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Comparing deliantra/server/server/time.C (file contents):
Revision 1.33 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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.
28 */ 28 */
29
30#include <global.h> 29#include <global.h>
31#include <spells.h> 30#include <spells.h>
32#include <sproto.h> 31#include <sproto.h>
33 32
34/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
35 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
36 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
37 */ 36 */
38
39void 37void
40remove_door (object *op) 38remove_door (object *op)
41{ 39{
42 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
43 object *tmp; 42 object *tmp;
44 43 mapxy pos (op);
45 for (i = 1; i < 9; i += 2) 44 pos.move (i);
46 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)))
47 { 47 {
48 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
50 } 50 }
51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
60 } 61 }
61 62
62 op->destroy (); 63 op->drop_and_destroy ();
63} 64}
64 65
65void 66void
66remove_door2 (object *op) 67remove_door2 (object *op)
67{ 68{
71 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
72 { 73 {
73 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]);
74 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */ 76 { /* same key both doors */
76 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
77 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94/* Will generate a monster according to content 95static void
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 96generate_monster (object *gen)
99{ 97{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 98 if (!gen->map)
155 return; 99 return;
156 100
157 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))
158 if (i == -1)
159 return; 102 return;
160 103
161 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);
162 { 132 }
163 op = arch_to_object (at); 133 else if (gen->other_arch)
164 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
165 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;
166 139
167 if (head) 140 op = gen->other_arch->instance ();
168 op->head = head, prev->more = op; 141 }
142 else
143 return;
169 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
170 if (rndm (0, 9)) 151 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
172 153
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 154 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 156
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 157 return;
158 }
194 159
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
219 } 180 }
220 181
221 op->destroy (); 182 op->destroy ();
222} 183}
223 184
224void 185static void
225remove_blindness (object *op) 186remove_blindness (object *op)
226{ 187{
227 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
228 return; 189 return;
229 190
236 } 197 }
237 198
238 op->destroy (); 199 op->destroy ();
239} 200}
240 201
241void 202static void
242poison_more (object *op) 203poison_more (object *op)
243{ 204{
244 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)
245 { 206 {
246 op->destroy (); 207 op->destroy ();
247 return; 208 return;
248 } 209 }
249 210
250 if (op->stats.food == 1) 211 if (op->stats.food == 1)
251 { 212 {
252 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
253 * will not do anything. 214 * will not do anything.
254 */ 215 */
255 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
256 { 217 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
271 232
272 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
273} 234}
274 235
275 236
276void 237static void
277move_gate (object *op) 238move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
279 object *tmp; 240 object *tmp;
280 241
281 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))
282 { 243 {
283 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));
288 if (op->value) 249 if (op->value)
289 { 250 {
290 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
292 op->stats.wc = 0; 253 op->stats.wc = 0;
293 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
294 op->value = 0; 255 op->value = 0;
295 else 256 else
296 op->set_speed (0); 257 op->set_speed (0);
297 } 258 }
298 259
318 * 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,
319 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
320 * the gate slightly. 281 * the gate slightly.
321 */ 282 */
322 283
323 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
324 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))
325 break; 286 break;
326 287
327 if (tmp == NULL) 288 if (!tmp)
328 { 289 {
329 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
330 op->value = 1; 291 op->value = 1;
331 else 292 else
332 op->set_speed (0); 293 op->set_speed (0);
333 294
334 return; 295 return;
345 } 306 }
346 else 307 else
347 { /* The gate is still going up */ 308 { /* The gate is still going up */
348 op->stats.wc++; 309 op->stats.wc++;
349 310
350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
352 313
353 /* 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.
354 * 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
355 */ 316 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 { 318 {
358 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
361 323
362 if (tmp != NULL) 324 if (tmp)
363 { 325 {
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
365 { 327 {
366 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
367 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
368 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);
369 } 333 }
370 else
371 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
372 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
373 * off the gate. 336 * off the gate.
374 */ 337 */
375 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)))
376 { 339 {
377 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
378 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);
379 342
380 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
381 if (i != -1) 344 if (i > 0)
382 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
383 tmp->remove (); 349 tmp->move_to (pos);
384 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
385 insert_ob_in_map (tmp, op->map, op, 0);
386 } 350 }
387 } 351 }
388 } 352 }
389 353
390 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
391 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
392 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))
393 break; 357 break;
394 358
395 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
396 if (tmp) 360 if (tmp)
397 {
398 op->stats.food = 1; 361 op->stats.food = 1;
399 }
400 else 362 else
401 { 363 {
402 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
403 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
404 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
405 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
406 } 369 }
407 } /* gate is halfway up */ 370 } /* gate is halfway up */
408 371
413 376
414/* hp : how long door is open/closed 377/* hp : how long door is open/closed
415 * maxhp : initial value for hp 378 * maxhp : initial value for hp
416 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
417 */ 380 */
418void 381static void
419move_timed_gate (object *op) 382move_timed_gate (object *op)
420{ 383{
421 int v = op->value; 384 int v = op->value;
422 385
423 if (op->stats.sp) 386 if (op->stats.sp)
424 { 387 {
425 move_gate (op); 388 move_gate (op);
389
426 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
427 op->stats.sp = 0; 391 op->stats.sp = 0;
428 return; 392 return;
429 } 393 }
394
430 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
431 { /* keep gate down */ 396 { /* keep gate down */
432 move_gate (op); 397 move_gate (op);
398
433 if (op->value != v) 399 if (op->value != v)
434 op->set_speed (0); 400 op->set_speed (0);
435 } 401 }
436} 402}
437 403
439 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
440 * connected: connected value of detector 406 * connected: connected value of detector
441 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
442 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
443 */ 409 */
444 410static void
445void
446move_detector (object *op) 411move_detector (object *op)
447{ 412{
448 object *tmp; 413 object *tmp;
449 int last = op->value; 414 int last = op->value;
450 int detected; 415 int detected;
451 416
452 detected = 0; 417 detected = 0;
453 418
454 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)
455 { 420 {
456 object *tmp2; 421 object *tmp2;
457 422
458 if (op->stats.hp) 423 if (op->stats.hp)
459 { 424 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 426 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 428 detected = 1;
429
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 431 detected = 1;
466 } 432 }
467 } 433 }
434
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 436 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 438 detected = 1;
474 } 439 }
475 440
476 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
477 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
478 { 443 {
479 if (detected && last == 0) 444 if (detected && last == 0)
480 { 445 {
481 op->value = 1; 446 op->value = 1;
482 push_button (op); 447 push_button (op, tmp);
483 } 448 }
449
484 if (!detected && last == 1) 450 if (!detected && last == 1)
485 { 451 {
486 op->value = 0; 452 op->value = 0;
487 push_button (op); 453 push_button (op, tmp);
488 } 454 }
489 } 455 }
490 else 456 else
491 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
492 if (detected && last == 1) 458 if (detected && last == 1)
493 { 459 {
494 op->value = 0; 460 op->value = 0;
495 push_button (op); 461 push_button (op, tmp);
496 } 462 }
463
497 if (!detected && last == 0) 464 if (!detected && last == 0)
498 { 465 {
499 op->value = 1; 466 op->value = 1;
500 push_button (op); 467 push_button (op, tmp);
501 } 468 }
502 } 469 }
503} 470}
504
505 471
506void 472void
507animate_trigger (object *op) 473animate_trigger (object *op)
508{ 474{
509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
516 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
517 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
518 } 484 }
519} 485}
520 486
521void 487static void
522move_hole (object *op) 488move_hole (object *op)
523{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
524 object *next, *tmp;
525
526 if (op->value) 490 if (op->value)
527 { /* We're opening */ 491 { /* We're opening */
528 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
529 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
530 op->stats.wc = 0; 494 op->stats.wc = 0;
531 op->set_speed (0); 495 op->set_speed (0);
532 496
533 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
534 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
535 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
536 { 500 {
537 next = tmp->above; 501 next = tmp->above;
538 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
539 } 503 }
540 } 504 }
541 505
542 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
543 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
544 return; 508 return;
545 } 509 }
510
546 /* We're closing */ 511 /* We're closing */
547 op->move_on = 0; 512 op->move_on = 0;
548 513
549 op->stats.wc++; 514 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
581 { 546 {
582 object *payload = op->inv; 547 object *payload = op->inv;
583 548
584 if (payload == NULL) 549 if (payload == NULL)
585 return NULL; 550 return NULL;
551
586 payload->remove (); 552 payload->remove ();
587 op->destroy (); 553 op->destroy ();
588 return payload; 554 return payload;
589 } 555 }
590 556
606void 572void
607fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
608{ 574{
609 if (map == NULL) 575 if (map == NULL)
610 return; 576 return;
577
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
612 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 580 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
615} 582}
616 583
617
618object * 584object *
619fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
620{ 586{
621 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
622 { 588 {
625 return NULL; 591 return NULL;
626 } 592 }
627 593
628 op->set_speed (0); 594 op->set_speed (0);
629 op->direction = 0; 595 op->direction = 0;
630 op->move_on = 0; 596 op->move_on = 0;
631 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
635 op->slaying = 0; 604 op->slaying = op->custom_name;
636 op->skill = 0;
637 605
638 if (op->spellarg != NULL)
639 {
640 op->slaying = op->spellarg;
641 free (op->spellarg);
642 op->spellarg = NULL;
643 }
644 else
645 op->slaying = NULL;
646
647 /* 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 */
648 op->spellarg = NULL; 607 op->custom_name = 0;
649 op->stats.sp = 0; 608 op->stats.sp = 0;
650 op->stats.hp = 0; 609 op->stats.hp = 0;
651 op->stats.grace = 0; 610 op->stats.grace = 0;
652 op->level = 0; 611 op->level = 0;
653 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
655 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
656 return op; 617 return op;
657} 618}
658 619
659/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
660 * 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
669 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
670 return; 631 return;
671 632
672 if (op->inv) 633 if (op->inv)
673 { 634 {
635 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 636 object *payload = op->inv;
675 637
676 payload->remove ();
677 payload->owner = 0; 638 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 640 op->destroy ();
680 } 641 }
681 else 642 else
682 { 643 {
683 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
684 if (op) 646 if (op)
685 merge_ob (op, NULL); 647 merge_ob (op, 0);
686 } 648 }
687} 649}
688 650
689/* 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.
690 */ 652 */
691
692void 653void
693move_arrow (object *op) 654move_arrow (object *op)
694{ 655{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 656 int was_reflected;
698 maptile *m;
699 657
700 if (op->map == NULL) 658 if (!op->map)
701 { 659 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 661 op->destroy ();
704 return; 662 return;
705 } 663 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
717 */ 675 */
718 if (op->inv == NULL) 676 if (!op->inv)
719 { 677 {
720 op->destroy (); 678 op->destroy ();
721 return; 679 return;
722 } 680 }
723 681
735 stop_arrow (op); 693 stop_arrow (op);
736 return; 694 return;
737 } 695 }
738 696
739 /* Calculate target map square */ 697 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 698 was_reflected = 0;
743 699
744 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 701
747 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
748 { 703 {
749 stop_arrow (op); 704 stop_arrow (op);
750 return; 705 return;
751 } 706 }
752 707
753 /* 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 */
754 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
755 { 710 {
756 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)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break; 715 break;
759 716
760 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
767 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
769 */ 726 */
770 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))
771 { 728 {
772 int number = op->face->number; 729 int number = op->face;
773 730
774 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
775 op->state = 0; 732 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
788 } 734 }
789 else 735 else
790 { 736 {
791 /* Attack the object. */ 737 /* Attack the object. */
795 return; 741 return;
796 } 742 }
797 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
799 745
800 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))
801 { 747 {
802 int retry = 0; 748 int retry = 0;
803 749
804 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
805 * 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
818 if (op->direction & 1) 764 if (op->direction & 1)
819 { 765 {
820 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
821 retry = 1; 767 retry = 1;
822 } 768 }
769
823 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
824 * use this retry here to make this one block 771 * use this retry here to make this one block
825 * that did the same thing. 772 * that did the same thing.
826 */ 773 */
827 while (retry < 2) 774 while (retry < 2)
828 { 775 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 776 retry++;
834 777
835 /* 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
836 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
839 */ 782 */
840 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));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 785
844 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));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 788
848 if (left == right) 789 if (left == right)
849 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
850 else if (left) 791 else if (left)
851 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
852 else if (right) 793 else if (right)
853 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
854 795
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* 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 -
858 * don't need to retry again. 797 * don't need to retry again.
859 */ 798 */
860 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))
861 break; 801 break;
862
863 } 802 }
803
864 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 805 * stop it from moving.
866 */ 806 */
867 if (retry == 2) 807 if (retry == 2)
868 { 808 {
869 stop_arrow (op); 809 stop_arrow (op);
870 return; 810 return;
871 } 811 }
812
872 /* update object image for new facing */ 813 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 817 } /* object is reflected */
877 } /* object ran into a wall */ 818 } /* object ran into a wall */
878
879 /* Move the arrow. */
880 op->remove ();
881 op->x = new_x;
882 op->y = new_y;
883 819
884 /* 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
885 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
886 */ 822 */
887 op->speed -= 0.05; 823 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889}
890 824
891/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
892 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
893 * Modified this routine to allow held objects. b.t. */ 827}
894 828
895void 829static void
896change_object (object *op) 830change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
898 int i, j;
899
900 if (op->other_arch == NULL) 832 if (!op->other_arch)
901 { 833 {
902 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 ());
903 return; 835 return;
904 } 836 }
905 837
906 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 { 840 {
909 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
910 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);
911 else 858 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 } 859 {
942 else
943 {
944 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
945 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
946 tmp->destroy (); 863 tmp->destroy ();
947 else 864 else
948 { 865 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
951 } 870 }
952 } 871 }
953 } 872 }
954 873
955 op->destroy (); 874 op->destroy ();
971 move_teleporter (op->more); 890 move_teleporter (op->more);
972 891
973 if (op->head) 892 if (op->head)
974 head = op->head; 893 head = op->head;
975 894
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break; 897 break;
979 898
980 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1011 else 930 else
1012 { 931 {
1013 /* Random teleporter */ 932 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 934 return;
935
1016 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1017 } 937 }
1018} 938}
1019
1020 939
1021/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 943 can't be generalized.
1025*/ 944*/
1026void 945static void
1027move_player_changer (object *op) 946move_player_changer (object *op)
1028{ 947{
1029 object *player;
1030 object *walk;
1031 char c;
1032
1033 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1034 return; 949 return;
1035 950
1036 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1037 * needs to be on top. 952 * needs to be on top.
1038 */ 953 */
1039 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1040 { 955 {
956 object *player = op->above;
957
1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1042 return; 959 return;
1043 player = op->above;
1044 960
1045 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1046 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1047 963
1048 player->update_stats (); 964 player->update_stats ();
1049 965
1050 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1051 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1052 968
1053 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1054 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1055 if (c == '/')
1056 { 971 {
1057 player->contr->savebed_map = EXIT_PATH (op); 972 player->contr->savebed_map = EXIT_PATH (op);
1058 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1059 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1060 } 975 }
1061 else 976 else
1062 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1063 978
1064 op->above->enter_exit (op); 979 op->above->enter_exit (op);
1065 player->contr->save ();
1066 } 980 }
1067} 981}
1068 982
1069/* firewalls fire other spells. 983/* firewalls fire other spells.
1070 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1079 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1080 994
1081 spell = op->inv; 995 spell = op->inv;
1082 996
1083 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1085 999
1086 if (!spell) 1000 if (!spell)
1087 { 1001 {
1088 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);
1089 return; 1003 return;
1099 * 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.
1100 * 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,
1101 * 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,
1102 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1103 */ 1017 */
1104void 1018static void
1105move_player_mover (object *op) 1019move_player_mover (object *op)
1106{ 1020{
1107 object *victim, *nextmover;
1108 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1109 sint16 nx, ny; 1022 sint16 nx, ny;
1110 maptile *m; 1023 maptile *m;
1111 1024
1112 /* 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 */
1113 if (!dir) 1026 if (!dir)
1114 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1115 1028
1116 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)
1117 { 1030 {
1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1119 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1120 { 1033 {
1121 1034
1138 } 1051 }
1139 1052
1140 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1141 return; 1054 return;
1142 1055
1143 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)
1144 { 1057 {
1145 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1146 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1148 {
1149 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 */
1150 }
1151 } 1063 }
1152 1064
1153 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1154 { 1066 {
1155 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1156 if (op->level) 1068 if (op->level)
1157 { 1069 {
1158 /* 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
1159 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1160 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1161 * get to this space. 1073 * get to this space.
1162 */ 1074 */
1163 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1164 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1165 move_player (victim, dir); 1077 move_player (victim, dir);
1166 } 1078 }
1167 else 1079 else
1168 return; 1080 return;
1169 } 1081 }
1170 else 1082 else
1171 move_object (victim, dir); 1083 victim->move (dir);
1172 1084
1173 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1175 1087
1176 if (op->attacktype) 1088 if (op->attacktype)
1177 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1178
1179 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);
1180 /* Not sure why, but for some chars on metalforge, they
1181 * would sometimes get -inf speed_left, and from the
1182 * description, it could only happen here, so just put
1183 * a lower sanity limit. My only guess is that the
1184 * mover has 0 speed.
1185 */
1186 if (victim->speed_left < -5.0)
1187 victim->speed_left = -5.0;
1188 } 1091 }
1189 } 1092 }
1190 } 1093 }
1191} 1094}
1192 1095
1208 return; 1111 return;
1209 } 1112 }
1210 1113
1211 if (op->above == NULL) 1114 if (op->above == NULL)
1212 return; 1115 return;
1116
1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1214 { 1118 {
1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1216 { 1120 {
1217 if (op->level <= 0) 1121 if (op->level <= 0)
1218 tmp->destroy (); 1122 tmp->destroy ();
1219 else 1123 else
1220 { 1124 {
1242 * 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.
1243 * 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
1244 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1245 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1246*/ 1150*/
1247
1248void 1151void
1249move_creator (object *creator) 1152move_creator (object *creator)
1250{ 1153{
1251 object *new_ob; 1154 object *new_ob;
1252 1155
1254 { 1157 {
1255 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1256 return; 1159 return;
1257 } 1160 }
1258 1161
1259 if (creator->inv != NULL) 1162 if (creator->inv)
1260 { 1163 {
1261 object *ob; 1164 object *ob;
1262 int i; 1165 int i;
1263 object *ob_to_copy; 1166 object *ob_to_copy;
1264 1167
1269 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1270 { 1173 {
1271 ob_to_copy = ob; 1174 ob_to_copy = ob;
1272 } 1175 }
1273 } 1176 }
1274 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1277 } 1180 }
1278 else 1181 else
1279 { 1182 {
1280 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1281 { 1184 {
1282 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",
1283 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1284 return; 1187 return;
1285 } 1188 }
1287 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1289 } 1192 }
1290 1193
1291 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1292 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))
1293 { 1196 {
1294 new_ob->destroy (); 1197 new_ob->destroy ();
1295 return; 1198 return;
1296 } 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);
1297 1204
1298 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);
1299 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1300 return; 1207 return;
1301 1208
1302 if (creator->slaying) 1209 if (creator->slaying)
1303 {
1304 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1305 }
1306} 1211}
1307 1212
1308/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1309 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1310 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1311 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1312 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1313 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1314 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1315 unless hp was zero to start with, in which case it is infinite.*/ 1220 unless hp was zero to start with, in which case it is infinite.*/
1316
1317void 1221void
1318move_marker (object *op) 1222move_marker (object *op)
1319{ 1223{
1320 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1321 { 1225 {
1322 object *tmp2;
1323
1324 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1327 { 1231 {
1328 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1329 break;
1330 }
1331 1233
1332 /* cycle through his inventory to look for the MARK we want to
1333 * place
1334 */
1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1337 break;
1338
1339 /* if we didn't find our own MARK */
1340 if (tmp2 == NULL)
1341 {
1342 object *force = get_archetype (FORCE_NAME);
1343
1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg) 1234 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361 1236
1362 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1363 { 1238 {
1364 op->stats.hp--; 1239 op->stats.hp--;
1240
1365 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1366 { 1242 {
1367 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1368 op->destroy (); 1244 op->destroy ();
1369 return; 1245 return;
1371 } 1247 }
1372 } 1248 }
1373 } 1249 }
1374} 1250}
1375 1251
1376int 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
1377process_object (object *op) 1299process_object (object *op)
1378{ 1300{
1379 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1380 return 0; 1302 return;
1381 1303
1382 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1383 return 0; 1305 return;
1384 1306
1385 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1387 return 1; 1309 return;
1388 1310
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1390 { 1312 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1395 1314
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1397 make_sure_seen (op); 1316 make_sure_seen (op);
1398 } 1317 }
1399 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1401 { 1326 {
1402 change_object (op); 1327 change_object (op);
1403 return 1; 1328 return;
1404 } 1329 }
1405 1330
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1407 generate_monster (op); 1332 generate_monster (op);
1408 1333
1409 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)
1410 { 1335 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1412 remove_force (op); 1337 remove_force (op);
1413 else 1338 else
1414 { 1339 {
1415 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1416 object *pl = op->in_player ();
1417 1341
1418 if (pl)
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1425 1344
1426 op->destroy (); 1345 op->drop_and_destroy ();
1427 } 1346 }
1428 1347
1429 return 1; 1348 return;
1349 }
1430 } 1350 }
1431 1351
1432 switch (op->type) 1352 switch (op->type)
1433 { 1353 {
1434 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1435 move_spell_effect (op); 1355 move_spell_effect (op);
1436 return 1; 1356 break;
1437 1357
1438 case ROD: 1358 case ROD:
1439 case HORN: 1359 case HORN:
1440 regenerate_rod (op); 1360 regenerate_rod (op);
1441 return 1; 1361 break;
1442 1362
1443 case FORCE: 1363 case FORCE:
1444 case POTION_EFFECT: 1364 case POTION_EFFECT:
1445 remove_force (op); 1365 remove_force (op);
1446 return 1; 1366 break;
1447 1367
1448 case BLINDNESS: 1368 case BLINDNESS:
1449 remove_blindness (op); 1369 remove_blindness (op);
1450 return 0; 1370 break;
1451 1371
1452 case POISONING: 1372 case POISONING:
1453 poison_more (op); 1373 poison_more (op);
1454 return 0; 1374 break;
1455 1375
1456 case DISEASE: 1376 case DISEASE:
1457 move_disease (op); 1377 move_disease (op);
1458 return 0; 1378 break;
1459 1379
1460 case SYMPTOM: 1380 case SYMPTOM:
1461 move_symptom (op); 1381 move_symptom (op);
1462 return 0; 1382 break;
1463 1383
1464 case THROWN_OBJ: 1384 case THROWN_OBJ:
1465 case ARROW: 1385 case ARROW:
1466 move_arrow (op); 1386 move_arrow (op);
1467 return 0; 1387 break;
1468 1388
1469 case DOOR: 1389 case DOOR:
1470 remove_door (op); 1390 remove_door (op);
1471 return 0; 1391 break;
1472 1392
1473 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1474 remove_door2 (op); 1394 remove_door2 (op);
1475 return 0; 1395 break;
1476 1396
1477 case TELEPORTER: 1397 case TELEPORTER:
1478 move_teleporter (op); 1398 move_teleporter (op);
1479 return 0; 1399 break;
1480 1400
1481 case GOLEM: 1401 case GOLEM:
1482 move_golem (op); 1402 move_golem (op);
1483 return 0; 1403 break;
1484 1404
1485 case EARTHWALL: 1405 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0; 1407 break;
1488 1408
1489 case FIREWALL: 1409 case FIREWALL:
1490 move_firewall (op); 1410 move_firewall (op);
1491 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1492 animate_turning (op); 1412 animate_turning (op);
1493 return 0; 1413 break;
1494 1414
1495 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1496 do_mood_floor (op); 1416 do_mood_floor (op);
1497 return 0; 1417 break;
1498 1418
1499 case GATE: 1419 case GATE:
1500 move_gate (op); 1420 move_gate (op);
1501 return 0; 1421 break;
1502 1422
1503 case TIMED_GATE: 1423 case TIMED_GATE:
1504 move_timed_gate (op); 1424 move_timed_gate (op);
1505 return 0; 1425 break;
1506 1426
1507 case TRIGGER: 1427 case TRIGGER:
1508 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1511 animate_trigger (op); 1431 animate_trigger (op);
1512 return 0; 1432 break;
1513 1433
1514 case DETECTOR: 1434 case DETECTOR:
1515 move_detector (op); 1435 move_detector (op);
1516 1436
1517 case DIRECTOR: 1437 case DIRECTOR:
1518 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1519 animate_turning (op); 1439 animate_turning (op);
1520 return 0; 1440 break;
1521 1441
1522 case HOLE: 1442 case HOLE:
1523 move_hole (op); 1443 move_hole (op);
1524 return 0; 1444 break;
1525 1445
1526 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1527 move_deep_swamp (op); 1447 move_deep_swamp (op);
1528 return 0; 1448 break;
1529 1449
1530 case RUNE: 1450 case RUNE:
1531 case TRAP: 1451 case TRAP:
1532 move_rune (op); 1452 move_rune (op);
1533 return 0; 1453 break;
1534 1454
1535 case PLAYERMOVER: 1455 case PLAYERMOVER:
1536 move_player_mover (op); 1456 move_player_mover (op);
1537 return 0; 1457 break;
1538 1458
1539 case CREATOR: 1459 case CREATOR:
1540 move_creator (op); 1460 move_creator (op);
1541 return 0; 1461 break;
1542 1462
1543 case MARKER: 1463 case MARKER:
1544 move_marker (op); 1464 move_marker (op);
1545 return 0; 1465 break;
1546 1466
1547 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1548 move_player_changer (op); 1468 move_player_changer (op);
1549 return 0; 1469 break;
1550 1470
1551 case PEACEMAKER: 1471 case PEACEMAKER:
1552 move_peacemaker (op); 1472 move_peacemaker (op);
1553 return 0; 1473 break;
1554 }
1555 1474
1556 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 }
1557} 1489}
1490

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