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Comparing deliantra/server/server/time.C (file contents):
Revision 1.49 by root, Sat May 12 22:04:20 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 (0.1f); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 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 (0.1f);
75 tmp->speed_left = -0.2f;
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
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 && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 327 {
314 hit_player (tmp, random_roll (0, 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"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 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);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 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)))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 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);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
341 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))
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
398 int last = op->value; 415 int last = op->value;
399 int detected; 416 int detected;
400 417
401 detected = 0; 418 detected = 0;
402 419
403 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)
404 { 421 {
405 object *tmp2; 422 object *tmp2;
406 423
407 if (op->stats.hp) 424 if (op->stats.hp)
408 { 425 {
426 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
427 { 444 {
428 if (detected && last == 0) 445 if (detected && last == 0)
429 { 446 {
430 op->value = 1; 447 op->value = 1;
431 push_button (op); 448 push_button (op, tmp);
432 } 449 }
450
433 if (!detected && last == 1) 451 if (!detected && last == 1)
434 { 452 {
435 op->value = 0; 453 op->value = 0;
436 push_button (op); 454 push_button (op, tmp);
437 } 455 }
438 } 456 }
439 else 457 else
440 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
441 if (detected && last == 1) 459 if (detected && last == 1)
442 { 460 {
443 op->value = 0; 461 op->value = 0;
444 push_button (op); 462 push_button (op, tmp);
445 } 463 }
464
446 if (!detected && last == 0) 465 if (!detected && last == 0)
447 { 466 {
448 op->value = 1; 467 op->value = 1;
449 push_button (op); 468 push_button (op, tmp);
450 } 469 }
451 } 470 }
452} 471}
453
454 472
455void 473void
456animate_trigger (object *op) 474animate_trigger (object *op)
457{ 475{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 486}
469 487
470void 488void
471move_hole (object *op) 489move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 491 if (op->value)
476 { /* We're opening */ 492 { /* We're opening */
477 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
479 op->stats.wc = 0; 495 op->stats.wc = 0;
480 op->set_speed (0); 496 op->set_speed (0);
481 497
482 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 501 {
486 next = tmp->above; 502 next = tmp->above;
487 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
488 } 504 }
489 } 505 }
490 506
491 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
493 return; 509 return;
494 } 510 }
511
495 /* We're closing */ 512 /* We're closing */
496 op->move_on = 0; 513 op->move_on = 0;
497 514
498 op->stats.wc++; 515 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 547 {
531 object *payload = op->inv; 548 object *payload = op->inv;
532 549
533 if (payload == NULL) 550 if (payload == NULL)
534 return NULL; 551 return NULL;
552
535 payload->remove (); 553 payload->remove ();
536 op->destroy (); 554 op->destroy ();
537 return payload; 555 return payload;
538 } 556 }
539 557
582 600
583 // restore original wc, dam, attacktype and slaying 601 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
605 op->slaying = op->custom_name;
587 606
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* 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 */
598 op->spellarg = NULL; 608 op->custom_name = 0;
599 op->stats.sp = 0; 609 op->stats.sp = 0;
600 op->stats.hp = 0; 610 op->stats.hp = 0;
601 op->stats.grace = 0; 611 op->stats.grace = 0;
602 op->level = 0; 612 op->level = 0;
603 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
605 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
606 return op; 618 return op;
607} 619}
608 620
609/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
610 * 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
619 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
620 return; 632 return;
621 633
622 if (op->inv) 634 if (op->inv)
623 { 635 {
636 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 637 object *payload = op->inv;
625 638
626 payload->remove ();
627 payload->owner = 0; 639 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 641 op->destroy ();
630 } 642 }
631 else 643 else
640/* 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.
641 */ 653 */
642void 654void
643move_arrow (object *op) 655move_arrow (object *op)
644{ 656{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 657 int was_reflected;
648 maptile *m;
649 658
650 if (op->map == NULL) 659 if (!op->map)
651 { 660 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 662 op->destroy ();
654 return; 663 return;
655 } 664 }
663 * 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,
664 * 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
665 * 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,
666 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
667 */ 676 */
668 if (op->inv == NULL) 677 if (!op->inv)
669 { 678 {
670 op->destroy (); 679 op->destroy ();
671 return; 680 return;
672 } 681 }
673 682
685 stop_arrow (op); 694 stop_arrow (op);
686 return; 695 return;
687 } 696 }
688 697
689 /* Calculate target map square */ 698 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 699 was_reflected = 0;
693 700
694 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 702
697 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
698 { 704 {
699 stop_arrow (op); 705 stop_arrow (op);
700 return; 706 return;
701 } 707 }
702 708
703 /* 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 */
704 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
705 { 711 {
706 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)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 716 break;
709 717
710 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
734 return; 742 return;
735 } 743 }
736 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
738 746
739 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))
740 { 748 {
741 int retry = 0; 749 int retry = 0;
742 750
743 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
744 * 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
757 if (op->direction & 1) 765 if (op->direction & 1)
758 { 766 {
759 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
760 retry = 1; 768 retry = 1;
761 } 769 }
770
762 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
763 * use this retry here to make this one block 772 * use this retry here to make this one block
764 * that did the same thing. 773 * that did the same thing.
765 */ 774 */
766 while (retry < 2) 775 while (retry < 2)
767 { 776 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 777 retry++;
773 778
774 /* 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
775 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
778 */ 783 */
779 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));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 786
783 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));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 789
787 if (left == right) 790 if (left == right)
788 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
789 else if (left) 792 else if (left)
790 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
791 else if (right) 794 else if (right)
792 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
793 796
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* 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 -
797 * don't need to retry again. 798 * don't need to retry again.
798 */ 799 */
799 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))
800 break; 802 break;
801
802 } 803 }
804
803 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 806 * stop it from moving.
805 */ 807 */
806 if (retry == 2) 808 if (retry == 2)
807 { 809 {
808 stop_arrow (op); 810 stop_arrow (op);
809 return; 811 return;
810 } 812 }
813
811 /* update object image for new facing */ 814 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 818 } /* object is reflected */
816 } /* object ran into a wall */ 819 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822 820
823 /* 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
824 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
825 */ 823 */
826 op->speed -= 0.05; 824 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 825
830/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 828}
833 829
834void 830void
835change_object (object *op) 831change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
837 int i, j; 833 int i, j;
838 834
839 if (op->other_arch == NULL) 835 if (!op->other_arch)
840 { 836 {
841 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 ());
842 return; 838 return;
843 } 839 }
844 840
845 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 843 {
848 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
849 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);
850 else 861 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 { 862 {
883 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);
884 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
885 tmp->destroy (); 865 tmp->destroy ();
886 else 866 else
887 { 867 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
890 } 872 }
891 } 873 }
892 } 874 }
893 875
894 op->destroy (); 876 op->destroy ();
910 move_teleporter (op->more); 892 move_teleporter (op->more);
911 893
912 if (op->head) 894 if (op->head)
913 head = op->head; 895 head = op->head;
914 896
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 899 break;
918 900
919 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 932 else
951 { 933 {
952 /* Random teleporter */ 934 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 936 return;
937
955 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
956 } 939 }
957} 940}
958
959 941
960/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
962 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
963 can't be generalized. 945 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1017 999
1018 spell = op->inv; 1000 spell = op->inv;
1019 1001
1020 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1022 1004
1023 if (!spell) 1005 if (!spell)
1024 { 1006 {
1025 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);
1026 return; 1008 return;
1039 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1040 */ 1022 */
1041void 1023void
1042move_player_mover (object *op) 1024move_player_mover (object *op)
1043{ 1025{
1044 object *victim, *nextmover;
1045 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1046 sint16 nx, ny; 1027 sint16 nx, ny;
1047 maptile *m; 1028 maptile *m;
1048 1029
1049 /* 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 */
1050 if (!dir) 1031 if (!dir)
1051 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1052 1033
1053 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)
1054 { 1035 {
1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1056 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1057 { 1038 {
1058 1039
1075 } 1056 }
1076 1057
1077 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1078 return; 1059 return;
1079 1060
1080 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)
1081 { 1062 {
1082 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1083 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 {
1086 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 */
1087 }
1088 } 1068 }
1089 1069
1090 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1091 { 1071 {
1092 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1096 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1098 * get to this space. 1078 * get to this space.
1099 */ 1079 */
1100 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1101 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1082 move_player (victim, dir);
1103 } 1083 }
1104 else 1084 else
1105 return; 1085 return;
1106 } 1086 }
1110 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1112 1092
1113 if (op->attacktype) 1093 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1115
1116 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));
1117 /* Not sure why, but for some chars on metalforge, they
1118 * would sometimes get -inf speed_left, and from the
1119 * description, it could only happen here, so just put
1120 * a lower sanity limit. My only guess is that the
1121 * mover has 0 speed.
1122 */
1123 if (victim->speed_left < -5.f)
1124 victim->speed_left = -5.f;
1125 } 1096 }
1126 } 1097 }
1127 } 1098 }
1128} 1099}
1129 1100
1148 if (op->above == NULL) 1119 if (op->above == NULL)
1149 return; 1120 return;
1150 1121
1151 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1152 { 1123 {
1153 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1154 { 1125 {
1155 if (op->level <= 0) 1126 if (op->level <= 0)
1156 tmp->destroy (); 1127 tmp->destroy ();
1157 else 1128 else
1158 { 1129 {
1180 * 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.
1181 * 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
1182 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1183 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1184*/ 1155*/
1185
1186void 1156void
1187move_creator (object *creator) 1157move_creator (object *creator)
1188{ 1158{
1189 object *new_ob; 1159 object *new_ob;
1190 1160
1192 { 1162 {
1193 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1194 return; 1164 return;
1195 } 1165 }
1196 1166
1197 if (creator->inv != NULL) 1167 if (creator->inv)
1198 { 1168 {
1199 object *ob; 1169 object *ob;
1200 int i; 1170 int i;
1201 object *ob_to_copy; 1171 object *ob_to_copy;
1202 1172
1207 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1208 { 1178 {
1209 ob_to_copy = ob; 1179 ob_to_copy = ob;
1210 } 1180 }
1211 } 1181 }
1212 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1213 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1214 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1215 } 1185 }
1216 else 1186 else
1217 { 1187 {
1218 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1219 { 1189 {
1220 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",
1221 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1222 return; 1192 return;
1223 } 1193 }
1225 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1226 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1227 } 1197 }
1228 1198
1229 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1230 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))
1231 { 1201 {
1232 new_ob->destroy (); 1202 new_ob->destroy ();
1233 return; 1203 return;
1234 } 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);
1235 1209
1236 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);
1237 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1238 return; 1212 return;
1239 1213
1240 if (creator->slaying) 1214 if (creator->slaying)
1241 {
1242 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1243 }
1244} 1216}
1245 1217
1246/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1247 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1248 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1254void 1226void
1255move_marker (object *op) 1227move_marker (object *op)
1256{ 1228{
1257 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1258 { 1230 {
1259 object *tmp2;
1260
1261 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1262 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1263 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1264 { 1236 {
1265 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1266 break;
1267 }
1268 1238
1269 /* cycle through his inventory to look for the MARK we want to
1270 * place
1271 */
1272 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1273 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1274 break;
1275
1276 /* if we didn't find our own MARK */
1277 if (!tmp2)
1278 {
1279 object *force = get_archetype (FORCE_NAME);
1280
1281 if (op->stats.food)
1282 {
1283 force->set_speed (0.01);
1284 force->speed_left = -op->stats.food;
1285 }
1286 else
1287 force->set_speed (0);
1288
1289 /* put in the lock code */
1290 force->slaying = op->slaying;
1291
1292 if (op->lore)
1293 force->lore = op->lore;
1294
1295 insert_ob_in_ob (force, tmp);
1296 if (op->msg) 1239 if (op->msg)
1297 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1298 1241
1299 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1300 { 1243 {
1301 op->stats.hp--; 1244 op->stats.hp--;
1245
1302 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1303 { 1247 {
1304 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1305 op->destroy (); 1249 op->destroy ();
1306 return; 1250 return;
1308 } 1252 }
1309 } 1253 }
1310 } 1254 }
1311} 1255}
1312 1256
1313int 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
1314process_object (object *op) 1303process_object (object *op)
1315{ 1304{
1316 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1317 return 0; 1306 return;
1318 1307
1319 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1320 return 0; 1309 return;
1321 1310
1322 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1324 return 1; 1313 return;
1325 1314
1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1327 { 1316 {
1328 animate_object (op, op->contr ? op->facing : op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1329 1318
1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1331 make_sure_seen (op); 1320 make_sure_seen (op);
1332 } 1321 }
1333 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1335 { 1330 {
1336 change_object (op); 1331 change_object (op);
1337 return 1; 1332 return;
1338 } 1333 }
1339 1334
1340 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1341 generate_monster (op); 1336 generate_monster (op);
1342 1337
1343 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)
1344 { 1339 {
1345 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1346 remove_force (op); 1341 remove_force (op);
1347 else 1342 else
1348 { 1343 {
1349 /* If necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1350 object *pl = op->in_player ();
1351 1345
1352 if (pl)
1353 esrv_del_item (pl->contr, op->count);
1354
1355 op->remove ();
1356
1357 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1358 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1359 1348
1360 op->destroy (); 1349 op->drop_and_destroy ();
1361 } 1350 }
1362 1351
1363 return 1; 1352 return;
1353 }
1364 } 1354 }
1365 1355
1366 switch (op->type) 1356 switch (op->type)
1367 { 1357 {
1368 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1369 move_spell_effect (op); 1359 move_spell_effect (op);
1370 return 1; 1360 break;
1371 1361
1372 case ROD: 1362 case ROD:
1373 case HORN: 1363 case HORN:
1374 regenerate_rod (op); 1364 regenerate_rod (op);
1375 return 1; 1365 break;
1376 1366
1377 case FORCE: 1367 case FORCE:
1378 case POTION_EFFECT: 1368 case POTION_EFFECT:
1379 remove_force (op); 1369 remove_force (op);
1380 return 1; 1370 break;
1381 1371
1382 case BLINDNESS: 1372 case BLINDNESS:
1383 remove_blindness (op); 1373 remove_blindness (op);
1384 return 0; 1374 break;
1385 1375
1386 case POISONING: 1376 case POISONING:
1387 poison_more (op); 1377 poison_more (op);
1388 return 0; 1378 break;
1389 1379
1390 case DISEASE: 1380 case DISEASE:
1391 move_disease (op); 1381 move_disease (op);
1392 return 0; 1382 break;
1393 1383
1394 case SYMPTOM: 1384 case SYMPTOM:
1395 move_symptom (op); 1385 move_symptom (op);
1396 return 0; 1386 break;
1397 1387
1398 case THROWN_OBJ: 1388 case THROWN_OBJ:
1399 case ARROW: 1389 case ARROW:
1400 move_arrow (op); 1390 move_arrow (op);
1401 return 0; 1391 break;
1402 1392
1403 case DOOR: 1393 case DOOR:
1404 remove_door (op); 1394 remove_door (op);
1405 return 0; 1395 break;
1406 1396
1407 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1408 remove_door2 (op); 1398 remove_door2 (op);
1409 return 0; 1399 break;
1410 1400
1411 case TELEPORTER: 1401 case TELEPORTER:
1412 move_teleporter (op); 1402 move_teleporter (op);
1413 return 0; 1403 break;
1414 1404
1415 case GOLEM: 1405 case GOLEM:
1416 move_golem (op); 1406 move_golem (op);
1417 return 0; 1407 break;
1418 1408
1419 case EARTHWALL: 1409 case EARTHWALL:
1420 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1421 return 0; 1411 break;
1422 1412
1423 case FIREWALL: 1413 case FIREWALL:
1424 move_firewall (op); 1414 move_firewall (op);
1425 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1426 animate_turning (op); 1416 animate_turning (op);
1427 return 0; 1417 break;
1428 1418
1429 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1430 do_mood_floor (op); 1420 do_mood_floor (op);
1431 return 0; 1421 break;
1432 1422
1433 case GATE: 1423 case GATE:
1434 move_gate (op); 1424 move_gate (op);
1435 return 0; 1425 break;
1436 1426
1437 case TIMED_GATE: 1427 case TIMED_GATE:
1438 move_timed_gate (op); 1428 move_timed_gate (op);
1439 return 0; 1429 break;
1440 1430
1441 case TRIGGER: 1431 case TRIGGER:
1442 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1445 animate_trigger (op); 1435 animate_trigger (op);
1446 return 0; 1436 break;
1447 1437
1448 case DETECTOR: 1438 case DETECTOR:
1449 move_detector (op); 1439 move_detector (op);
1450 1440
1451 case DIRECTOR: 1441 case DIRECTOR:
1452 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1453 animate_turning (op); 1443 animate_turning (op);
1454 return 0; 1444 break;
1455 1445
1456 case HOLE: 1446 case HOLE:
1457 move_hole (op); 1447 move_hole (op);
1458 return 0; 1448 break;
1459 1449
1460 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1461 move_deep_swamp (op); 1451 move_deep_swamp (op);
1462 return 0; 1452 break;
1463 1453
1464 case RUNE: 1454 case RUNE:
1465 case TRAP: 1455 case TRAP:
1466 move_rune (op); 1456 move_rune (op);
1467 return 0; 1457 break;
1468 1458
1469 case PLAYERMOVER: 1459 case PLAYERMOVER:
1470 move_player_mover (op); 1460 move_player_mover (op);
1471 return 0; 1461 break;
1472 1462
1473 case CREATOR: 1463 case CREATOR:
1474 move_creator (op); 1464 move_creator (op);
1475 return 0; 1465 break;
1476 1466
1477 case MARKER: 1467 case MARKER:
1478 move_marker (op); 1468 move_marker (op);
1479 return 0; 1469 break;
1480 1470
1481 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1482 move_player_changer (op); 1472 move_player_changer (op);
1483 return 0; 1473 break;
1484 1474
1485 case PEACEMAKER: 1475 case PEACEMAKER:
1486 move_peacemaker (op); 1476 move_peacemaker (op);
1487 return 0; 1477 break;
1488 }
1489 1478
1490 return 0; 1479 case PLAYER:
1491} 1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1492 1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1493}
1494

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