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Comparing deliantra/server/server/time.C (file contents):
Revision 1.44 by root, Sat Apr 21 22:01:57 2007 UTC vs.
Revision 1.95 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}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
115/* Will generate a monster according to content
116 * of generator.
117 */
118static void
119generate_monster_inv (object *gen)
120{
121 if (!gen->inv)
122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
131 op = object_create_clone (op);
132
133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
135
136 generate_monster_tail (gen, op);
137}
138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144} 93}
145 94
146void 95void
147generate_monster (object *gen) 96generate_monster (object *gen)
148{ 97{
150 return; 99 return;
151 100
152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
153 return; 102 return;
154 103
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
155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
156 generate_monster_inv (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);
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
140 op = arch_to_object (gen->other_arch);
141 }
157 else 142 else
158 generate_monster_arch (gen); 143 return;
159 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
160} 161}
161 162
162void 163void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
233} 234}
234 235
235 236
236void 237void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 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))
242 { 243 {
243 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));
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->clone.speed) 254 if (op->arch->speed)
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
278 * 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,
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 break; 286 break;
286 287
287 if (tmp == NULL) 288 if (!tmp)
288 { 289 {
289 if (op->arch->clone.speed) 290 if (op->arch->speed)
290 op->value = 1; 291 op->value = 1;
291 else 292 else
292 op->set_speed (0); 293 op->set_speed (0);
293 294
294 return; 295 return;
305 } 306 }
306 else 307 else
307 { /* The gate is still going up */ 308 { /* The gate is still going up */
308 op->stats.wc++; 309 op->stats.wc++;
309 310
310 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312 313
313 /* 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.
314 * 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
315 */ 316 */
316 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 { 318 {
318 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
321 323
322 if (tmp != NULL) 324 if (tmp)
323 { 325 {
324 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
325 { 327 {
326 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
327 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
328 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);
329 } 333 }
330 else
331 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
332 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
333 * off the gate. 336 * off the gate.
334 */ 337 */
335 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)))
336 { 339 {
337 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
338 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);
339 342
340 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
341 if (i != -1) 344 if (i > 0)
342 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
343 tmp->remove (); 349 tmp->move_to (pos);
344 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
345 insert_ob_in_map (tmp, op->map, op, 0);
346 } 350 }
347 } 351 }
348 } 352 }
349 353
350 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
353 break; 357 break;
354 358
355 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
356 if (tmp) 360 if (tmp)
357 {
358 op->stats.food = 1; 361 op->stats.food = 1;
359 }
360 else 362 else
361 { 363 {
362 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
363 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
364 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
365 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
366 } 369 }
367 } /* gate is halfway up */ 370 } /* gate is halfway up */
368 371
381 int v = op->value; 384 int v = op->value;
382 385
383 if (op->stats.sp) 386 if (op->stats.sp)
384 { 387 {
385 move_gate (op); 388 move_gate (op);
389
386 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
387 op->stats.sp = 0; 391 op->stats.sp = 0;
388 return; 392 return;
389 } 393 }
394
390 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
391 { /* keep gate down */ 396 { /* keep gate down */
392 move_gate (op); 397 move_gate (op);
398
393 if (op->value != v) 399 if (op->value != v)
394 op->set_speed (0); 400 op->set_speed (0);
395 } 401 }
396} 402}
397 403
409 int last = op->value; 415 int last = op->value;
410 int detected; 416 int detected;
411 417
412 detected = 0; 418 detected = 0;
413 419
414 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)
415 { 421 {
416 object *tmp2; 422 object *tmp2;
417 423
418 if (op->stats.hp) 424 if (op->stats.hp)
419 { 425 {
437 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
438 { 444 {
439 if (detected && last == 0) 445 if (detected && last == 0)
440 { 446 {
441 op->value = 1; 447 op->value = 1;
442 push_button (op); 448 push_button (op, tmp);
443 } 449 }
450
444 if (!detected && last == 1) 451 if (!detected && last == 1)
445 { 452 {
446 op->value = 0; 453 op->value = 0;
447 push_button (op); 454 push_button (op, tmp);
448 } 455 }
449 } 456 }
450 else 457 else
451 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
452 if (detected && last == 1) 459 if (detected && last == 1)
453 { 460 {
454 op->value = 0; 461 op->value = 0;
455 push_button (op); 462 push_button (op, tmp);
456 } 463 }
464
457 if (!detected && last == 0) 465 if (!detected && last == 0)
458 { 466 {
459 op->value = 1; 467 op->value = 1;
460 push_button (op); 468 push_button (op, tmp);
461 } 469 }
462 } 470 }
463} 471}
464
465 472
466void 473void
467animate_trigger (object *op) 474animate_trigger (object *op)
468{ 475{
469 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
479} 486}
480 487
481void 488void
482move_hole (object *op) 489move_hole (object *op)
483{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
484 object *next, *tmp;
485
486 if (op->value) 491 if (op->value)
487 { /* We're opening */ 492 { /* We're opening */
488 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
489 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
490 op->stats.wc = 0; 495 op->stats.wc = 0;
491 op->set_speed (0); 496 op->set_speed (0);
492 497
493 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
494 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
495 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
496 { 501 {
497 next = tmp->above; 502 next = tmp->above;
498 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
499 } 504 }
500 } 505 }
501 506
502 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
504 return; 509 return;
505 } 510 }
511
506 /* We're closing */ 512 /* We're closing */
507 op->move_on = 0; 513 op->move_on = 0;
508 514
509 op->stats.wc++; 515 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
541 { 547 {
542 object *payload = op->inv; 548 object *payload = op->inv;
543 549
544 if (payload == NULL) 550 if (payload == NULL)
545 return NULL; 551 return NULL;
552
546 payload->remove (); 553 payload->remove ();
547 op->destroy (); 554 op->destroy ();
548 return payload; 555 return payload;
549 } 556 }
550 557
585 return NULL; 592 return NULL;
586 } 593 }
587 594
588 op->set_speed (0); 595 op->set_speed (0);
589 op->direction = 0; 596 op->direction = 0;
590 op->move_on = 0; 597 op->move_on = 0;
591 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
592 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
593 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
594 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
595 op->slaying = 0; 605 op->slaying = op->custom_name;
596 op->skill = 0;
597 606
598 if (op->spellarg != NULL)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = NULL;
603 }
604 else
605 op->slaying = NULL;
606
607 /* 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 */
608 op->spellarg = NULL; 608 op->custom_name = 0;
609 op->stats.sp = 0; 609 op->stats.sp = 0;
610 op->stats.hp = 0; 610 op->stats.hp = 0;
611 op->stats.grace = 0; 611 op->stats.grace = 0;
612 op->level = 0; 612 op->level = 0;
613 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
615 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
616 return op; 618 return op;
617} 619}
618 620
619/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
620 * 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
629 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
630 return; 632 return;
631 633
632 if (op->inv) 634 if (op->inv)
633 { 635 {
636 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 637 object *payload = op->inv;
635 638
636 payload->remove ();
637 payload->owner = 0; 639 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 641 op->destroy ();
640 } 642 }
641 else 643 else
642 { 644 {
643 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
644 if (op) 647 if (op)
645 merge_ob (op, NULL); 648 merge_ob (op, 0);
646 } 649 }
647} 650}
648 651
649/* 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.
650 */ 653 */
651void 654void
652move_arrow (object *op) 655move_arrow (object *op)
653{ 656{
654 object *tmp;
655 sint16 new_x, new_y;
656 int was_reflected, mflags; 657 int was_reflected;
657 maptile *m;
658 658
659 if (op->map == NULL) 659 if (!op->map)
660 { 660 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
662 op->destroy (); 662 op->destroy ();
663 return; 663 return;
664 } 664 }
672 * 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,
673 * 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
674 * 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,
675 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
676 */ 676 */
677 if (op->inv == NULL) 677 if (!op->inv)
678 { 678 {
679 op->destroy (); 679 op->destroy ();
680 return; 680 return;
681 } 681 }
682 682
694 stop_arrow (op); 694 stop_arrow (op);
695 return; 695 return;
696 } 696 }
697 697
698 /* Calculate target map square */ 698 /* Calculate target map square */
699 new_x = op->x + DIRX (op);
700 new_y = op->y + DIRY (op);
701 was_reflected = 0; 699 was_reflected = 0;
702 700
703 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
704 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
705 702
706 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
707 { 704 {
708 stop_arrow (op); 705 stop_arrow (op);
709 return; 706 return;
710 } 707 }
711 708
712 /* 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 */
713 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
714 { 711 {
715 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)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break; 716 break;
718 717
719 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
743 return; 742 return;
744 } 743 }
745 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
747 746
748 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))
749 { 748 {
750 int retry = 0; 749 int retry = 0;
751 750
752 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
753 * 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
766 if (op->direction & 1) 765 if (op->direction & 1)
767 { 766 {
768 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
769 retry = 1; 768 retry = 1;
770 } 769 }
770
771 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
772 * use this retry here to make this one block 772 * use this retry here to make this one block
773 * that did the same thing. 773 * that did the same thing.
774 */ 774 */
775 while (retry < 2) 775 while (retry < 2)
776 { 776 {
777 int left, right, mflags;
778 maptile *m1;
779 sint16 x1, y1;
780
781 retry++; 777 retry++;
782 778
783 /* 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
784 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
787 */ 783 */
788 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));
789 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
791 786
792 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));
793 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
795 789
796 if (left == right) 790 if (left == right)
797 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
798 else if (left) 792 else if (left)
799 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
800 else if (right) 794 else if (right)
801 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
802 796
803 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
804
805 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
806 * don't need to retry again. 798 * don't need to retry again.
807 */ 799 */
808 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))
809 break; 802 break;
810
811 } 803 }
804
812 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
813 * top it from moving. 806 * stop it from moving.
814 */ 807 */
815 if (retry == 2) 808 if (retry == 2)
816 { 809 {
817 stop_arrow (op); 810 stop_arrow (op);
818 return; 811 return;
819 } 812 }
813
820 /* update object image for new facing */ 814 /* update object image for new facing */
821 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
822 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
823 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
824 } /* object is reflected */ 818 } /* object is reflected */
825 } /* object ran into a wall */ 819 } /* object ran into a wall */
826
827 /* Move the arrow. */
828 op->remove ();
829 op->x = new_x;
830 op->y = new_y;
831 820
832 /* 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
833 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
834 */ 823 */
835 op->speed -= 0.05; 824 op->speed -= 0.05;
836 insert_ob_in_map (op, m, op, 0);
837}
838 825
839/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
840 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
841 * Modified this routine to allow held objects. b.t. */ 828}
842 829
843void 830void
844change_object (object *op) 831change_object (object *op)
845{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
846 int i, j; 833 int i, j;
847 834
848 if (op->other_arch == NULL) 835 if (!op->other_arch)
849 { 836 {
850 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 ());
851 return; 838 return;
852 } 839 }
853 840
854 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
855 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
856 { 843 {
857 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
858 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);
859 else 861 else
860 op->stats.food = 1; /* so 1 other_arch is made */
861 }
862
863 object *pl = op->in_player ();
864 object *env = op->env;
865
866 op->remove ();
867 for (i = 0; i < NROFNEWOBJS (op); i++)
868 {
869 object *tmp = arch_to_object (op->other_arch);
870
871 if (op->type == LAMP)
872 tmp->stats.food = op->stats.food - 1;
873
874 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
875 if (env)
876 {
877 tmp->x = env->x, tmp->y = env->y;
878 tmp = insert_ob_in_ob (tmp, env);
879
880 /* If this object is the players inventory, we need to tell the
881 * client of the change. Insert_ob_in_map takes care of the
882 * updating the client, so we don't need to do that below.
883 */
884 if (pl)
885 {
886 esrv_del_item (pl->contr, op->count);
887 esrv_send_item (pl, tmp);
888 }
889 }
890 else
891 { 862 {
892 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);
893 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
894 tmp->destroy (); 865 tmp->destroy ();
895 else 866 else
896 { 867 {
897 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
898 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
899 } 872 }
900 } 873 }
901 } 874 }
902 875
903 op->destroy (); 876 op->destroy ();
919 move_teleporter (op->more); 892 move_teleporter (op->more);
920 893
921 if (op->head) 894 if (op->head)
922 head = op->head; 895 head = op->head;
923 896
924 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
925 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
926 break; 899 break;
927 900
928 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
929 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
959 else 932 else
960 { 933 {
961 /* Random teleporter */ 934 /* Random teleporter */
962 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
963 return; 936 return;
937
964 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
965 } 939 }
966} 940}
967
968 941
969/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
970 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
971 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
972 can't be generalized. 945 can't be generalized.
1025 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1026 999
1027 spell = op->inv; 1000 spell = op->inv;
1028 1001
1029 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1030 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1031 1004
1032 if (!spell) 1005 if (!spell)
1033 { 1006 {
1034 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);
1035 return; 1008 return;
1048 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1049 */ 1022 */
1050void 1023void
1051move_player_mover (object *op) 1024move_player_mover (object *op)
1052{ 1025{
1053 object *victim, *nextmover;
1054 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1055 sint16 nx, ny; 1027 sint16 nx, ny;
1056 maptile *m; 1028 maptile *m;
1057 1029
1058 /* 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 */
1059 if (!dir) 1031 if (!dir)
1060 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1061 1033
1062 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)
1063 { 1035 {
1064 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1065 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1066 { 1038 {
1067 1039
1084 } 1056 }
1085 1057
1086 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1087 return; 1059 return;
1088 1060
1089 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)
1090 { 1062 {
1091 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1092 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1093 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1094 {
1095 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 */
1096 }
1097 } 1068 }
1098 1069
1099 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1100 { 1071 {
1101 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1105 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1106 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1107 * get to this space. 1078 * get to this space.
1108 */ 1079 */
1109 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1110 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1111 move_player (victim, dir); 1082 move_player (victim, dir);
1112 } 1083 }
1113 else 1084 else
1114 return; 1085 return;
1115 } 1086 }
1119 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1120 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1121 1092
1122 if (op->attacktype) 1093 if (op->attacktype)
1123 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1124
1125 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));
1126 /* Not sure why, but for some chars on metalforge, they
1127 * would sometimes get -inf speed_left, and from the
1128 * description, it could only happen here, so just put
1129 * a lower sanity limit. My only guess is that the
1130 * mover has 0 speed.
1131 */
1132 if (victim->speed_left < -5.0)
1133 victim->speed_left = -5.0;
1134 } 1096 }
1135 } 1097 }
1136 } 1098 }
1137} 1099}
1138 1100
1157 if (op->above == NULL) 1119 if (op->above == NULL)
1158 return; 1120 return;
1159 1121
1160 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1161 { 1123 {
1162 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1163 { 1125 {
1164 if (op->level <= 0) 1126 if (op->level <= 0)
1165 tmp->destroy (); 1127 tmp->destroy ();
1166 else 1128 else
1167 { 1129 {
1189 * 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.
1190 * 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
1191 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1192 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1193*/ 1155*/
1194
1195void 1156void
1196move_creator (object *creator) 1157move_creator (object *creator)
1197{ 1158{
1198 object *new_ob; 1159 object *new_ob;
1199 1160
1201 { 1162 {
1202 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1203 return; 1164 return;
1204 } 1165 }
1205 1166
1206 if (creator->inv != NULL) 1167 if (creator->inv)
1207 { 1168 {
1208 object *ob; 1169 object *ob;
1209 int i; 1170 int i;
1210 object *ob_to_copy; 1171 object *ob_to_copy;
1211 1172
1216 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1217 { 1178 {
1218 ob_to_copy = ob; 1179 ob_to_copy = ob;
1219 } 1180 }
1220 } 1181 }
1221 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1222 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1223 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1224 } 1185 }
1225 else 1186 else
1226 { 1187 {
1227 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1228 { 1189 {
1229 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",
1230 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1231 return; 1192 return;
1232 } 1193 }
1234 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1236 } 1197 }
1237 1198
1238 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1239 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))
1240 { 1201 {
1241 new_ob->destroy (); 1202 new_ob->destroy ();
1242 return; 1203 return;
1243 } 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);
1244 1209
1245 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);
1246 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1247 return; 1212 return;
1248 1213
1249 if (creator->slaying) 1214 if (creator->slaying)
1250 {
1251 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1252 }
1253} 1216}
1254 1217
1255/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1256 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1257 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1263void 1226void
1264move_marker (object *op) 1227move_marker (object *op)
1265{ 1228{
1266 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1267 { 1230 {
1268 object *tmp2;
1269
1270 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1273 { 1236 {
1274 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1275 break;
1276 }
1277 1238
1278 /* cycle through his inventory to look for the MARK we want to
1279 * place
1280 */
1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1283 break;
1284
1285 /* if we didn't find our own MARK */
1286 if (!tmp2)
1287 {
1288 object *force = get_archetype (FORCE_NAME);
1289
1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg) 1239 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307 1241
1308 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1309 { 1243 {
1310 op->stats.hp--; 1244 op->stats.hp--;
1245
1311 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1312 { 1247 {
1313 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1314 op->destroy (); 1249 op->destroy ();
1315 return; 1250 return;
1317 } 1252 }
1318 } 1253 }
1319 } 1254 }
1320} 1255}
1321 1256
1322int 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
1323process_object (object *op) 1303process_object (object *op)
1324{ 1304{
1325 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1326 return 0; 1306 return;
1327 1307
1328 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1329 return 0; 1309 return;
1330 1310
1331 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1332 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1333 return 1; 1313 return;
1334 1314
1335 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1336 { 1316 {
1337 if (op->type == PLAYER)
1338 animate_object (op, op->facing);
1339 else
1340 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1341 1318
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1343 make_sure_seen (op); 1320 make_sure_seen (op);
1344 } 1321 }
1345 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1346 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1347 { 1330 {
1348 change_object (op); 1331 change_object (op);
1349 return 1; 1332 return;
1350 } 1333 }
1351 1334
1352 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1353 generate_monster (op); 1336 generate_monster (op);
1354 1337
1355 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)
1356 { 1339 {
1357 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1358 remove_force (op); 1341 remove_force (op);
1359 else 1342 else
1360 { 1343 {
1361 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1362 object *pl = op->in_player ();
1363 1345
1364 if (pl)
1365 esrv_del_item (pl->contr, op->count);
1366
1367 op->remove ();
1368
1369 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1370 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1371 1348
1372 op->destroy (); 1349 op->drop_and_destroy ();
1373 } 1350 }
1374 1351
1375 return 1; 1352 return;
1353 }
1376 } 1354 }
1377 1355
1378 switch (op->type) 1356 switch (op->type)
1379 { 1357 {
1380 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1381 move_spell_effect (op); 1359 move_spell_effect (op);
1382 return 1; 1360 break;
1383 1361
1384 case ROD: 1362 case ROD:
1385 case HORN: 1363 case HORN:
1386 regenerate_rod (op); 1364 regenerate_rod (op);
1387 return 1; 1365 break;
1388 1366
1389 case FORCE: 1367 case FORCE:
1390 case POTION_EFFECT: 1368 case POTION_EFFECT:
1391 remove_force (op); 1369 remove_force (op);
1392 return 1; 1370 break;
1393 1371
1394 case BLINDNESS: 1372 case BLINDNESS:
1395 remove_blindness (op); 1373 remove_blindness (op);
1396 return 0; 1374 break;
1397 1375
1398 case POISONING: 1376 case POISONING:
1399 poison_more (op); 1377 poison_more (op);
1400 return 0; 1378 break;
1401 1379
1402 case DISEASE: 1380 case DISEASE:
1403 move_disease (op); 1381 move_disease (op);
1404 return 0; 1382 break;
1405 1383
1406 case SYMPTOM: 1384 case SYMPTOM:
1407 move_symptom (op); 1385 move_symptom (op);
1408 return 0; 1386 break;
1409 1387
1410 case THROWN_OBJ: 1388 case THROWN_OBJ:
1411 case ARROW: 1389 case ARROW:
1412 move_arrow (op); 1390 move_arrow (op);
1413 return 0; 1391 break;
1414 1392
1415 case DOOR: 1393 case DOOR:
1416 remove_door (op); 1394 remove_door (op);
1417 return 0; 1395 break;
1418 1396
1419 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1420 remove_door2 (op); 1398 remove_door2 (op);
1421 return 0; 1399 break;
1422 1400
1423 case TELEPORTER: 1401 case TELEPORTER:
1424 move_teleporter (op); 1402 move_teleporter (op);
1425 return 0; 1403 break;
1426 1404
1427 case GOLEM: 1405 case GOLEM:
1428 move_golem (op); 1406 move_golem (op);
1429 return 0; 1407 break;
1430 1408
1431 case EARTHWALL: 1409 case EARTHWALL:
1432 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1433 return 0; 1411 break;
1434 1412
1435 case FIREWALL: 1413 case FIREWALL:
1436 move_firewall (op); 1414 move_firewall (op);
1437 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1438 animate_turning (op); 1416 animate_turning (op);
1439 return 0; 1417 break;
1440 1418
1441 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1442 do_mood_floor (op); 1420 do_mood_floor (op);
1443 return 0; 1421 break;
1444 1422
1445 case GATE: 1423 case GATE:
1446 move_gate (op); 1424 move_gate (op);
1447 return 0; 1425 break;
1448 1426
1449 case TIMED_GATE: 1427 case TIMED_GATE:
1450 move_timed_gate (op); 1428 move_timed_gate (op);
1451 return 0; 1429 break;
1452 1430
1453 case TRIGGER: 1431 case TRIGGER:
1454 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1455 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1456 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1457 animate_trigger (op); 1435 animate_trigger (op);
1458 return 0; 1436 break;
1459 1437
1460 case DETECTOR: 1438 case DETECTOR:
1461 move_detector (op); 1439 move_detector (op);
1462 1440
1463 case DIRECTOR: 1441 case DIRECTOR:
1464 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1465 animate_turning (op); 1443 animate_turning (op);
1466 return 0; 1444 break;
1467 1445
1468 case HOLE: 1446 case HOLE:
1469 move_hole (op); 1447 move_hole (op);
1470 return 0; 1448 break;
1471 1449
1472 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1473 move_deep_swamp (op); 1451 move_deep_swamp (op);
1474 return 0; 1452 break;
1475 1453
1476 case RUNE: 1454 case RUNE:
1477 case TRAP: 1455 case TRAP:
1478 move_rune (op); 1456 move_rune (op);
1479 return 0; 1457 break;
1480 1458
1481 case PLAYERMOVER: 1459 case PLAYERMOVER:
1482 move_player_mover (op); 1460 move_player_mover (op);
1483 return 0; 1461 break;
1484 1462
1485 case CREATOR: 1463 case CREATOR:
1486 move_creator (op); 1464 move_creator (op);
1487 return 0; 1465 break;
1488 1466
1489 case MARKER: 1467 case MARKER:
1490 move_marker (op); 1468 move_marker (op);
1491 return 0; 1469 break;
1492 1470
1493 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1494 move_player_changer (op); 1472 move_player_changer (op);
1495 return 0; 1473 break;
1496 1474
1497 case PEACEMAKER: 1475 case PEACEMAKER:
1498 move_peacemaker (op); 1476 move_peacemaker (op);
1499 return 0; 1477 break;
1500 }
1501 1478
1502 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 }
1503} 1493}
1494

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