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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 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} 93}
91 94
92void 95void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
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
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 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 ();
116 129
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
220} 234}
221 235
222 236
223void 237void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 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))
229 { 243 {
230 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));
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->speed)
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
265 * 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,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
271 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))
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->speed)
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* 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.
301 * 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
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
308 323
309 if (tmp != NULL) 324 if (tmp)
310 { 325 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 327 {
313 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
314 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
315 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);
316 } 333 }
317 else
318 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
320 * off the gate. 336 * off the gate.
321 */ 337 */
322 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)))
323 { 339 {
324 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
325 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);
326 342
327 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
328 if (i != -1) 344 if (i > 0)
329 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
330 tmp->remove (); 349 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 350 }
334 } 351 }
335 } 352 }
336 353
337 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
339 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))
340 break; 357 break;
341 358
342 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
343 if (tmp) 360 if (tmp)
344 {
345 op->stats.food = 1; 361 op->stats.food = 1;
346 }
347 else 362 else
348 { 363 {
349 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
350 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
353 } 369 }
354 } /* gate is halfway up */ 370 } /* gate is halfway up */
355 371
368 int v = op->value; 384 int v = op->value;
369 385
370 if (op->stats.sp) 386 if (op->stats.sp)
371 { 387 {
372 move_gate (op); 388 move_gate (op);
389
373 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 391 op->stats.sp = 0;
375 return; 392 return;
376 } 393 }
394
377 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 396 { /* keep gate down */
379 move_gate (op); 397 move_gate (op);
398
380 if (op->value != v) 399 if (op->value != v)
381 op->set_speed (0); 400 op->set_speed (0);
382 } 401 }
383} 402}
384 403
396 int last = op->value; 415 int last = op->value;
397 int detected; 416 int detected;
398 417
399 detected = 0; 418 detected = 0;
400 419
401 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)
402 { 421 {
403 object *tmp2; 422 object *tmp2;
404 423
405 if (op->stats.hp) 424 if (op->stats.hp)
406 { 425 {
424 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
425 { 444 {
426 if (detected && last == 0) 445 if (detected && last == 0)
427 { 446 {
428 op->value = 1; 447 op->value = 1;
429 push_button (op); 448 push_button (op, tmp);
430 } 449 }
450
431 if (!detected && last == 1) 451 if (!detected && last == 1)
432 { 452 {
433 op->value = 0; 453 op->value = 0;
434 push_button (op); 454 push_button (op, tmp);
435 } 455 }
436 } 456 }
437 else 457 else
438 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
439 if (detected && last == 1) 459 if (detected && last == 1)
440 { 460 {
441 op->value = 0; 461 op->value = 0;
442 push_button (op); 462 push_button (op, tmp);
443 } 463 }
464
444 if (!detected && last == 0) 465 if (!detected && last == 0)
445 { 466 {
446 op->value = 1; 467 op->value = 1;
447 push_button (op); 468 push_button (op, tmp);
448 } 469 }
449 } 470 }
450} 471}
451
452 472
453void 473void
454animate_trigger (object *op) 474animate_trigger (object *op)
455{ 475{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
466} 486}
467 487
468void 488void
469move_hole (object *op) 489move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 491 if (op->value)
474 { /* We're opening */ 492 { /* We're opening */
475 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
477 op->stats.wc = 0; 495 op->stats.wc = 0;
478 op->set_speed (0); 496 op->set_speed (0);
479 497
480 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 501 {
484 next = tmp->above; 502 next = tmp->above;
485 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
486 } 504 }
487 } 505 }
488 506
489 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
491 return; 509 return;
492 } 510 }
511
493 /* We're closing */ 512 /* We're closing */
494 op->move_on = 0; 513 op->move_on = 0;
495 514
496 op->stats.wc++; 515 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
528 { 547 {
529 object *payload = op->inv; 548 object *payload = op->inv;
530 549
531 if (payload == NULL) 550 if (payload == NULL)
532 return NULL; 551 return NULL;
552
533 payload->remove (); 553 payload->remove ();
534 op->destroy (); 554 op->destroy ();
535 return payload; 555 return payload;
536 } 556 }
537 557
572 return NULL; 592 return NULL;
573 } 593 }
574 594
575 op->set_speed (0); 595 op->set_speed (0);
576 op->direction = 0; 596 op->direction = 0;
577 op->move_on = 0; 597 op->move_on = 0;
578 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
582 op->slaying = 0; 605 op->slaying = op->custom_name;
583 op->skill = 0;
584 606
585 if (op->spellarg != NULL)
586 {
587 op->slaying = op->spellarg;
588 free (op->spellarg);
589 op->spellarg = NULL;
590 }
591 else
592 op->slaying = NULL;
593
594 /* 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 */
595 op->spellarg = NULL; 608 op->custom_name = 0;
596 op->stats.sp = 0; 609 op->stats.sp = 0;
597 op->stats.hp = 0; 610 op->stats.hp = 0;
598 op->stats.grace = 0; 611 op->stats.grace = 0;
599 op->level = 0; 612 op->level = 0;
600 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
602 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
603 return op; 618 return op;
604} 619}
605 620
606/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
607 * 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
616 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
617 return; 632 return;
618 633
619 if (op->inv) 634 if (op->inv)
620 { 635 {
636 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 637 object *payload = op->inv;
622 638
623 payload->remove ();
624 payload->owner = 0; 639 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 641 op->destroy ();
627 } 642 }
628 else 643 else
629 { 644 {
630 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
631 if (op) 647 if (op)
632 merge_ob (op, NULL); 648 merge_ob (op, 0);
633 } 649 }
634} 650}
635 651
636/* 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.
637 */ 653 */
638void 654void
639move_arrow (object *op) 655move_arrow (object *op)
640{ 656{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 657 int was_reflected;
644 maptile *m;
645 658
646 if (op->map == NULL) 659 if (!op->map)
647 { 660 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 662 op->destroy ();
650 return; 663 return;
651 } 664 }
659 * 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,
660 * 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
661 * 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,
662 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
663 */ 676 */
664 if (op->inv == NULL) 677 if (!op->inv)
665 { 678 {
666 op->destroy (); 679 op->destroy ();
667 return; 680 return;
668 } 681 }
669 682
681 stop_arrow (op); 694 stop_arrow (op);
682 return; 695 return;
683 } 696 }
684 697
685 /* Calculate target map square */ 698 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 699 was_reflected = 0;
689 700
690 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 702
693 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
694 { 704 {
695 stop_arrow (op); 705 stop_arrow (op);
696 return; 706 return;
697 } 707 }
698 708
699 /* 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 */
700 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
701 { 711 {
702 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)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 716 break;
705 717
706 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
730 return; 742 return;
731 } 743 }
732 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
734 746
735 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))
736 { 748 {
737 int retry = 0; 749 int retry = 0;
738 750
739 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
740 * 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
753 if (op->direction & 1) 765 if (op->direction & 1)
754 { 766 {
755 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
756 retry = 1; 768 retry = 1;
757 } 769 }
770
758 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
759 * use this retry here to make this one block 772 * use this retry here to make this one block
760 * that did the same thing. 773 * that did the same thing.
761 */ 774 */
762 while (retry < 2) 775 while (retry < 2)
763 { 776 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 777 retry++;
769 778
770 /* 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
771 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
774 */ 783 */
775 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));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 786
779 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));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 789
783 if (left == right) 790 if (left == right)
784 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
785 else if (left) 792 else if (left)
786 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
787 else if (right) 794 else if (right)
788 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
789 796
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* 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 -
793 * don't need to retry again. 798 * don't need to retry again.
794 */ 799 */
795 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))
796 break; 802 break;
797
798 } 803 }
804
799 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 806 * stop it from moving.
801 */ 807 */
802 if (retry == 2) 808 if (retry == 2)
803 { 809 {
804 stop_arrow (op); 810 stop_arrow (op);
805 return; 811 return;
806 } 812 }
813
807 /* update object image for new facing */ 814 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
810 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
811 } /* object is reflected */ 818 } /* object is reflected */
812 } /* object ran into a wall */ 819 } /* object ran into a wall */
813
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818 820
819 /* 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
820 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
821 */ 823 */
822 op->speed -= 0.05; 824 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 825
826/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 828}
829 829
830void 830void
831change_object (object *op) 831change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
833 int i, j; 833 int i, j;
834 834
835 if (op->other_arch == NULL) 835 if (!op->other_arch)
836 { 836 {
837 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 ());
838 return; 838 return;
839 } 839 }
840 840
841 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 843 {
844 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
845 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);
846 else 861 else
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *pl = op->in_player ();
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 }
877 else
878 { 862 {
879 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);
880 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
881 tmp->destroy (); 865 tmp->destroy ();
882 else 866 else
883 { 867 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
886 } 872 }
887 } 873 }
888 } 874 }
889 875
890 op->destroy (); 876 op->destroy ();
906 move_teleporter (op->more); 892 move_teleporter (op->more);
907 893
908 if (op->head) 894 if (op->head)
909 head = op->head; 895 head = op->head;
910 896
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 899 break;
914 900
915 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
946 else 932 else
947 { 933 {
948 /* Random teleporter */ 934 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 936 return;
937
951 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
952 } 939 }
953} 940}
954
955 941
956/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
958 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
959 can't be generalized. 945 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1013 999
1014 spell = op->inv; 1000 spell = op->inv;
1015 1001
1016 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1018 1004
1019 if (!spell) 1005 if (!spell)
1020 { 1006 {
1021 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);
1022 return; 1008 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1022 */
1037void 1023void
1038move_player_mover (object *op) 1024move_player_mover (object *op)
1039{ 1025{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1042 sint16 nx, ny; 1027 sint16 nx, ny;
1043 maptile *m; 1028 maptile *m;
1044 1029
1045 /* 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 */
1046 if (!dir) 1031 if (!dir)
1047 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1048 1033
1049 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)
1050 { 1035 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1038 {
1054 1039
1071 } 1056 }
1072 1057
1073 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1074 return; 1059 return;
1075 1060
1076 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)
1077 { 1062 {
1078 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 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 */
1083 }
1084 } 1068 }
1085 1069
1086 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1087 { 1071 {
1088 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1094 * get to this space. 1078 * get to this space.
1095 */ 1079 */
1096 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1082 move_player (victim, dir);
1099 } 1083 }
1100 else 1084 else
1101 return; 1085 return;
1102 } 1086 }
1106 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1108 1092
1109 if (op->attacktype) 1093 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1111
1112 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));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1096 }
1122 } 1097 }
1123 } 1098 }
1124} 1099}
1125 1100
1144 if (op->above == NULL) 1119 if (op->above == NULL)
1145 return; 1120 return;
1146 1121
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1123 {
1149 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1125 {
1151 if (op->level <= 0) 1126 if (op->level <= 0)
1152 tmp->destroy (); 1127 tmp->destroy ();
1153 else 1128 else
1154 { 1129 {
1176 * 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.
1177 * 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
1178 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1180*/ 1155*/
1181
1182void 1156void
1183move_creator (object *creator) 1157move_creator (object *creator)
1184{ 1158{
1185 object *new_ob; 1159 object *new_ob;
1186 1160
1188 { 1162 {
1189 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1190 return; 1164 return;
1191 } 1165 }
1192 1166
1193 if (creator->inv != NULL) 1167 if (creator->inv)
1194 { 1168 {
1195 object *ob; 1169 object *ob;
1196 int i; 1170 int i;
1197 object *ob_to_copy; 1171 object *ob_to_copy;
1198 1172
1203 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1204 { 1178 {
1205 ob_to_copy = ob; 1179 ob_to_copy = ob;
1206 } 1180 }
1207 } 1181 }
1208 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1185 }
1212 else 1186 else
1213 { 1187 {
1214 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1215 { 1189 {
1216 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",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1192 return;
1219 } 1193 }
1221 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1197 }
1224 1198
1225 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1226 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))
1227 { 1201 {
1228 new_ob->destroy (); 1202 new_ob->destroy ();
1229 return; 1203 return;
1230 } 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);
1231 1209
1232 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);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1212 return;
1235 1213
1236 if (creator->slaying) 1214 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1216}
1241 1217
1242/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1250void 1226void
1251move_marker (object *op) 1227move_marker (object *op)
1252{ 1228{
1253 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1254 { 1230 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1260 { 1236 {
1261 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1238
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1239 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1241
1295 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1296 { 1243 {
1297 op->stats.hp--; 1244 op->stats.hp--;
1245
1298 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1299 { 1247 {
1300 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1301 op->destroy (); 1249 op->destroy ();
1302 return; 1250 return;
1304 } 1252 }
1305 } 1253 }
1306 } 1254 }
1307} 1255}
1308 1256
1309int 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
1310process_object (object *op) 1303process_object (object *op)
1311{ 1304{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1306 return;
1314 1307
1315 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1309 return;
1317 1310
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1313 return;
1321 1314
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1316 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1328 1318
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1320 make_sure_seen (op);
1331 } 1321 }
1332 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1330 {
1335 change_object (op); 1331 change_object (op);
1336 return 1; 1332 return;
1337 } 1333 }
1338 1334
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1336 generate_monster (op);
1341 1337
1342 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)
1343 { 1339 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1341 remove_force (op);
1346 else 1342 else
1347 { 1343 {
1348 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1345
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1358 1348
1359 op->destroy (); 1349 op->drop_and_destroy ();
1360 } 1350 }
1361 1351
1362 return 1; 1352 return;
1353 }
1363 } 1354 }
1364 1355
1365 switch (op->type) 1356 switch (op->type)
1366 { 1357 {
1367 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1368 move_spell_effect (op); 1359 move_spell_effect (op);
1369 return 1; 1360 break;
1370 1361
1371 case ROD: 1362 case ROD:
1372 case HORN: 1363 case HORN:
1373 regenerate_rod (op); 1364 regenerate_rod (op);
1374 return 1; 1365 break;
1375 1366
1376 case FORCE: 1367 case FORCE:
1377 case POTION_EFFECT: 1368 case POTION_EFFECT:
1378 remove_force (op); 1369 remove_force (op);
1379 return 1; 1370 break;
1380 1371
1381 case BLINDNESS: 1372 case BLINDNESS:
1382 remove_blindness (op); 1373 remove_blindness (op);
1383 return 0; 1374 break;
1384 1375
1385 case POISONING: 1376 case POISONING:
1386 poison_more (op); 1377 poison_more (op);
1387 return 0; 1378 break;
1388 1379
1389 case DISEASE: 1380 case DISEASE:
1390 move_disease (op); 1381 move_disease (op);
1391 return 0; 1382 break;
1392 1383
1393 case SYMPTOM: 1384 case SYMPTOM:
1394 move_symptom (op); 1385 move_symptom (op);
1395 return 0; 1386 break;
1396 1387
1397 case THROWN_OBJ: 1388 case THROWN_OBJ:
1398 case ARROW: 1389 case ARROW:
1399 move_arrow (op); 1390 move_arrow (op);
1400 return 0; 1391 break;
1401 1392
1402 case DOOR: 1393 case DOOR:
1403 remove_door (op); 1394 remove_door (op);
1404 return 0; 1395 break;
1405 1396
1406 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1407 remove_door2 (op); 1398 remove_door2 (op);
1408 return 0; 1399 break;
1409 1400
1410 case TELEPORTER: 1401 case TELEPORTER:
1411 move_teleporter (op); 1402 move_teleporter (op);
1412 return 0; 1403 break;
1413 1404
1414 case GOLEM: 1405 case GOLEM:
1415 move_golem (op); 1406 move_golem (op);
1416 return 0; 1407 break;
1417 1408
1418 case EARTHWALL: 1409 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1411 break;
1421 1412
1422 case FIREWALL: 1413 case FIREWALL:
1423 move_firewall (op); 1414 move_firewall (op);
1424 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1425 animate_turning (op); 1416 animate_turning (op);
1426 return 0; 1417 break;
1427 1418
1428 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1429 do_mood_floor (op); 1420 do_mood_floor (op);
1430 return 0; 1421 break;
1431 1422
1432 case GATE: 1423 case GATE:
1433 move_gate (op); 1424 move_gate (op);
1434 return 0; 1425 break;
1435 1426
1436 case TIMED_GATE: 1427 case TIMED_GATE:
1437 move_timed_gate (op); 1428 move_timed_gate (op);
1438 return 0; 1429 break;
1439 1430
1440 case TRIGGER: 1431 case TRIGGER:
1441 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1435 animate_trigger (op);
1445 return 0; 1436 break;
1446 1437
1447 case DETECTOR: 1438 case DETECTOR:
1448 move_detector (op); 1439 move_detector (op);
1449 1440
1450 case DIRECTOR: 1441 case DIRECTOR:
1451 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1452 animate_turning (op); 1443 animate_turning (op);
1453 return 0; 1444 break;
1454 1445
1455 case HOLE: 1446 case HOLE:
1456 move_hole (op); 1447 move_hole (op);
1457 return 0; 1448 break;
1458 1449
1459 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1451 move_deep_swamp (op);
1461 return 0; 1452 break;
1462 1453
1463 case RUNE: 1454 case RUNE:
1464 case TRAP: 1455 case TRAP:
1465 move_rune (op); 1456 move_rune (op);
1466 return 0; 1457 break;
1467 1458
1468 case PLAYERMOVER: 1459 case PLAYERMOVER:
1469 move_player_mover (op); 1460 move_player_mover (op);
1470 return 0; 1461 break;
1471 1462
1472 case CREATOR: 1463 case CREATOR:
1473 move_creator (op); 1464 move_creator (op);
1474 return 0; 1465 break;
1475 1466
1476 case MARKER: 1467 case MARKER:
1477 move_marker (op); 1468 move_marker (op);
1478 return 0; 1469 break;
1479 1470
1480 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1481 move_player_changer (op); 1472 move_player_changer (op);
1482 return 0; 1473 break;
1483 1474
1484 case PEACEMAKER: 1475 case PEACEMAKER:
1485 move_peacemaker (op); 1476 move_peacemaker (op);
1486 return 0; 1477 break;
1487 }
1488 1478
1489 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 }
1490} 1493}
1494

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