ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.41 by root, Sat Mar 17 20:34:19 2007 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 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 (©) 2005,2006,2007,2008,2009,2010 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.
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 */
689void 653void
690move_arrow (object *op) 654move_arrow (object *op)
691{ 655{
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags; 656 int was_reflected;
695 maptile *m;
696 657
697 if (op->map == NULL) 658 if (!op->map)
698 { 659 {
699 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
700 op->destroy (); 661 op->destroy ();
701 return; 662 return;
702 } 663 }
710 * 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,
711 * 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
712 * 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,
713 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
714 */ 675 */
715 if (op->inv == NULL) 676 if (!op->inv)
716 { 677 {
717 op->destroy (); 678 op->destroy ();
718 return; 679 return;
719 } 680 }
720 681
732 stop_arrow (op); 693 stop_arrow (op);
733 return; 694 return;
734 } 695 }
735 696
736 /* Calculate target map square */ 697 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0; 698 was_reflected = 0;
740 699
741 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 701
744 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
745 { 703 {
746 stop_arrow (op); 704 stop_arrow (op);
747 return; 705 return;
748 } 706 }
749 707
750 /* 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 */
751 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
752 { 710 {
753 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)
754 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
755 break; 715 break;
756 716
757 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
767 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))
768 { 728 {
769 int number = op->face; 729 int number = op->face;
770 730
771 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
772 op->state = 0;
773 update_turn_face (op); 732 update_turn_face (op);
774 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
775 } 734 }
776 else 735 else
777 { 736 {
782 return; 741 return;
783 } 742 }
784 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
785 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
786 745
787 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))
788 { 747 {
789 int retry = 0; 748 int retry = 0;
790 749
791 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
792 * 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
805 if (op->direction & 1) 764 if (op->direction & 1)
806 { 765 {
807 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
808 retry = 1; 767 retry = 1;
809 } 768 }
769
810 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
811 * use this retry here to make this one block 771 * use this retry here to make this one block
812 * that did the same thing. 772 * that did the same thing.
813 */ 773 */
814 while (retry < 2) 774 while (retry < 2)
815 { 775 {
816 int left, right, mflags;
817 maptile *m1;
818 sint16 x1, y1;
819
820 retry++; 776 retry++;
821 777
822 /* 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
823 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
824 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
825 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
826 */ 782 */
827 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));
828 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
829 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
830 785
831 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));
832 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
833 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
834 788
835 if (left == right) 789 if (left == right)
836 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
837 else if (left) 791 else if (left)
838 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
839 else if (right) 793 else if (right)
840 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
841 795
842 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
843
844 /* 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 -
845 * don't need to retry again. 797 * don't need to retry again.
846 */ 798 */
847 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))
848 break; 801 break;
849
850 } 802 }
803
851 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
852 * top it from moving. 805 * stop it from moving.
853 */ 806 */
854 if (retry == 2) 807 if (retry == 2)
855 { 808 {
856 stop_arrow (op); 809 stop_arrow (op);
857 return; 810 return;
858 } 811 }
812
859 /* update object image for new facing */ 813 /* update object image for new facing */
860 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
861 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
862 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
863 } /* object is reflected */ 817 } /* object is reflected */
864 } /* object ran into a wall */ 818 } /* object ran into a wall */
865
866 /* Move the arrow. */
867 op->remove ();
868 op->x = new_x;
869 op->y = new_y;
870 819
871 /* 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
872 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
873 */ 822 */
874 op->speed -= 0.05; 823 op->speed -= 0.05;
875 insert_ob_in_map (op, m, op, 0);
876}
877 824
878/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
879 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
880 * Modified this routine to allow held objects. b.t. */ 827}
881 828
882void 829static void
883change_object (object *op) 830change_object (object *op)
884{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
885 int i, j;
886
887 if (op->other_arch == NULL) 832 if (!op->other_arch)
888 { 833 {
889 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 ());
890 return; 835 return;
891 } 836 }
892 837
893 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
894 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
895 { 840 {
896 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
897 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);
898 else 858 else
899 op->stats.food = 1; /* so 1 other_arch is made */
900 }
901
902 object *pl = op->in_player ();
903 object *env = op->env;
904
905 op->remove ();
906 for (i = 0; i < NROFNEWOBJS (op); i++)
907 {
908 object *tmp = arch_to_object (op->other_arch);
909
910 if (op->type == LAMP)
911 tmp->stats.food = op->stats.food - 1;
912
913 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
914 if (env)
915 {
916 tmp->x = env->x, tmp->y = env->y;
917 tmp = insert_ob_in_ob (tmp, env);
918
919 /* If this object is the players inventory, we need to tell the
920 * client of the change. Insert_ob_in_map takes care of the
921 * updating the client, so we don't need to do that below.
922 */
923 if (pl)
924 {
925 esrv_del_item (pl->contr, op->count);
926 esrv_send_item (pl, tmp);
927 }
928 } 859 {
929 else
930 {
931 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
932 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
933 tmp->destroy (); 863 tmp->destroy ();
934 else 864 else
935 { 865 {
936 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
937 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
938 } 870 }
939 } 871 }
940 } 872 }
941 873
942 op->destroy (); 874 op->destroy ();
958 move_teleporter (op->more); 890 move_teleporter (op->more);
959 891
960 if (op->head) 892 if (op->head)
961 head = op->head; 893 head = op->head;
962 894
963 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
964 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
965 break; 897 break;
966 898
967 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
968 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 else 930 else
999 { 931 {
1000 /* Random teleporter */ 932 /* Random teleporter */
1001 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1002 return; 934 return;
935
1003 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1004 } 937 }
1005} 938}
1006
1007 939
1008/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1009 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1010 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
1011 can't be generalized. 943 can't be generalized.
1012*/ 944*/
1013void 945static void
1014move_player_changer (object *op) 946move_player_changer (object *op)
1015{ 947{
1016 object *player;
1017 object *walk;
1018
1019 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1020 return; 949 return;
1021 950
1022 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1023 * needs to be on top. 952 * needs to be on top.
1024 */ 953 */
1025 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1026 { 955 {
956 object *player = op->above;
957
1027 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1028 return; 959 return;
1029 960
1030 player = op->above;
1031
1032 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1033 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1034 963
1035 player->update_stats (); 964 player->update_stats ();
1036 965
1037 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1064 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1065 994
1066 spell = op->inv; 995 spell = op->inv;
1067 996
1068 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1069 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1070 999
1071 if (!spell) 1000 if (!spell)
1072 { 1001 {
1073 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);
1074 return; 1003 return;
1084 * 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.
1085 * 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,
1086 * 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,
1087 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1088 */ 1017 */
1089void 1018static void
1090move_player_mover (object *op) 1019move_player_mover (object *op)
1091{ 1020{
1092 object *victim, *nextmover;
1093 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1094 sint16 nx, ny; 1022 sint16 nx, ny;
1095 maptile *m; 1023 maptile *m;
1096 1024
1097 /* 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 */
1098 if (!dir) 1026 if (!dir)
1099 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1100 1028
1101 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)
1102 { 1030 {
1103 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1104 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1105 { 1033 {
1106 1034
1123 } 1051 }
1124 1052
1125 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1126 return; 1054 return;
1127 1055
1128 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)
1129 { 1057 {
1130 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1131 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1132 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1133 {
1134 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 */
1135 }
1136 } 1063 }
1137 1064
1138 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1139 { 1066 {
1140 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1141 if (op->level) 1068 if (op->level)
1142 { 1069 {
1143 /* 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
1144 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1145 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1146 * get to this space. 1073 * get to this space.
1147 */ 1074 */
1148 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1149 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1150 move_player (victim, dir); 1077 move_player (victim, dir);
1151 } 1078 }
1152 else 1079 else
1153 return; 1080 return;
1154 } 1081 }
1155 else 1082 else
1156 move_object (victim, dir); 1083 victim->move (dir);
1157 1084
1158 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1159 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1160 1087
1161 if (op->attacktype) 1088 if (op->attacktype)
1162 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1163
1164 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);
1165 /* Not sure why, but for some chars on metalforge, they
1166 * would sometimes get -inf speed_left, and from the
1167 * description, it could only happen here, so just put
1168 * a lower sanity limit. My only guess is that the
1169 * mover has 0 speed.
1170 */
1171 if (victim->speed_left < -5.0)
1172 victim->speed_left = -5.0;
1173 } 1091 }
1174 } 1092 }
1175 } 1093 }
1176} 1094}
1177 1095
1196 if (op->above == NULL) 1114 if (op->above == NULL)
1197 return; 1115 return;
1198 1116
1199 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1200 { 1118 {
1201 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1202 { 1120 {
1203 if (op->level <= 0) 1121 if (op->level <= 0)
1204 tmp->destroy (); 1122 tmp->destroy ();
1205 else 1123 else
1206 { 1124 {
1228 * 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.
1229 * 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
1230 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1231 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1232*/ 1150*/
1233
1234void 1151void
1235move_creator (object *creator) 1152move_creator (object *creator)
1236{ 1153{
1237 object *new_ob; 1154 object *new_ob;
1238 1155
1240 { 1157 {
1241 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1242 return; 1159 return;
1243 } 1160 }
1244 1161
1245 if (creator->inv != NULL) 1162 if (creator->inv)
1246 { 1163 {
1247 object *ob; 1164 object *ob;
1248 int i; 1165 int i;
1249 object *ob_to_copy; 1166 object *ob_to_copy;
1250 1167
1255 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1256 { 1173 {
1257 ob_to_copy = ob; 1174 ob_to_copy = ob;
1258 } 1175 }
1259 } 1176 }
1260 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1261 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1262 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1263 } 1180 }
1264 else 1181 else
1265 { 1182 {
1266 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1267 { 1184 {
1268 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",
1269 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1270 return; 1187 return;
1271 } 1188 }
1273 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1274 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1275 } 1192 }
1276 1193
1277 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1278 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))
1279 { 1196 {
1280 new_ob->destroy (); 1197 new_ob->destroy ();
1281 return; 1198 return;
1282 } 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);
1283 1204
1284 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);
1285 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1286 return; 1207 return;
1287 1208
1288 if (creator->slaying) 1209 if (creator->slaying)
1289 {
1290 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1291 }
1292} 1211}
1293 1212
1294/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1295 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1296 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1302void 1221void
1303move_marker (object *op) 1222move_marker (object *op)
1304{ 1223{
1305 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1306 { 1225 {
1307 object *tmp2;
1308
1309 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1310 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1311 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1312 { 1231 {
1313 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1314 break;
1315 }
1316 1233
1317 /* cycle through his inventory to look for the MARK we want to
1318 * place
1319 */
1320 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1321 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1322 break;
1323
1324 /* if we didn't find our own MARK */
1325 if (!tmp2)
1326 {
1327 object *force = get_archetype (FORCE_NAME);
1328
1329 if (op->stats.food)
1330 {
1331 force->set_speed (0.01);
1332 force->speed_left = -op->stats.food;
1333 }
1334 else
1335 force->set_speed (0);
1336
1337 /* put in the lock code */
1338 force->slaying = op->slaying;
1339
1340 if (op->lore)
1341 force->lore = op->lore;
1342
1343 insert_ob_in_ob (force, tmp);
1344 if (op->msg) 1234 if (op->msg)
1345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1346 1236
1347 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1348 { 1238 {
1349 op->stats.hp--; 1239 op->stats.hp--;
1240
1350 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1351 { 1242 {
1352 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1353 op->destroy (); 1244 op->destroy ();
1354 return; 1245 return;
1356 } 1247 }
1357 } 1248 }
1358 } 1249 }
1359} 1250}
1360 1251
1361int 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
1362process_object (object *op) 1299process_object (object *op)
1363{ 1300{
1364 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1365 return 0; 1302 return;
1366 1303
1367 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1368 return 0; 1305 return;
1369 1306
1370 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1371 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1372 return 1; 1309 return;
1373 1310
1374 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1375 { 1312 {
1376 if (op->type == PLAYER)
1377 animate_object (op, op->facing);
1378 else
1379 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1380 1314
1381 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1382 make_sure_seen (op); 1316 make_sure_seen (op);
1383 } 1317 }
1384 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1385 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1386 { 1326 {
1387 change_object (op); 1327 change_object (op);
1388 return 1; 1328 return;
1389 } 1329 }
1390 1330
1391 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1392 generate_monster (op); 1332 generate_monster (op);
1393 1333
1394 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)
1395 { 1335 {
1396 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1397 remove_force (op); 1337 remove_force (op);
1398 else 1338 else
1399 { 1339 {
1400 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1401 object *pl = op->in_player ();
1402 1341
1403 if (pl)
1404 esrv_del_item (pl->contr, op->count);
1405
1406 op->remove ();
1407
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1410 1344
1411 op->destroy (); 1345 op->drop_and_destroy ();
1412 } 1346 }
1413 1347
1414 return 1; 1348 return;
1349 }
1415 } 1350 }
1416 1351
1417 switch (op->type) 1352 switch (op->type)
1418 { 1353 {
1419 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1420 move_spell_effect (op); 1355 move_spell_effect (op);
1421 return 1; 1356 break;
1422 1357
1423 case ROD: 1358 case ROD:
1424 case HORN: 1359 case HORN:
1425 regenerate_rod (op); 1360 regenerate_rod (op);
1426 return 1; 1361 break;
1427 1362
1428 case FORCE: 1363 case FORCE:
1429 case POTION_EFFECT: 1364 case POTION_EFFECT:
1430 remove_force (op); 1365 remove_force (op);
1431 return 1; 1366 break;
1432 1367
1433 case BLINDNESS: 1368 case BLINDNESS:
1434 remove_blindness (op); 1369 remove_blindness (op);
1435 return 0; 1370 break;
1436 1371
1437 case POISONING: 1372 case POISONING:
1438 poison_more (op); 1373 poison_more (op);
1439 return 0; 1374 break;
1440 1375
1441 case DISEASE: 1376 case DISEASE:
1442 move_disease (op); 1377 move_disease (op);
1443 return 0; 1378 break;
1444 1379
1445 case SYMPTOM: 1380 case SYMPTOM:
1446 move_symptom (op); 1381 move_symptom (op);
1447 return 0; 1382 break;
1448 1383
1449 case THROWN_OBJ: 1384 case THROWN_OBJ:
1450 case ARROW: 1385 case ARROW:
1451 move_arrow (op); 1386 move_arrow (op);
1452 return 0; 1387 break;
1453 1388
1454 case DOOR: 1389 case DOOR:
1455 remove_door (op); 1390 remove_door (op);
1456 return 0; 1391 break;
1457 1392
1458 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1459 remove_door2 (op); 1394 remove_door2 (op);
1460 return 0; 1395 break;
1461 1396
1462 case TELEPORTER: 1397 case TELEPORTER:
1463 move_teleporter (op); 1398 move_teleporter (op);
1464 return 0; 1399 break;
1465 1400
1466 case GOLEM: 1401 case GOLEM:
1467 move_golem (op); 1402 move_golem (op);
1468 return 0; 1403 break;
1469 1404
1470 case EARTHWALL: 1405 case EARTHWALL:
1471 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1472 return 0; 1407 break;
1473 1408
1474 case FIREWALL: 1409 case FIREWALL:
1475 move_firewall (op); 1410 move_firewall (op);
1476 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1477 animate_turning (op); 1412 animate_turning (op);
1478 return 0; 1413 break;
1479 1414
1480 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1481 do_mood_floor (op); 1416 do_mood_floor (op);
1482 return 0; 1417 break;
1483 1418
1484 case GATE: 1419 case GATE:
1485 move_gate (op); 1420 move_gate (op);
1486 return 0; 1421 break;
1487 1422
1488 case TIMED_GATE: 1423 case TIMED_GATE:
1489 move_timed_gate (op); 1424 move_timed_gate (op);
1490 return 0; 1425 break;
1491 1426
1492 case TRIGGER: 1427 case TRIGGER:
1493 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1496 animate_trigger (op); 1431 animate_trigger (op);
1497 return 0; 1432 break;
1498 1433
1499 case DETECTOR: 1434 case DETECTOR:
1500 move_detector (op); 1435 move_detector (op);
1501 1436
1502 case DIRECTOR: 1437 case DIRECTOR:
1503 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1504 animate_turning (op); 1439 animate_turning (op);
1505 return 0; 1440 break;
1506 1441
1507 case HOLE: 1442 case HOLE:
1508 move_hole (op); 1443 move_hole (op);
1509 return 0; 1444 break;
1510 1445
1511 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1512 move_deep_swamp (op); 1447 move_deep_swamp (op);
1513 return 0; 1448 break;
1514 1449
1515 case RUNE: 1450 case RUNE:
1516 case TRAP: 1451 case TRAP:
1517 move_rune (op); 1452 move_rune (op);
1518 return 0; 1453 break;
1519 1454
1520 case PLAYERMOVER: 1455 case PLAYERMOVER:
1521 move_player_mover (op); 1456 move_player_mover (op);
1522 return 0; 1457 break;
1523 1458
1524 case CREATOR: 1459 case CREATOR:
1525 move_creator (op); 1460 move_creator (op);
1526 return 0; 1461 break;
1527 1462
1528 case MARKER: 1463 case MARKER:
1529 move_marker (op); 1464 move_marker (op);
1530 return 0; 1465 break;
1531 1466
1532 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1533 move_player_changer (op); 1468 move_player_changer (op);
1534 return 0; 1469 break;
1535 1470
1536 case PEACEMAKER: 1471 case PEACEMAKER:
1537 move_peacemaker (op); 1472 move_peacemaker (op);
1538 return 0; 1473 break;
1539 }
1540 1474
1541 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 }
1542} 1489}
1490

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines