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Comparing deliantra/server/server/time.C (file contents):
Revision 1.43 by root, Sat Apr 21 16:56:32 2007 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 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 it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * 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
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 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)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 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]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
60 op->destroy (); 92 op->drop_and_destroy ();
61} 93}
62 94
63void 95void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135
136 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
137 if (QUERY_FLAG (head, FLAG_FREED))
138 return;
139
140 if (head->has_random_items ())
141 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
142}
143
144void
145generate_monster_arch (object *gen)
146{
147 int i;
148 object *op, *head = NULL, *prev = NULL;
149 archetype *at = gen->other_arch;
150
151 if (!gen->other_arch)
152 return;
153
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (!gen->map) 98 if (!gen->map)
159 return; 99 return;
160 100
161 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
162 if (i == -1)
163 return; 102 return;
164 103
165 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
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);
166 { 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
167 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
168 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
169 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
170 144
171 if (head) 145 op->expand_tail ();
172 op->head = head, prev->more = op;
173 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
174 if (rndm (0, 9)) 151 if (rndm (0, 9))
175 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
176 153
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180
181 if (op->has_random_items ()) 154 if (op->has_random_items ())
182 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
183 156
184 if (head == NULL)
185 head = op;
186
187 prev = op;
188 at = at->more;
189 }
190}
191
192void
193generate_monster (object *gen)
194{
195
196 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
197 return; 157 return;
158 }
198 159
199 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
200 generate_monster_inv (gen);
201 else
202 generate_monster_arch (gen);
203
204} 161}
205 162
206void 163void
207remove_force (object *op) 164remove_force (object *op)
208{ 165{
277} 234}
278 235
279 236
280void 237void
281move_gate (object *op) 238move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
283 object *tmp; 240 object *tmp;
284 241
285 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))
286 { 243 {
287 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));
292 if (op->value) 249 if (op->value)
293 { 250 {
294 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 253 op->stats.wc = 0;
297 if (op->arch->clone.speed) 254 if (op->arch->speed)
298 op->value = 0; 255 op->value = 0;
299 else 256 else
300 op->set_speed (0); 257 op->set_speed (0);
301 } 258 }
302 259
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 op->set_speed (0); 293 op->set_speed (0);
337 294
338 return; 295 return;
349 } 306 }
350 else 307 else
351 { /* The gate is still going up */ 308 { /* The gate is still going up */
352 op->stats.wc++; 309 op->stats.wc++;
353 310
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 313
357 /* 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.
358 * 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
359 */ 316 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 318 {
362 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
365 323
366 if (tmp != NULL) 324 if (tmp)
367 { 325 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 327 {
370 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
371 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
372 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);
373 } 333 }
374 else
375 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
377 * off the gate. 336 * off the gate.
378 */ 337 */
379 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)))
380 { 339 {
381 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
382 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);
383 342
384 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
385 if (i != -1) 344 if (i > 0)
386 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
387 tmp->remove (); 349 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 350 }
391 } 351 }
392 } 352 }
393 353
394 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break; 357 break;
398 358
399 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
400 if (tmp) 360 if (tmp)
401 {
402 op->stats.food = 1; 361 op->stats.food = 1;
403 }
404 else 362 else
405 { 363 {
406 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
407 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
410 } 369 }
411 } /* gate is halfway up */ 370 } /* gate is halfway up */
412 371
425 int v = op->value; 384 int v = op->value;
426 385
427 if (op->stats.sp) 386 if (op->stats.sp)
428 { 387 {
429 move_gate (op); 388 move_gate (op);
389
430 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 391 op->stats.sp = 0;
432 return; 392 return;
433 } 393 }
394
434 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 396 { /* keep gate down */
436 move_gate (op); 397 move_gate (op);
398
437 if (op->value != v) 399 if (op->value != v)
438 op->set_speed (0); 400 op->set_speed (0);
439 } 401 }
440} 402}
441 403
453 int last = op->value; 415 int last = op->value;
454 int detected; 416 int detected;
455 417
456 detected = 0; 418 detected = 0;
457 419
458 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)
459 { 421 {
460 object *tmp2; 422 object *tmp2;
461 423
462 if (op->stats.hp) 424 if (op->stats.hp)
463 { 425 {
481 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
482 { 444 {
483 if (detected && last == 0) 445 if (detected && last == 0)
484 { 446 {
485 op->value = 1; 447 op->value = 1;
486 push_button (op); 448 push_button (op, tmp);
487 } 449 }
450
488 if (!detected && last == 1) 451 if (!detected && last == 1)
489 { 452 {
490 op->value = 0; 453 op->value = 0;
491 push_button (op); 454 push_button (op, tmp);
492 } 455 }
493 } 456 }
494 else 457 else
495 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
496 if (detected && last == 1) 459 if (detected && last == 1)
497 { 460 {
498 op->value = 0; 461 op->value = 0;
499 push_button (op); 462 push_button (op, tmp);
500 } 463 }
464
501 if (!detected && last == 0) 465 if (!detected && last == 0)
502 { 466 {
503 op->value = 1; 467 op->value = 1;
504 push_button (op); 468 push_button (op, tmp);
505 } 469 }
506 } 470 }
507} 471}
508
509 472
510void 473void
511animate_trigger (object *op) 474animate_trigger (object *op)
512{ 475{
513 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
523} 486}
524 487
525void 488void
526move_hole (object *op) 489move_hole (object *op)
527{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
528 object *next, *tmp;
529
530 if (op->value) 491 if (op->value)
531 { /* We're opening */ 492 { /* We're opening */
532 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
533 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
534 op->stats.wc = 0; 495 op->stats.wc = 0;
535 op->set_speed (0); 496 op->set_speed (0);
536 497
537 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
538 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
539 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
540 { 501 {
541 next = tmp->above; 502 next = tmp->above;
542 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
543 } 504 }
544 } 505 }
545 506
546 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
547 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
548 return; 509 return;
549 } 510 }
511
550 /* We're closing */ 512 /* We're closing */
551 op->move_on = 0; 513 op->move_on = 0;
552 514
553 op->stats.wc++; 515 op->stats.wc++;
554 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
585 { 547 {
586 object *payload = op->inv; 548 object *payload = op->inv;
587 549
588 if (payload == NULL) 550 if (payload == NULL)
589 return NULL; 551 return NULL;
552
590 payload->remove (); 553 payload->remove ();
591 op->destroy (); 554 op->destroy ();
592 return payload; 555 return payload;
593 } 556 }
594 557
629 return NULL; 592 return NULL;
630 } 593 }
631 594
632 op->set_speed (0); 595 op->set_speed (0);
633 op->direction = 0; 596 op->direction = 0;
634 op->move_on = 0; 597 op->move_on = 0;
635 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
636 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
637 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
638 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
639 op->slaying = 0; 605 op->slaying = op->custom_name;
640 op->skill = 0;
641 606
642 if (op->spellarg != NULL)
643 {
644 op->slaying = op->spellarg;
645 free (op->spellarg);
646 op->spellarg = NULL;
647 }
648 else
649 op->slaying = NULL;
650
651 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
652 op->spellarg = NULL; 608 op->custom_name = 0;
653 op->stats.sp = 0; 609 op->stats.sp = 0;
654 op->stats.hp = 0; 610 op->stats.hp = 0;
655 op->stats.grace = 0; 611 op->stats.grace = 0;
656 op->level = 0; 612 op->level = 0;
657 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
658 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
659 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
660 return op; 618 return op;
661} 619}
662 620
663/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
664 * 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
673 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
674 return; 632 return;
675 633
676 if (op->inv) 634 if (op->inv)
677 { 635 {
636 // replace this by straightforward drop to ground?
678 object *payload = op->inv; 637 object *payload = op->inv;
679 638
680 payload->remove ();
681 payload->owner = 0; 639 payload->owner = 0;
682 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
683 op->destroy (); 641 op->destroy ();
684 } 642 }
685 else 643 else
686 { 644 {
687 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
688 if (op) 647 if (op)
689 merge_ob (op, NULL); 648 merge_ob (op, 0);
690 } 649 }
691} 650}
692 651
693/* 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.
694 */ 653 */
695void 654void
696move_arrow (object *op) 655move_arrow (object *op)
697{ 656{
698 object *tmp;
699 sint16 new_x, new_y;
700 int was_reflected, mflags; 657 int was_reflected;
701 maptile *m;
702 658
703 if (op->map == NULL) 659 if (!op->map)
704 { 660 {
705 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
706 op->destroy (); 662 op->destroy ();
707 return; 663 return;
708 } 664 }
716 * 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,
717 * 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
718 * 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,
719 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
720 */ 676 */
721 if (op->inv == NULL) 677 if (!op->inv)
722 { 678 {
723 op->destroy (); 679 op->destroy ();
724 return; 680 return;
725 } 681 }
726 682
738 stop_arrow (op); 694 stop_arrow (op);
739 return; 695 return;
740 } 696 }
741 697
742 /* Calculate target map square */ 698 /* Calculate target map square */
743 new_x = op->x + DIRX (op);
744 new_y = op->y + DIRY (op);
745 was_reflected = 0; 699 was_reflected = 0;
746 700
747 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
748 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
749 702
750 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
751 { 704 {
752 stop_arrow (op); 705 stop_arrow (op);
753 return; 706 return;
754 } 707 }
755 708
756 /* 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 */
757 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
758 { 711 {
759 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)
760 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
761 break; 716 break;
762 717
763 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
764 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
787 return; 742 return;
788 } 743 }
789 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
790 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
791 746
792 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
793 { 748 {
794 int retry = 0; 749 int retry = 0;
795 750
796 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
797 * 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
810 if (op->direction & 1) 765 if (op->direction & 1)
811 { 766 {
812 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
813 retry = 1; 768 retry = 1;
814 } 769 }
770
815 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
816 * use this retry here to make this one block 772 * use this retry here to make this one block
817 * that did the same thing. 773 * that did the same thing.
818 */ 774 */
819 while (retry < 2) 775 while (retry < 2)
820 { 776 {
821 int left, right, mflags;
822 maptile *m1;
823 sint16 x1, y1;
824
825 retry++; 777 retry++;
826 778
827 /* 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
828 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
829 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
830 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
831 */ 783 */
832 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));
833 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
834 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
835 786
836 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));
837 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
838 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
839 789
840 if (left == right) 790 if (left == right)
841 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
842 else if (left) 792 else if (left)
843 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
844 else if (right) 794 else if (right)
845 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
846 796
847 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
848
849 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
850 * don't need to retry again. 798 * don't need to retry again.
851 */ 799 */
852 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))
853 break; 802 break;
854
855 } 803 }
804
856 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
857 * top it from moving. 806 * stop it from moving.
858 */ 807 */
859 if (retry == 2) 808 if (retry == 2)
860 { 809 {
861 stop_arrow (op); 810 stop_arrow (op);
862 return; 811 return;
863 } 812 }
813
864 /* update object image for new facing */ 814 /* update object image for new facing */
865 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
866 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
867 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
868 } /* object is reflected */ 818 } /* object is reflected */
869 } /* object ran into a wall */ 819 } /* object ran into a wall */
870
871 /* Move the arrow. */
872 op->remove ();
873 op->x = new_x;
874 op->y = new_y;
875 820
876 /* 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
877 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
878 */ 823 */
879 op->speed -= 0.05; 824 op->speed -= 0.05;
880 insert_ob_in_map (op, m, op, 0);
881}
882 825
883/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
884 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
885 * Modified this routine to allow held objects. b.t. */ 828}
886 829
887void 830void
888change_object (object *op) 831change_object (object *op)
889{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
890 int i, j; 833 int i, j;
891 834
892 if (op->other_arch == NULL) 835 if (!op->other_arch)
893 { 836 {
894 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 ());
895 return; 838 return;
896 } 839 }
897 840
898 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
899 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
900 { 843 {
901 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
902 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);
903 else 861 else
904 op->stats.food = 1; /* so 1 other_arch is made */
905 }
906
907 object *pl = op->in_player ();
908 object *env = op->env;
909
910 op->remove ();
911 for (i = 0; i < NROFNEWOBJS (op); i++)
912 {
913 object *tmp = arch_to_object (op->other_arch);
914
915 if (op->type == LAMP)
916 tmp->stats.food = op->stats.food - 1;
917
918 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
919 if (env)
920 {
921 tmp->x = env->x, tmp->y = env->y;
922 tmp = insert_ob_in_ob (tmp, env);
923
924 /* If this object is the players inventory, we need to tell the
925 * client of the change. Insert_ob_in_map takes care of the
926 * updating the client, so we don't need to do that below.
927 */
928 if (pl)
929 {
930 esrv_del_item (pl->contr, op->count);
931 esrv_send_item (pl, tmp);
932 }
933 }
934 else
935 { 862 {
936 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);
937 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
938 tmp->destroy (); 865 tmp->destroy ();
939 else 866 else
940 { 867 {
941 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
942 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
943 } 872 }
944 } 873 }
945 } 874 }
946 875
947 op->destroy (); 876 op->destroy ();
963 move_teleporter (op->more); 892 move_teleporter (op->more);
964 893
965 if (op->head) 894 if (op->head)
966 head = op->head; 895 head = op->head;
967 896
968 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
969 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
970 break; 899 break;
971 900
972 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
973 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1003 else 932 else
1004 { 933 {
1005 /* Random teleporter */ 934 /* Random teleporter */
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 936 return;
937
1008 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1009 } 939 }
1010} 940}
1011
1012 941
1013/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1014 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1015 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
1016 can't be generalized. 945 can't be generalized.
1069 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1070 999
1071 spell = op->inv; 1000 spell = op->inv;
1072 1001
1073 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1074 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1075 1004
1076 if (!spell) 1005 if (!spell)
1077 { 1006 {
1078 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);
1079 return; 1008 return;
1092 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1093 */ 1022 */
1094void 1023void
1095move_player_mover (object *op) 1024move_player_mover (object *op)
1096{ 1025{
1097 object *victim, *nextmover;
1098 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1099 sint16 nx, ny; 1027 sint16 nx, ny;
1100 maptile *m; 1028 maptile *m;
1101 1029
1102 /* 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 */
1103 if (!dir) 1031 if (!dir)
1104 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1105 1033
1106 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)
1107 { 1035 {
1108 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1109 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1110 { 1038 {
1111 1039
1128 } 1056 }
1129 1057
1130 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1131 return; 1059 return;
1132 1060
1133 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)
1134 { 1062 {
1135 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1136 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1137 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1138 {
1139 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 */
1140 }
1141 } 1068 }
1142 1069
1143 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1144 { 1071 {
1145 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1149 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1150 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1151 * get to this space. 1078 * get to this space.
1152 */ 1079 */
1153 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1154 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1155 move_player (victim, dir); 1082 move_player (victim, dir);
1156 } 1083 }
1157 else 1084 else
1158 return; 1085 return;
1159 } 1086 }
1163 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1164 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1165 1092
1166 if (op->attacktype) 1093 if (op->attacktype)
1167 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1168
1169 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));
1170 /* Not sure why, but for some chars on metalforge, they
1171 * would sometimes get -inf speed_left, and from the
1172 * description, it could only happen here, so just put
1173 * a lower sanity limit. My only guess is that the
1174 * mover has 0 speed.
1175 */
1176 if (victim->speed_left < -5.0)
1177 victim->speed_left = -5.0;
1178 } 1096 }
1179 } 1097 }
1180 } 1098 }
1181} 1099}
1182 1100
1201 if (op->above == NULL) 1119 if (op->above == NULL)
1202 return; 1120 return;
1203 1121
1204 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1205 { 1123 {
1206 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1207 { 1125 {
1208 if (op->level <= 0) 1126 if (op->level <= 0)
1209 tmp->destroy (); 1127 tmp->destroy ();
1210 else 1128 else
1211 { 1129 {
1233 * 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.
1234 * 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
1235 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1236 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1237*/ 1155*/
1238
1239void 1156void
1240move_creator (object *creator) 1157move_creator (object *creator)
1241{ 1158{
1242 object *new_ob; 1159 object *new_ob;
1243 1160
1245 { 1162 {
1246 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1247 return; 1164 return;
1248 } 1165 }
1249 1166
1250 if (creator->inv != NULL) 1167 if (creator->inv)
1251 { 1168 {
1252 object *ob; 1169 object *ob;
1253 int i; 1170 int i;
1254 object *ob_to_copy; 1171 object *ob_to_copy;
1255 1172
1260 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1261 { 1178 {
1262 ob_to_copy = ob; 1179 ob_to_copy = ob;
1263 } 1180 }
1264 } 1181 }
1265 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1266 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1267 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1268 } 1185 }
1269 else 1186 else
1270 { 1187 {
1271 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1272 { 1189 {
1273 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1274 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1275 return; 1192 return;
1276 } 1193 }
1278 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1279 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1280 } 1197 }
1281 1198
1282 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1283 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))
1284 { 1201 {
1285 new_ob->destroy (); 1202 new_ob->destroy ();
1286 return; 1203 return;
1287 } 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);
1288 1209
1289 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);
1290 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1291 return; 1212 return;
1292 1213
1293 if (creator->slaying) 1214 if (creator->slaying)
1294 {
1295 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1296 }
1297} 1216}
1298 1217
1299/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1300 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1301 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1307void 1226void
1308move_marker (object *op) 1227move_marker (object *op)
1309{ 1228{
1310 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1311 { 1230 {
1312 object *tmp2;
1313
1314 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1315 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1316 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1317 { 1236 {
1318 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1319 break;
1320 }
1321 1238
1322 /* cycle through his inventory to look for the MARK we want to
1323 * place
1324 */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1327 break;
1328
1329 /* if we didn't find our own MARK */
1330 if (!tmp2)
1331 {
1332 object *force = get_archetype (FORCE_NAME);
1333
1334 if (op->stats.food)
1335 {
1336 force->set_speed (0.01);
1337 force->speed_left = -op->stats.food;
1338 }
1339 else
1340 force->set_speed (0);
1341
1342 /* put in the lock code */
1343 force->slaying = op->slaying;
1344
1345 if (op->lore)
1346 force->lore = op->lore;
1347
1348 insert_ob_in_ob (force, tmp);
1349 if (op->msg) 1239 if (op->msg)
1350 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1351 1241
1352 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1353 { 1243 {
1354 op->stats.hp--; 1244 op->stats.hp--;
1245
1355 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1356 { 1247 {
1357 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1358 op->destroy (); 1249 op->destroy ();
1359 return; 1250 return;
1361 } 1252 }
1362 } 1253 }
1363 } 1254 }
1364} 1255}
1365 1256
1366int 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
1367process_object (object *op) 1303process_object (object *op)
1368{ 1304{
1369 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1370 return 0; 1306 return;
1371 1307
1372 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1373 return 0; 1309 return;
1374 1310
1375 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1376 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1377 return 1; 1313 return;
1378 1314
1379 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1380 { 1316 {
1381 if (op->type == PLAYER)
1382 animate_object (op, op->facing);
1383 else
1384 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1385 1318
1386 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1387 make_sure_seen (op); 1320 make_sure_seen (op);
1388 } 1321 }
1389 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1390 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1391 { 1330 {
1392 change_object (op); 1331 change_object (op);
1393 return 1; 1332 return;
1394 } 1333 }
1395 1334
1396 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1397 generate_monster (op); 1336 generate_monster (op);
1398 1337
1399 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)
1400 { 1339 {
1401 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1402 remove_force (op); 1341 remove_force (op);
1403 else 1342 else
1404 { 1343 {
1405 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1406 object *pl = op->in_player ();
1407 1345
1408 if (pl)
1409 esrv_del_item (pl->contr, op->count);
1410
1411 op->remove ();
1412
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1415 1348
1416 op->destroy (); 1349 op->drop_and_destroy ();
1417 } 1350 }
1418 1351
1419 return 1; 1352 return;
1353 }
1420 } 1354 }
1421 1355
1422 switch (op->type) 1356 switch (op->type)
1423 { 1357 {
1424 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1425 move_spell_effect (op); 1359 move_spell_effect (op);
1426 return 1; 1360 break;
1427 1361
1428 case ROD: 1362 case ROD:
1429 case HORN: 1363 case HORN:
1430 regenerate_rod (op); 1364 regenerate_rod (op);
1431 return 1; 1365 break;
1432 1366
1433 case FORCE: 1367 case FORCE:
1434 case POTION_EFFECT: 1368 case POTION_EFFECT:
1435 remove_force (op); 1369 remove_force (op);
1436 return 1; 1370 break;
1437 1371
1438 case BLINDNESS: 1372 case BLINDNESS:
1439 remove_blindness (op); 1373 remove_blindness (op);
1440 return 0; 1374 break;
1441 1375
1442 case POISONING: 1376 case POISONING:
1443 poison_more (op); 1377 poison_more (op);
1444 return 0; 1378 break;
1445 1379
1446 case DISEASE: 1380 case DISEASE:
1447 move_disease (op); 1381 move_disease (op);
1448 return 0; 1382 break;
1449 1383
1450 case SYMPTOM: 1384 case SYMPTOM:
1451 move_symptom (op); 1385 move_symptom (op);
1452 return 0; 1386 break;
1453 1387
1454 case THROWN_OBJ: 1388 case THROWN_OBJ:
1455 case ARROW: 1389 case ARROW:
1456 move_arrow (op); 1390 move_arrow (op);
1457 return 0; 1391 break;
1458 1392
1459 case DOOR: 1393 case DOOR:
1460 remove_door (op); 1394 remove_door (op);
1461 return 0; 1395 break;
1462 1396
1463 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1464 remove_door2 (op); 1398 remove_door2 (op);
1465 return 0; 1399 break;
1466 1400
1467 case TELEPORTER: 1401 case TELEPORTER:
1468 move_teleporter (op); 1402 move_teleporter (op);
1469 return 0; 1403 break;
1470 1404
1471 case GOLEM: 1405 case GOLEM:
1472 move_golem (op); 1406 move_golem (op);
1473 return 0; 1407 break;
1474 1408
1475 case EARTHWALL: 1409 case EARTHWALL:
1476 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1477 return 0; 1411 break;
1478 1412
1479 case FIREWALL: 1413 case FIREWALL:
1480 move_firewall (op); 1414 move_firewall (op);
1481 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1482 animate_turning (op); 1416 animate_turning (op);
1483 return 0; 1417 break;
1484 1418
1485 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1486 do_mood_floor (op); 1420 do_mood_floor (op);
1487 return 0; 1421 break;
1488 1422
1489 case GATE: 1423 case GATE:
1490 move_gate (op); 1424 move_gate (op);
1491 return 0; 1425 break;
1492 1426
1493 case TIMED_GATE: 1427 case TIMED_GATE:
1494 move_timed_gate (op); 1428 move_timed_gate (op);
1495 return 0; 1429 break;
1496 1430
1497 case TRIGGER: 1431 case TRIGGER:
1498 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1499 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1500 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1501 animate_trigger (op); 1435 animate_trigger (op);
1502 return 0; 1436 break;
1503 1437
1504 case DETECTOR: 1438 case DETECTOR:
1505 move_detector (op); 1439 move_detector (op);
1506 1440
1507 case DIRECTOR: 1441 case DIRECTOR:
1508 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1509 animate_turning (op); 1443 animate_turning (op);
1510 return 0; 1444 break;
1511 1445
1512 case HOLE: 1446 case HOLE:
1513 move_hole (op); 1447 move_hole (op);
1514 return 0; 1448 break;
1515 1449
1516 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1517 move_deep_swamp (op); 1451 move_deep_swamp (op);
1518 return 0; 1452 break;
1519 1453
1520 case RUNE: 1454 case RUNE:
1521 case TRAP: 1455 case TRAP:
1522 move_rune (op); 1456 move_rune (op);
1523 return 0; 1457 break;
1524 1458
1525 case PLAYERMOVER: 1459 case PLAYERMOVER:
1526 move_player_mover (op); 1460 move_player_mover (op);
1527 return 0; 1461 break;
1528 1462
1529 case CREATOR: 1463 case CREATOR:
1530 move_creator (op); 1464 move_creator (op);
1531 return 0; 1465 break;
1532 1466
1533 case MARKER: 1467 case MARKER:
1534 move_marker (op); 1468 move_marker (op);
1535 return 0; 1469 break;
1536 1470
1537 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1538 move_player_changer (op); 1472 move_player_changer (op);
1539 return 0; 1473 break;
1540 1474
1541 case PEACEMAKER: 1475 case PEACEMAKER:
1542 move_peacemaker (op); 1476 move_peacemaker (op);
1543 return 0; 1477 break;
1544 }
1545 1478
1546 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 }
1547} 1493}
1494

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