above; 964 player = op->above;
1056 965
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1059 968
1060 fix_player (player); 969 player->update_stats ();
1061 970
1062 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1064 973
1065 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 976 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1072 } 980 }
1073 else 981 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 983
1076 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 985 }
1079} 986}
1080 987
1081/* firewalls fire other spells. 988/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1089 996
1090 if (!op->map) 997 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1092 999
1093 spell = op->inv; 1000 spell = op->inv;
1001
1094 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1004
1096 if (!spell) 1005 if (!spell)
1097 { 1006 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1008 return;
1100 } 1009 }
1101 1010
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1012}
1104
1105 1013
1106/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
1108 * 1016 *
1109 * a player mover finds any players that are sitting on it. It 1017 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1022 */
1115void 1023void
1116move_player_mover (object *op) 1024move_player_mover (object *op)
1117{ 1025{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1120 sint16 nx, ny; 1027 sint16 nx, ny;
1121 maptile *m; 1028 maptile *m;
1122 1029
1123 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1031 if (!dir)
1125 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1126 1033
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1035 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1038 {
1132 1039
1133 if (victim->head) 1040 if (victim->head)
1134 victim = victim->head; 1041 victim = victim->head;
1135 1042
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1044 {
1138 remove_ob (op); 1045 op->remove ();
1139 free_object (op);
1140 return; 1046 return;
1141 } 1047 }
1048
1142 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1144 m = op->map; 1051 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1053 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1148 return; 1055 return;
1149 } 1056 }
1150 1057
1151 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1152 return; 1059 return;
1153 1060
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1062 {
1156 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1068 }
1163 1069
1164 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1165 { 1071 {
1166 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1172 * get to this space. 1078 * get to this space.
1173 */ 1079 */
1174 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1082 move_player (victim, dir);
1177 } 1083 }
1178 else 1084 else
1179 return; 1085 return;
1180 } 1086 }
1184 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1186 1092
1187 if (op->attacktype) 1093 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1096 }
1200 } 1097 }
1201 } 1098 }
1202} 1099}
1203 1100
1213{ 1110{
1214 object *tmp; 1111 object *tmp;
1215 1112
1216 if (!op->other_arch) 1113 if (!op->other_arch)
1217 { 1114 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1116 return;
1220 } 1117 }
1221 1118
1222 if (op->above == NULL) 1119 if (op->above == NULL)
1223 return; 1120 return;
1121
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1123 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1125 {
1228 if (op->level <= 0) 1126 if (op->level <= 0)
1229 { 1127 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1128 else
1234 { 1129 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1131
1237 if (new_nrof >= 1UL << 31) 1132 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1133 new_nrof = 1UL << 31;
1134
1239 tmp->nrof = new_nrof; 1135 tmp->nrof = new_nrof;
1240 } 1136 }
1137
1241 break; 1138 break;
1242 } 1139 }
1243 } 1140 }
1244} 1141}
1245 1142
1254 * has to make sure that there is in fact space for the object. 1151 * has to make sure that there is in fact space for the object.
1255 * It should really do this for small objects also, but there is 1152 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1258*/ 1155*/
1259
1260void 1156void
1261move_creator (object *creator) 1157move_creator (object *creator)
1262{ 1158{
1263 object *new_ob; 1159 object *new_ob;
1264 1160
1266 { 1162 {
1267 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1268 return; 1164 return;
1269 } 1165 }
1270 1166
1271 if (creator->inv != NULL) 1167 if (creator->inv)
1272 { 1168 {
1273 object *ob; 1169 object *ob;
1274 int i; 1170 int i;
1275 object *ob_to_copy; 1171 object *ob_to_copy;
1276 1172
1281 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1282 { 1178 {
1283 ob_to_copy = ob; 1179 ob_to_copy = ob;
1284 } 1180 }
1285 } 1181 }
1286 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1185 }
1290 else 1186 else
1291 { 1187 {
1292 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1293 { 1189 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1192 return;
1297 } 1193 }
1298 1194
1299 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1197 }
1302 1198
1303 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 {
1306 free_object (new_ob);
1307 return;
1308 } 1201 {
1202 new_ob->destroy ();
1203 return;
1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1209
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1212 return;
1313 1213
1314 if (creator->slaying) 1214 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1216}
1319 1217
1320/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1226void
1330move_marker (object *op) 1227move_marker (object *op)
1331{ 1228{
1332 object *tmp, *tmp2; 1229 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1230 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1341 { 1236 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1344 } 1243 {
1244 op->stats.hp--;
1345 1245
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1246 if (op->stats.hp == 0)
1368 { 1247 {
1369 force->speed = 0.01; 1248 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1249 op->destroy ();
1250 return;
1371 } 1251 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1252 }
1394 } /* if tmp2 == NULL */ 1253 }
1395 } /* if tmp->type == PLAYER */ 1254 }
1396 } /* For all objects on this space */
1397} 1255}
1398 1256
1399int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1400process_object (object *op) 1303process_object (object *op)
1401{ 1304{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1306 return;
1404 1307
1405 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1309 return;
1407 1310
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1313 return;
1411 1314
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1316 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1418 1318
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1320 make_sure_seen (op);
1421 } 1321 }
1422 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1330 {
1425 change_object (op); 1331 change_object (op);
1426 return 1; 1332 return;
1427 } 1333 }
1428 1334
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1336 generate_monster (op);
1431 1337
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1339 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1341 remove_force (op);
1436 else 1342 else
1437 { 1343 {
1438 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1345
1441 if (pl)
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1448 1348
1449 free_object (op); 1349 op->drop_and_destroy ();
1450 } 1350 }
1451 1351
1452 return 1; 1352 return;
1353 }
1453 } 1354 }
1454 1355
1455 switch (op->type) 1356 switch (op->type)
1456 { 1357 {
1457 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1458 move_spell_effect (op); 1359 move_spell_effect (op);
1459 return 1; 1360 break;
1460 1361
1461 case ROD: 1362 case ROD:
1462 case HORN: 1363 case HORN:
1463 regenerate_rod (op); 1364 regenerate_rod (op);
1464 return 1; 1365 break;
1465 1366
1466 case FORCE: 1367 case FORCE:
1467 case POTION_EFFECT: 1368 case POTION_EFFECT:
1468 remove_force (op); 1369 remove_force (op);
1469 return 1; 1370 break;
1470 1371
1471 case BLINDNESS: 1372 case BLINDNESS:
1472 remove_blindness (op); 1373 remove_blindness (op);
1473 return 0; 1374 break;
1474 1375
1475 case POISONING: 1376 case POISONING:
1476 poison_more (op); 1377 poison_more (op);
1477 return 0; 1378 break;
1478 1379
1479 case DISEASE: 1380 case DISEASE:
1480 move_disease (op); 1381 move_disease (op);
1481 return 0; 1382 break;
1482 1383
1483 case SYMPTOM: 1384 case SYMPTOM:
1484 move_symptom (op); 1385 move_symptom (op);
1485 return 0; 1386 break;
1486 1387
1487 case THROWN_OBJ: 1388 case THROWN_OBJ:
1488 case ARROW: 1389 case ARROW:
1489 move_arrow (op); 1390 move_arrow (op);
1490 return 0; 1391 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1392
1496 case DOOR: 1393 case DOOR:
1497 remove_door (op); 1394 remove_door (op);
1498 return 0; 1395 break;
1499 1396
1500 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1501 remove_door2 (op); 1398 remove_door2 (op);
1502 return 0; 1399 break;
1503 1400
1504 case TELEPORTER: 1401 case TELEPORTER:
1505 move_teleporter (op); 1402 move_teleporter (op);
1506 return 0; 1403 break;
1507 1404
1508 case GOLEM: 1405 case GOLEM:
1509 move_golem (op); 1406 move_golem (op);
1510 return 0; 1407 break;
1511 1408
1512 case EARTHWALL: 1409 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1411 break;
1515 1412
1516 case FIREWALL: 1413 case FIREWALL:
1517 move_firewall (op); 1414 move_firewall (op);
1518 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1519 animate_turning (op); 1416 animate_turning (op);
1520 return 0; 1417 break;
1521 1418
1522 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1523 do_mood_floor (op); 1420 do_mood_floor (op);
1524 return 0; 1421 break;
1525 1422
1526 case GATE: 1423 case GATE:
1527 move_gate (op); 1424 move_gate (op);
1528 return 0; 1425 break;
1529 1426
1530 case TIMED_GATE: 1427 case TIMED_GATE:
1531 move_timed_gate (op); 1428 move_timed_gate (op);
1532 return 0; 1429 break;
1533 1430
1534 case TRIGGER: 1431 case TRIGGER:
1535 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1435 animate_trigger (op);
1539 return 0; 1436 break;
1540 1437
1541 case DETECTOR: 1438 case DETECTOR:
1542 move_detector (op); 1439 move_detector (op);
1543 1440
1544 case DIRECTOR: 1441 case DIRECTOR:
1545 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1546 animate_turning (op); 1443 animate_turning (op);
1547 return 0; 1444 break;
1548 1445
1549 case HOLE: 1446 case HOLE:
1550 move_hole (op); 1447 move_hole (op);
1551 return 0; 1448 break;
1552 1449
1553 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1451 move_deep_swamp (op);
1555 return 0; 1452 break;
1556 1453
1557 case RUNE: 1454 case RUNE:
1558 case TRAP: 1455 case TRAP:
1559 move_rune (op); 1456 move_rune (op);
1560 return 0; 1457 break;
1561 1458
1562 case PLAYERMOVER: 1459 case PLAYERMOVER:
1563 move_player_mover (op); 1460 move_player_mover (op);
1564 return 0; 1461 break;
1565 1462
1566 case CREATOR: 1463 case CREATOR:
1567 move_creator (op); 1464 move_creator (op);
1568 return 0; 1465 break;
1569 1466
1570 case MARKER: 1467 case MARKER:
1571 move_marker (op); 1468 move_marker (op);
1572 return 0; 1469 break;
1573 1470
1574 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1575 move_player_changer (op); 1472 move_player_changer (op);
1576 return 0; 1473 break;
1577 1474
1578 case PEACEMAKER: 1475 case PEACEMAKER:
1579 move_peacemaker (op); 1476 move_peacemaker (op);
1580 return 0; 1477 break;
1581 }
1582 1478
1583 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1584} 1493}
1494

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