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Comparing deliantra/server/server/time.C (file contents):
Revision 1.40 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.103 by root, Fri Mar 26 00:53:26 2010 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 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92/* Will generate a monster according to content 95static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 98 if (!gen->map)
153 return; 99 return;
154 100
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 102 return;
158 103
159 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 132 }
161 op = arch_to_object (at); 133 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
163 op->y = gen->y + freearr_y[i] + at->clone.y; 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;
164 139
165 if (head) 140 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 141 }
142 else
143 return;
167 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163static void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
203 if (--op->duration > 0) 166 if (--op->duration > 0)
204 return; 167 return;
205 168
217 } 180 }
218 181
219 op->destroy (); 182 op->destroy ();
220} 183}
221 184
222void 185static void
223remove_blindness (object *op) 186remove_blindness (object *op)
224{ 187{
225 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
226 return; 189 return;
227 190
234 } 197 }
235 198
236 op->destroy (); 199 op->destroy ();
237} 200}
238 201
239void 202static void
240poison_more (object *op) 203poison_more (object *op)
241{ 204{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
243 { 206 {
244 op->destroy (); 207 op->destroy ();
269 232
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 234}
272 235
273 236
274void 237static void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 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))
280 { 243 {
281 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));
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
316 * 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,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
322 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))
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* 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.
352 * 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
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
359 323
360 if (tmp != NULL) 324 if (tmp)
361 { 325 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 327 {
364 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
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 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);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 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)))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 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);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
390 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))
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
411 376
412/* hp : how long door is open/closed 377/* hp : how long door is open/closed
413 * maxhp : initial value for hp 378 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
415 */ 380 */
416void 381static void
417move_timed_gate (object *op) 382move_timed_gate (object *op)
418{ 383{
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
437 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
438 * connected: connected value of detector 406 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
441 */ 409 */
442 410static void
443void
444move_detector (object *op) 411move_detector (object *op)
445{ 412{
446 object *tmp; 413 object *tmp;
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
516 } 484 }
517} 485}
518 486
519void 487static void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0; 604 op->slaying = op->custom_name;
634 op->skill = 0;
635 605
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 607 op->custom_name = 0;
647 op->stats.sp = 0; 608 op->stats.sp = 0;
648 op->stats.hp = 0; 609 op->stats.hp = 0;
649 op->stats.grace = 0; 610 op->stats.grace = 0;
650 op->level = 0; 611 op->level = 0;
651 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
653 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
654 return op; 617 return op;
655} 618}
656 619
657/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
668 return; 631 return;
669 632
670 if (op->inv) 633 if (op->inv)
671 { 634 {
635 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 636 object *payload = op->inv;
673 637
674 payload->remove ();
675 payload->owner = 0; 638 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 640 op->destroy ();
678 } 641 }
679 else 642 else
680 { 643 {
681 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
682 if (op) 646 if (op)
683 merge_ob (op, NULL); 647 merge_ob (op, 0);
684 } 648 }
685} 649}
686 650
687/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 652 */
689
690void 653void
691move_arrow (object *op) 654move_arrow (object *op)
692{ 655{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 656 int was_reflected;
696 maptile *m;
697 657
698 if (op->map == NULL) 658 if (!op->map)
699 { 659 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 661 op->destroy ();
702 return; 662 return;
703 } 663 }
711 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
712 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
713 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
715 */ 675 */
716 if (op->inv == NULL) 676 if (!op->inv)
717 { 677 {
718 op->destroy (); 678 op->destroy ();
719 return; 679 return;
720 } 680 }
721 681
733 stop_arrow (op); 693 stop_arrow (op);
734 return; 694 return;
735 } 695 }
736 696
737 /* Calculate target map square */ 697 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 698 was_reflected = 0;
741 699
742 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 701
745 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
746 { 703 {
747 stop_arrow (op); 704 stop_arrow (op);
748 return; 705 return;
749 } 706 }
750 707
751 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
753 { 710 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 715 break;
757 716
758 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 728 {
770 int number = op->face; 729 int number = op->face;
771 730
772 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
773 op->state = 0; 732 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = number;
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
786 } 734 }
787 else 735 else
788 { 736 {
789 /* Attack the object. */ 737 /* Attack the object. */
793 return; 741 return;
794 } 742 }
795 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
797 745
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 747 {
800 int retry = 0; 748 int retry = 0;
801 749
802 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 764 if (op->direction & 1)
817 { 765 {
818 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
819 retry = 1; 767 retry = 1;
820 } 768 }
769
821 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
822 * use this retry here to make this one block 771 * use this retry here to make this one block
823 * that did the same thing. 772 * that did the same thing.
824 */ 773 */
825 while (retry < 2) 774 while (retry < 2)
826 { 775 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 776 retry++;
832 777
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
837 */ 782 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 785
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 788
846 if (left == right) 789 if (left == right)
847 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
848 else if (left) 791 else if (left)
849 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
850 else if (right) 793 else if (right)
851 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
852 795
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 797 * don't need to retry again.
857 */ 798 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 801 break;
860
861 } 802 }
803
862 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 805 * stop it from moving.
864 */ 806 */
865 if (retry == 2) 807 if (retry == 2)
866 { 808 {
867 stop_arrow (op); 809 stop_arrow (op);
868 return; 810 return;
869 } 811 }
812
870 /* update object image for new facing */ 813 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 817 } /* object is reflected */
875 } /* object ran into a wall */ 818 } /* object ran into a wall */
876
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881 819
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
884 */ 822 */
885 op->speed -= 0.05; 823 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 824
889/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 827}
892 828
893void 829static void
894change_object (object *op) 830change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
896 int i, j;
897
898 if (op->other_arch == NULL) 832 if (!op->other_arch)
899 { 833 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 835 return;
902 } 836 }
903 837
904 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 840 {
907 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
908 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
909 else 858 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 } 859 {
940 else
941 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
943 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
944 tmp->destroy (); 863 tmp->destroy ();
945 else 864 else
946 { 865 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
949 } 870 }
950 } 871 }
951 } 872 }
952 873
953 op->destroy (); 874 op->destroy ();
969 move_teleporter (op->more); 890 move_teleporter (op->more);
970 891
971 if (op->head) 892 if (op->head)
972 head = op->head; 893 head = op->head;
973 894
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 897 break;
977 898
978 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 930 else
1010 { 931 {
1011 /* Random teleporter */ 932 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 934 return;
935
1014 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1015 } 937 }
1016} 938}
1017
1018 939
1019/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 943 can't be generalized.
1023*/ 944*/
1024void 945static void
1025move_player_changer (object *op) 946move_player_changer (object *op)
1026{ 947{
1027 object *player;
1028 object *walk;
1029
1030 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1031 return; 949 return;
1032 950
1033 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1034 * needs to be on top. 952 * needs to be on top.
1035 */ 953 */
1036 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1037 { 955 {
956 object *player = op->above;
957
1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1039 return; 959 return;
1040 960
1041 player = op->above;
1042
1043 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1045 963
1046 player->update_stats (); 964 player->update_stats ();
1047 965
1048 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1075 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1076 994
1077 spell = op->inv; 995 spell = op->inv;
1078 996
1079 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1081 999
1082 if (!spell) 1000 if (!spell)
1083 { 1001 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1003 return;
1095 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1096 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1097 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1098 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1017 */
1100void 1018static void
1101move_player_mover (object *op) 1019move_player_mover (object *op)
1102{ 1020{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1105 sint16 nx, ny; 1022 sint16 nx, ny;
1106 maptile *m; 1023 maptile *m;
1107 1024
1108 /* Determine direction now for random movers so we do the right thing */ 1025 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1026 if (!dir)
1110 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1111 1028
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1030 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1033 {
1117 1034
1134 } 1051 }
1135 1052
1136 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1137 return; 1054 return;
1138 1055
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1057 {
1141 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1063 }
1148 1064
1149 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1150 { 1066 {
1151 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1152 if (op->level) 1068 if (op->level)
1153 { 1069 {
1154 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1157 * get to this space. 1073 * get to this space.
1158 */ 1074 */
1159 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1077 move_player (victim, dir);
1162 } 1078 }
1163 else 1079 else
1164 return; 1080 return;
1165 } 1081 }
1166 else 1082 else
1167 move_object (victim, dir); 1083 victim->move (dir);
1168 1084
1169 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1171 1087
1172 if (op->attacktype) 1088 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1091 }
1185 } 1092 }
1186 } 1093 }
1187} 1094}
1188 1095
1207 if (op->above == NULL) 1114 if (op->above == NULL)
1208 return; 1115 return;
1209 1116
1210 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1211 { 1118 {
1212 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1213 { 1120 {
1214 if (op->level <= 0) 1121 if (op->level <= 0)
1215 tmp->destroy (); 1122 tmp->destroy ();
1216 else 1123 else
1217 { 1124 {
1239 * has to make sure that there is in fact space for the object. 1146 * has to make sure that there is in fact space for the object.
1240 * It should really do this for small objects also, but there is 1147 * It should really do this for small objects also, but there is
1241 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1242 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1243*/ 1150*/
1244
1245void 1151void
1246move_creator (object *creator) 1152move_creator (object *creator)
1247{ 1153{
1248 object *new_ob; 1154 object *new_ob;
1249 1155
1251 { 1157 {
1252 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1253 return; 1159 return;
1254 } 1160 }
1255 1161
1256 if (creator->inv != NULL) 1162 if (creator->inv)
1257 { 1163 {
1258 object *ob; 1164 object *ob;
1259 int i; 1165 int i;
1260 object *ob_to_copy; 1166 object *ob_to_copy;
1261 1167
1266 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1267 { 1173 {
1268 ob_to_copy = ob; 1174 ob_to_copy = ob;
1269 } 1175 }
1270 } 1176 }
1271 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1272 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1273 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1274 } 1180 }
1275 else 1181 else
1276 { 1182 {
1277 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1278 { 1184 {
1279 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1280 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1281 return; 1187 return;
1282 } 1188 }
1284 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1285 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1286 } 1192 }
1287 1193
1288 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1289 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1290 { 1196 {
1291 new_ob->destroy (); 1197 new_ob->destroy ();
1292 return; 1198 return;
1293 } 1199 }
1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1294 1204
1295 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1296 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1297 return; 1207 return;
1298 1208
1299 if (creator->slaying) 1209 if (creator->slaying)
1300 {
1301 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1302 }
1303} 1211}
1304 1212
1305/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1306 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1307 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1313void 1221void
1314move_marker (object *op) 1222move_marker (object *op)
1315{ 1223{
1316 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1317 { 1225 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1323 { 1231 {
1324 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1233
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (!tmp2)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1234 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1236
1358 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1359 { 1238 {
1360 op->stats.hp--; 1239 op->stats.hp--;
1240
1361 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1362 { 1242 {
1363 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1364 op->destroy (); 1244 op->destroy ();
1365 return; 1245 return;
1367 } 1247 }
1368 } 1248 }
1369 } 1249 }
1370} 1250}
1371 1251
1372int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1373process_object (object *op) 1299process_object (object *op)
1374{ 1300{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1302 return;
1377 1303
1378 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1305 return;
1380 1306
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1309 return;
1384 1310
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1312 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1391 1314
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1316 make_sure_seen (op);
1394 } 1317 }
1395 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1326 {
1398 change_object (op); 1327 change_object (op);
1399 return 1; 1328 return;
1400 } 1329 }
1401 1330
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1332 generate_monster (op);
1404 1333
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1335 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1337 remove_force (op);
1409 else 1338 else
1410 { 1339 {
1411 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1341
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1421 1344
1422 op->destroy (); 1345 op->drop_and_destroy ();
1423 } 1346 }
1424 1347
1425 return 1; 1348 return;
1349 }
1426 } 1350 }
1427 1351
1428 switch (op->type) 1352 switch (op->type)
1429 { 1353 {
1430 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1431 move_spell_effect (op); 1355 move_spell_effect (op);
1432 return 1; 1356 break;
1433 1357
1434 case ROD: 1358 case ROD:
1435 case HORN: 1359 case HORN:
1436 regenerate_rod (op); 1360 regenerate_rod (op);
1437 return 1; 1361 break;
1438 1362
1439 case FORCE: 1363 case FORCE:
1440 case POTION_EFFECT: 1364 case POTION_EFFECT:
1441 remove_force (op); 1365 remove_force (op);
1442 return 1; 1366 break;
1443 1367
1444 case BLINDNESS: 1368 case BLINDNESS:
1445 remove_blindness (op); 1369 remove_blindness (op);
1446 return 0; 1370 break;
1447 1371
1448 case POISONING: 1372 case POISONING:
1449 poison_more (op); 1373 poison_more (op);
1450 return 0; 1374 break;
1451 1375
1452 case DISEASE: 1376 case DISEASE:
1453 move_disease (op); 1377 move_disease (op);
1454 return 0; 1378 break;
1455 1379
1456 case SYMPTOM: 1380 case SYMPTOM:
1457 move_symptom (op); 1381 move_symptom (op);
1458 return 0; 1382 break;
1459 1383
1460 case THROWN_OBJ: 1384 case THROWN_OBJ:
1461 case ARROW: 1385 case ARROW:
1462 move_arrow (op); 1386 move_arrow (op);
1463 return 0; 1387 break;
1464 1388
1465 case DOOR: 1389 case DOOR:
1466 remove_door (op); 1390 remove_door (op);
1467 return 0; 1391 break;
1468 1392
1469 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1470 remove_door2 (op); 1394 remove_door2 (op);
1471 return 0; 1395 break;
1472 1396
1473 case TELEPORTER: 1397 case TELEPORTER:
1474 move_teleporter (op); 1398 move_teleporter (op);
1475 return 0; 1399 break;
1476 1400
1477 case GOLEM: 1401 case GOLEM:
1478 move_golem (op); 1402 move_golem (op);
1479 return 0; 1403 break;
1480 1404
1481 case EARTHWALL: 1405 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1407 break;
1484 1408
1485 case FIREWALL: 1409 case FIREWALL:
1486 move_firewall (op); 1410 move_firewall (op);
1487 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1488 animate_turning (op); 1412 animate_turning (op);
1489 return 0; 1413 break;
1490 1414
1491 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1492 do_mood_floor (op); 1416 do_mood_floor (op);
1493 return 0; 1417 break;
1494 1418
1495 case GATE: 1419 case GATE:
1496 move_gate (op); 1420 move_gate (op);
1497 return 0; 1421 break;
1498 1422
1499 case TIMED_GATE: 1423 case TIMED_GATE:
1500 move_timed_gate (op); 1424 move_timed_gate (op);
1501 return 0; 1425 break;
1502 1426
1503 case TRIGGER: 1427 case TRIGGER:
1504 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1431 animate_trigger (op);
1508 return 0; 1432 break;
1509 1433
1510 case DETECTOR: 1434 case DETECTOR:
1511 move_detector (op); 1435 move_detector (op);
1512 1436
1513 case DIRECTOR: 1437 case DIRECTOR:
1514 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1515 animate_turning (op); 1439 animate_turning (op);
1516 return 0; 1440 break;
1517 1441
1518 case HOLE: 1442 case HOLE:
1519 move_hole (op); 1443 move_hole (op);
1520 return 0; 1444 break;
1521 1445
1522 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1447 move_deep_swamp (op);
1524 return 0; 1448 break;
1525 1449
1526 case RUNE: 1450 case RUNE:
1527 case TRAP: 1451 case TRAP:
1528 move_rune (op); 1452 move_rune (op);
1529 return 0; 1453 break;
1530 1454
1531 case PLAYERMOVER: 1455 case PLAYERMOVER:
1532 move_player_mover (op); 1456 move_player_mover (op);
1533 return 0; 1457 break;
1534 1458
1535 case CREATOR: 1459 case CREATOR:
1536 move_creator (op); 1460 move_creator (op);
1537 return 0; 1461 break;
1538 1462
1539 case MARKER: 1463 case MARKER:
1540 move_marker (op); 1464 move_marker (op);
1541 return 0; 1465 break;
1542 1466
1543 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1544 move_player_changer (op); 1468 move_player_changer (op);
1545 return 0; 1469 break;
1546 1470
1547 case PEACEMAKER: 1471 case PEACEMAKER:
1548 move_peacemaker (op); 1472 move_peacemaker (op);
1549 return 0; 1473 break;
1550 }
1551 1474
1552 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1553} 1489}
1490

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