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Comparing deliantra/server/server/time.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.9 2006/09/10 15:59:58 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* 25/*
31 * 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
32 * collected in this file. 27 * collected in this file.
33 */ 28 */
34
35#include <global.h> 29#include <global.h>
36#include <spells.h> 30#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 31#include <sproto.h>
39#endif
40 32
41/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
42 * 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
43 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
44 */ 36 */
45
46void 37void
47remove_door (object *op) 38remove_door (object *op)
48{ 39{
49 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
50 object *tmp; 42 object *tmp;
51 43 mapxy pos (op);
52 for (i = 1; i < 9; i += 2) 44 pos.move (i);
53 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)))
54 { 47 {
55 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
58 } 50 }
51 }
59 52
60 if (op->other_arch) 53 if (op->other_arch)
61 { 54 {
62 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
63 tmp->x = op->x; 56 tmp->x = op->x;
64 tmp->y = op->y; 57 tmp->y = op->y;
65 tmp->map = op->map; 58 tmp->map = op->map;
66 tmp->level = op->level; 59 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
68 } 61 }
69 remove_ob (op); 62
70 free_object (op); 63 op->drop_and_destroy ();
71} 64}
72 65
73void 66void
74remove_door2 (object *op) 67remove_door2 (object *op)
75{ 68{
79 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
80 { 73 {
81 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]);
82 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */ 76 { /* same key both doors */
84 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
87 } 79 }
88 } 80 }
81
89 if (op->other_arch) 82 if (op->other_arch)
90 { 83 {
91 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
92 tmp->x = op->x; 85 tmp->x = op->x;
93 tmp->y = op->y; 86 tmp->y = op->y;
94 tmp->map = op->map; 87 tmp->map = op->map;
95 tmp->level = op->level; 88 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
97 } 90 }
98 remove_ob (op);
99 free_object (op);
100}
101 91
102/* Will generate a monster according to content 92 op->drop_and_destroy ();
103 * of generator. 93}
104 */ 94
105void 95static void
106generate_monster_inv (object *gen) 96generate_monster (object *gen)
107{ 97{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 98 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 99 return;
136 head = object_create_clone (op); 100
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 102 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 103
148void 104 // sleeping generators won't generate, this will make monsters like
149generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
150{ 106 if (gen->flag [FLAG_SLEEP])
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return; 107 return;
172 while (at != NULL) 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);
173 { 132 }
174 op = arch_to_object (at); 133 else if (gen->other_arch)
175 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
176 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;
177 139
178 if (head != NULL) 140 op = gen->other_arch->instance ();
179 op->head = head, prev->more = op; 141 }
142 else
143 return;
180 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
181 if (rndm (0, 9)) 151 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 153
184 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 156
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 157 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 159
160 op->destroy ();
206} 161}
207 162
208void 163static void
209remove_force (object *op) 164remove_force (object *op)
210{ 165{
211 if (--op->duration > 0) 166 if (--op->duration > 0)
212 return; 167 return;
213 168
169 if (op->env)
214 switch (op->subtype) 170 switch (op->subtype)
215 { 171 {
216 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 175
223 default: 176 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 178 change_abil (op->env, op);
228 fix_player (op->env); 179 op->env->update_stats ();
229 }
230 } 180 }
231 remove_ob (op);
232 free_object (op);
233}
234 181
235void 182 op->destroy ();
183}
184
185static void
236remove_blindness (object *op) 186remove_blindness (object *op)
237{ 187{
238 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
239 return; 189 return;
190
240 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
192
241 if (op->env != NULL) 193 if (op->env)
242 { 194 {
243 change_abil (op->env, op); 195 change_abil (op->env, op);
244 fix_player (op->env); 196 op->env->update_stats ();
245 } 197 }
246 remove_ob (op);
247 free_object (op);
248}
249 198
250void 199 op->destroy ();
200}
201
202static void
251poison_more (object *op) 203poison_more (object *op)
252{ 204{
253 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)
254 { 206 {
255 remove_ob (op); 207 op->destroy ();
256 free_object (op);
257 return; 208 return;
258 } 209 }
210
259 if (op->stats.food == 1) 211 if (op->stats.food == 1)
260 { 212 {
261 /* 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
262 * will not do anything. 214 * will not do anything.
263 */ 215 */
264 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
265 { 217 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env); 219 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 221 }
270 remove_ob (op); 222
271 free_object (op); 223 op->destroy ();
272 return; 224 return;
273 } 225 }
226
274 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
275 { 228 {
276 op->env->stats.food--; 229 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 231 }
232
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 234}
281 235
282 236
283void 237static void
284move_gate (object *op) 238move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
286 object *tmp; 240 object *tmp;
287 241
288 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))
289 { 243 {
290 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));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 245 op->stats.wc = 0;
294 } 246 }
295 247
296 /* We're going down */ 248 /* We're going down */
297 if (op->value) 249 if (op->value)
298 { 250 {
299 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 253 op->stats.wc = 0;
302 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
303 op->value = 0; 255 op->value = 0;
304 else 256 else
305 {
306 op->speed = 0; 257 op->set_speed (0);
307 update_ob_speed (op);
308 } 258 }
309 } 259
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 261 {
312 op->move_block = 0; 262 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
315 } 265 }
266
316 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
318 return; 269 return;
319 } 270 }
320 271
328 * 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,
329 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
330 * the gate slightly. 281 * the gate slightly.
331 */ 282 */
332 283
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
334 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))
335 break; 286 break;
336 287
337 if (tmp == NULL) 288 if (!tmp)
338 { 289 {
339 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
340 op->value = 1; 291 op->value = 1;
341 else 292 else
342 {
343 op->speed = 0; 293 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 294
345 }
346 return; 295 return;
347 } 296 }
348 } 297 }
349 298
350 if (op->stats.food) 299 if (op->stats.food)
357 } 306 }
358 else 307 else
359 { /* The gate is still going up */ 308 { /* The gate is still going up */
360 op->stats.wc++; 309 op->stats.wc++;
361 310
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
364 313
365 /* 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.
366 * 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
367 */ 316 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 318 {
370 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
373 323
374 if (tmp != NULL) 324 if (tmp)
375 { 325 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 { 327 {
378 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
379 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
380 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);
381 } 333 }
382 else
383 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
385 * off the gate. 336 * off the gate.
386 */ 337 */
387 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)))
388 { 339 {
389 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
390 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);
391 342
392 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
393 if (i != -1) 344 if (i > 0)
394 { 345 {
346 mapxy pos (tmp);
395 remove_ob (tmp); 347 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 348 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 349 tmp->move_to (pos);
398 } 350 }
399 } 351 }
400 } 352 }
401 353
402 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
404 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))
405 break; 357 break;
406 358
407 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
408 if (tmp) 360 if (tmp)
409 {
410 op->stats.food = 1; 361 op->stats.food = 1;
411 }
412 else 362 else
413 { 363 {
414 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
415 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
418 } 369 }
419 } /* gate is halfway up */ 370 } /* gate is halfway up */
420 371
425 376
426/* hp : how long door is open/closed 377/* hp : how long door is open/closed
427 * maxhp : initial value for hp 378 * maxhp : initial value for hp
428 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
429 */ 380 */
430void 381static void
431move_timed_gate (object *op) 382move_timed_gate (object *op)
432{ 383{
433 int v = op->value; 384 int v = op->value;
434 385
435 if (op->stats.sp) 386 if (op->stats.sp)
436 { 387 {
437 move_gate (op); 388 move_gate (op);
389
438 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 391 op->stats.sp = 0;
440 return; 392 return;
441 } 393 }
394
442 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 396 { /* keep gate down */
444 move_gate (op); 397 move_gate (op);
398
445 if (op->value != v) 399 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 400 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 401 }
451} 402}
452 403
453/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
455 * connected: connected value of detector 406 * connected: connected value of detector
456 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
457 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
458 */ 409 */
459 410static void
460void
461move_detector (object *op) 411move_detector (object *op)
462{ 412{
463 object *tmp; 413 object *tmp;
464 int last = op->value; 414 int last = op->value;
465 int detected; 415 int detected;
466 416
467 detected = 0; 417 detected = 0;
468 418
469 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)
470 { 420 {
471 object *tmp2; 421 object *tmp2;
472 422
473 if (op->stats.hp) 423 if (op->stats.hp)
474 { 424 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 426 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 428 detected = 1;
429
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 431 detected = 1;
481 } 432 }
482 } 433 }
434
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 436 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 438 detected = 1;
489 } 439 }
490 440
491 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
493 { 443 {
494 if (detected && last == 0) 444 if (detected && last == 0)
495 { 445 {
496 op->value = 1; 446 op->value = 1;
497 push_button (op); 447 push_button (op, tmp);
498 } 448 }
449
499 if (!detected && last == 1) 450 if (!detected && last == 1)
500 { 451 {
501 op->value = 0; 452 op->value = 0;
502 push_button (op); 453 push_button (op, tmp);
503 } 454 }
504 } 455 }
505 else 456 else
506 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
507 if (detected && last == 1) 458 if (detected && last == 1)
508 { 459 {
509 op->value = 0; 460 op->value = 0;
510 push_button (op); 461 push_button (op, tmp);
511 } 462 }
463
512 if (!detected && last == 0) 464 if (!detected && last == 0)
513 { 465 {
514 op->value = 1; 466 op->value = 1;
515 push_button (op); 467 push_button (op, tmp);
516 } 468 }
517 } 469 }
518} 470}
519
520 471
521void 472void
522animate_trigger (object *op) 473animate_trigger (object *op)
523{ 474{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
531 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
532 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
533 } 484 }
534} 485}
535 486
536void 487static void
537move_hole (object *op) 488move_hole (object *op)
538{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value) 490 if (op->value)
542 { /* We're opening */ 491 { /* We're opening */
543 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
545 op->stats.wc = 0; 494 op->stats.wc = 0;
546 op->speed = 0; 495 op->set_speed (0);
547 update_ob_speed (op);
548 496
549 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
552 { 500 {
553 next = tmp->above; 501 next = tmp->above;
554 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
555 } 503 }
556 } 504 }
505
557 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
559 return; 508 return;
560 } 509 }
510
561 /* We're closing */ 511 /* We're closing */
562 op->move_on = 0; 512 op->move_on = 0;
563 513
564 op->stats.wc++; 514 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
567 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 522}
576 523
577 524
578/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
593 if (op->map == NULL) 540 if (op->map == NULL)
594 return op; 541 return op;
595 542
596 switch (op->type) 543 switch (op->type)
597 { 544 {
598 case THROWN_OBJ: 545 case THROWN_OBJ:
599 { 546 {
600 object *payload = op->inv; 547 object *payload = op->inv;
601 548
602 if (payload == NULL) 549 if (payload == NULL)
603 return NULL; 550 return NULL;
604 remove_ob (payload); 551
605 remove_ob (op); 552 payload->remove ();
606 free_object (op); 553 op->destroy ();
607 return payload; 554 return payload;
608 } 555 }
609 556
610 case ARROW: 557 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
613 return op; 560 return op;
614 561
615 default: 562 default:
616 return op; 563 return op;
617 } 564 }
618} 565}
619 566
620/* fix_stopped_item() - put stopped item where stop_item() had found it. 567/* fix_stopped_item() - put stopped item where stop_item() had found it.
621 * Inserts item into the old map, or merges it if it already is on the map. 568 * Inserts item into the old map, or merges it if it already is on the map.
622 * 569 *
623 * 'map' must be the value of op->map before stop_item() was called. 570 * 'map' must be the value of op->map before stop_item() was called.
624 */ 571 */
625void 572void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
627{ 574{
628 if (map == NULL) 575 if (map == NULL)
629 return; 576 return;
577
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 580 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
634} 582}
635 583
636
637object * 584object *
638fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
639{ 586{
640 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
641 { 588 {
642 /* Small chance of breaking */ 589 /* Small chance of breaking */
643 remove_ob (op); 590 op->destroy ();
644 free_object (op);
645 return NULL; 591 return NULL;
646 } 592 }
647 593
594 op->set_speed (0);
648 op->direction = 0; 595 op->direction = 0;
649 op->move_on = 0; 596 op->move_on = 0;
650 op->move_type = 0; 597 op->move_type = 0;
651 op->speed = 0; 598 op->skill = 0; // really?
652 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
656 op->slaying = 0; 604 op->slaying = op->custom_name;
657 op->skill = 0;
658 605
659 if (op->spellarg != NULL)
660 {
661 op->slaying = op->spellarg;
662 free (op->spellarg);
663 op->spellarg = NULL;
664 }
665 else
666 op->slaying = NULL;
667
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
669 op->spellarg = NULL; 607 op->custom_name = 0;
670 op->stats.sp = 0; 608 op->stats.sp = 0;
671 op->stats.hp = 0; 609 op->stats.hp = 0;
672 op->stats.grace = 0; 610 op->stats.grace = 0;
673 op->level = 0; 611 op->level = 0;
674 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
676 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
677 return op; 617 return op;
678} 618}
679 619
680/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
681 * 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
682 * here too. -b.t. 622 * here too. -b.t.
683 * 623 *
684 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
686 */ 626 */
687
688static void 627static void
689stop_arrow (object *op) 628stop_arrow (object *op)
690{ 629{
691 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
692 return; 631 return;
693 632
694 if (op->inv) 633 if (op->inv)
695 { 634 {
635 // replace this by straightforward drop to ground?
696 object *payload = op->inv; 636 object *payload = op->inv;
697 637
698 remove_ob (payload); 638 payload->owner = 0;
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 640 op->destroy ();
702 free_object (op);
703 } 641 }
704 else 642 else
705 { 643 {
706 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
707 if (op) 646 if (op)
708 merge_ob (op, NULL); 647 merge_ob (op, 0);
709 } 648 }
710} 649}
711 650
712/* 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.
713 */ 652 */
714
715void 653void
716move_arrow (object *op) 654move_arrow (object *op)
717{ 655{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 656 int was_reflected;
721 mapstruct *m;
722 657
723 if (op->map == NULL) 658 if (!op->map)
724 { 659 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op); 661 op->destroy ();
727 free_object (op);
728 return; 662 return;
729 } 663 }
730 664
731 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 666 if (op->type == THROWN_OBJ)
737 * 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,
738 * 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
739 * 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,
740 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
741 */ 675 */
742 if (op->inv == NULL) 676 if (!op->inv)
743 { 677 {
744 remove_ob (op); 678 op->destroy ();
745 free_object (op);
746 return; 679 return;
747 } 680 }
681
748 if (op->last_sp-- < 0) 682 if (op->last_sp-- < 0)
749 { 683 {
750 stop_arrow (op); 684 stop_arrow (op);
751 return; 685 return;
752 } 686 }
759 stop_arrow (op); 693 stop_arrow (op);
760 return; 694 return;
761 } 695 }
762 696
763 /* Calculate target map square */ 697 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 698 was_reflected = 0;
767 699
768 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 701
771 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
772 { 703 {
773 stop_arrow (op); 704 stop_arrow (op);
774 return; 705 return;
775 } 706 }
776 707
777 /* 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 */
778 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
779 { 710 {
780 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)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break; 715 break;
783
784 716
785 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
787 * move into it. 719 * move into it.
788 */ 720 */
789
790 if (tmp != NULL && tmp != op->owner) 721 if (tmp && tmp != op->owner)
791 { 722 {
792 /* Found living object, but it is reflecting the missile. Update 723 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
795 */ 726 */
796
797 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))
798 { 728 {
799
800 int number = op->face->number; 729 int number = op->face;
801 730
802 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
803 op->state = 0; 732 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
812 } 734 }
813 else 735 else
814 { 736 {
815 /* Attack the object. */ 737 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 738 op = hit_with_arrow (op, tmp);
739
817 if (op == NULL) 740 if (!op)
818 return; 741 return;
819 } 742 }
820 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
822 745
823 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 747 {
826 int retry = 0; 748 int retry = 0;
827 749
828 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
829 * 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
842 if (op->direction & 1) 764 if (op->direction & 1)
843 { 765 {
844 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
845 retry = 1; 767 retry = 1;
846 } 768 }
769
847 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
848 * use this retry here to make this one block 771 * use this retry here to make this one block
849 * that did the same thing. 772 * that did the same thing.
850 */ 773 */
851 while (retry < 2) 774 while (retry < 2)
852 { 775 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 776 retry++;
858 777
859 /* 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
860 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
863 */ 782 */
864 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));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 785
868 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));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 788
872 if (left == right) 789 if (left == right)
873 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
874 else if (left) 791 else if (left)
875 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
876 else if (right) 793 else if (right)
877 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
878 795
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* 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 -
882 * don't need to retry again. 797 * don't need to retry again.
883 */ 798 */
884 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))
885 break; 801 break;
886
887 } 802 }
803
888 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 805 * stop it from moving.
890 */ 806 */
891 if (retry == 2) 807 if (retry == 2)
892 { 808 {
893 stop_arrow (op); 809 stop_arrow (op);
894 return; 810 return;
895 } 811 }
812
896 /* update object image for new facing */ 813 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
899 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
900 } /* object is reflected */ 817 } /* object is reflected */
901 } /* object ran into a wall */ 818 } /* object ran into a wall */
902
903 /* Move the arrow. */
904 remove_ob (op);
905 op->x = new_x;
906 op->y = new_y;
907 819
908 /* 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
909 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
910 */ 822 */
911 op->speed -= 0.05; 823 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913}
914 824
915/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
916 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
917 * Modified this routine to allow held objects. b.t. */ 827}
918 828
919void 829static void
920change_object (object *op) 830change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j;
924
925 if (op->other_arch == NULL) 832 if (!op->other_arch)
926 { 833 {
927 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 ());
928 return; 835 return;
929 } 836 }
930 837
931 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 { 840 {
934 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
935 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);
936 else 858 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 } 859 {
961 else
962 {
963 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
964 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
965 free_object (tmp); 863 tmp->destroy ();
966 else 864 else
967 { 865 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 867
970 } 868 if (pos.normalise ())
869 pos.insert (tmp, op);
971 } 870 }
871 }
972 } 872 }
973 free_object (op); 873
874 op->destroy ();
974} 875}
975 876
976void 877void
977move_teleporter (object *op) 878move_teleporter (object *op)
978{ 879{
983 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 885 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 887 * N times without the speed check.
987 */ 888 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 890 move_teleporter (op->more);
990 891
991 if (op->head) 892 if (op->head)
992 head = op->head; 893 head = op->head;
993 894
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break; 897 break;
997 898
998 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1004 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1005 { 906 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 908 return;
1008 909
1009 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1010 } 911 }
1011 else 912 else
1012 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1013 return; 914 return;
1014 } 915 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 916 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 917 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 918 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 { 919 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 920 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 921 head->destroy ();
1021 free_object (head);
1022 return; 922 return;
1023 } 923 }
924
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 926 return;
927
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 928 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 929 }
1028 else 930 else
1029 { 931 {
1030 /* Random teleporter */ 932 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 934 return;
935
1033 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1034 } 937 }
1035} 938}
1036
1037 939
1038/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 943 can't be generalized.
1042*/ 944*/
1043 945static void
1044void
1045move_player_changer (object *op) 946move_player_changer (object *op)
1046{ 947{
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1052 return; 949 return;
1053 950
1054 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 952 * needs to be on top.
1056 */ 953 */
1057 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1058 { 955 {
956 object *player = op->above;
957
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 959 return;
1061 player = op->above;
1062 960
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1065 963
1066 fix_player (player); 964 player->update_stats ();
1067 965
1068 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1070 968
1071 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 971 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1078 } 975 }
1079 else 976 else
1080 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));
1081 978
1082 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 980 }
1085} 981}
1086 982
1087/* firewalls fire other spells. 983/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1095 991
1096 if (!op->map) 992 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1098 994
1099 spell = op->inv; 995 spell = op->inv;
996
1100 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 998 spell = op->other_arch;
999
1102 if (!spell) 1000 if (!spell)
1103 { 1001 {
1104 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);
1105 return; 1003 return;
1106 } 1004 }
1107 1005
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109} 1007}
1110
1111 1008
1112/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1114 * 1011 *
1115 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1116 * 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.
1117 * 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,
1118 * 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,
1119 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1017 */
1121void 1018static void
1122move_player_mover (object *op) 1019move_player_mover (object *op)
1123{ 1020{
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1126 sint16 nx, ny; 1022 sint16 nx, ny;
1127 mapstruct *m; 1023 maptile *m;
1128 1024
1129 /* 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 */
1130 if (!dir) 1026 if (!dir)
1131 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1132 1028
1133 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)
1134 { 1030 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1137 { 1033 {
1138 1034
1139 if (victim->head) 1035 if (victim->head)
1140 victim = victim->head; 1036 victim = victim->head;
1141 1037
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 { 1039 {
1144 remove_ob (op); 1040 op->remove ();
1145 free_object (op);
1146 return; 1041 return;
1147 } 1042 }
1043
1148 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1150 m = op->map; 1046 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 { 1048 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1154 return; 1050 return;
1155 } 1051 }
1156 1052
1157 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1158 return; 1054 return;
1159 1055
1160 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)
1161 { 1057 {
1162 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 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 */
1167 }
1168 } 1063 }
1169 1064
1170 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1171 { 1066 {
1172 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1173 if (op->level) 1068 if (op->level)
1174 { 1069 {
1175 /* 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
1176 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1178 * get to this space. 1073 * get to this space.
1179 */ 1074 */
1180 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1077 move_player (victim, dir);
1183 } 1078 }
1184 else 1079 else
1185 return; 1080 return;
1186 } 1081 }
1187 else 1082 else
1188 move_object (victim, dir); 1083 victim->move (dir);
1189 1084
1190 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1192 1087
1193 if (op->attacktype) 1088 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1195
1196 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);
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1091 }
1206 } 1092 }
1207 } 1093 }
1208} 1094}
1209 1095
1219{ 1105{
1220 object *tmp; 1106 object *tmp;
1221 1107
1222 if (!op->other_arch) 1108 if (!op->other_arch)
1223 { 1109 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1110 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1225 return; 1111 return;
1226 } 1112 }
1227 1113
1228 if (op->above == NULL) 1114 if (op->above == NULL)
1229 return; 1115 return;
1116
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1118 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1120 {
1234 if (op->level <= 0) 1121 if (op->level <= 0)
1235 { 1122 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1123 else
1240 { 1124 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1125 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1126
1243 if (new_nrof >= 1UL << 31) 1127 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1128 new_nrof = 1UL << 31;
1129
1245 tmp->nrof = new_nrof; 1130 tmp->nrof = new_nrof;
1246 } 1131 }
1132
1247 break; 1133 break;
1248 } 1134 }
1249 } 1135 }
1250} 1136}
1251 1137
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1264*/ 1150*/
1265
1266void 1151void
1267move_creator (object *creator) 1152move_creator (object *creator)
1268{ 1153{
1269 object *new_ob; 1154 object *new_ob;
1270 1155
1272 { 1157 {
1273 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1274 return; 1159 return;
1275 } 1160 }
1276 1161
1277 if (creator->inv != NULL) 1162 if (creator->inv)
1278 { 1163 {
1279 object *ob; 1164 object *ob;
1280 int i; 1165 int i;
1281 object *ob_to_copy; 1166 object *ob_to_copy;
1282 1167
1287 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1288 { 1173 {
1289 ob_to_copy = ob; 1174 ob_to_copy = ob;
1290 } 1175 }
1291 } 1176 }
1292 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1180 }
1296 else 1181 else
1297 { 1182 {
1298 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1299 { 1184 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1187 return;
1303 } 1188 }
1304 1189
1305 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1192 }
1308 1193
1309 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1310 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))
1311 {
1312 free_object (new_ob);
1313 return;
1314 } 1196 {
1197 new_ob->destroy ();
1198 return;
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);
1315 1204
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1207 return;
1319 1208
1320 if (creator->slaying) 1209 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1211}
1325 1212
1326/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1221void
1336move_marker (object *op) 1222move_marker (object *op)
1337{ 1223{
1338 object *tmp, *tmp2; 1224 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1225 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1347 { 1231 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1232 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1233
1234 if (op->msg)
1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1236
1237 if (op->stats.hp > 0)
1350 } 1238 {
1239 op->stats.hp--;
1351 1240
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1241 if (op->stats.hp == 0)
1374 { 1242 {
1375 force->speed = 0.01; 1243 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1244 op->destroy ();
1245 return;
1377 } 1246 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1247 }
1400 } /* if tmp2 == NULL */ 1248 }
1401 } /* if tmp->type == PLAYER */ 1249 }
1402 } /* For all objects on this space */
1403} 1250}
1404 1251
1405int 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
1406process_object (object *op) 1299process_object (object *op)
1407{ 1300{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1409 return 0; 1302 return;
1410 1303
1411 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1305 return;
1413 1306
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1; 1309 return;
1417 1310
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 { 1312 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1424 1314
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op); 1316 make_sure_seen (op);
1427 } 1317 }
1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1428 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1429 { 1326 {
1430 change_object (op); 1327 change_object (op);
1431 return 1; 1328 return;
1432 } 1329 }
1330
1433 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1434 generate_monster (op); 1332 generate_monster (op);
1435 1333
1436 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)
1437 { 1335 {
1438 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1337 remove_force (op);
1338 else
1339 {
1340 op->remove (); // TODO: really necessary?
1341
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1343 make_sure_not_seen (op);
1344
1345 op->drop_and_destroy ();
1346 }
1347
1348 return;
1349 }
1350 }
1351
1352 switch (op->type)
1353 {
1354 case SPELL_EFFECT:
1355 move_spell_effect (op);
1356 break;
1357
1358 case ROD:
1359 case HORN:
1360 regenerate_rod (op);
1361 break;
1362
1363 case FORCE:
1364 case POTION_EFFECT:
1439 remove_force (op); 1365 remove_force (op);
1440 else 1366 break;
1441 {
1442 /* IF necessary, delete the item from the players inventory */
1443 object *pl = is_player_inv (op);
1444 1367
1445 if (pl)
1446 esrv_del_item (pl->contr, op->count);
1447 remove_ob (op);
1448 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1449 make_sure_not_seen (op);
1450 free_object (op);
1451 }
1452 return 1;
1453 }
1454 switch (op->type)
1455 {
1456
1457 case SPELL_EFFECT:
1458 move_spell_effect (op);
1459 return 1;
1460
1461 case ROD:
1462 case HORN:
1463 regenerate_rod (op);
1464 return 1;
1465
1466 case FORCE:
1467 case POTION_EFFECT:
1468 remove_force (op);
1469 return 1;
1470
1471 case BLINDNESS: 1368 case BLINDNESS:
1472 remove_blindness (op); 1369 remove_blindness (op);
1473 return 0; 1370 break;
1474 1371
1475 case POISONING: 1372 case POISONING:
1476 poison_more (op); 1373 poison_more (op);
1477 return 0; 1374 break;
1478 1375
1479 case DISEASE: 1376 case DISEASE:
1480 move_disease (op); 1377 move_disease (op);
1481 return 0; 1378 break;
1482 1379
1483 case SYMPTOM: 1380 case SYMPTOM:
1484 move_symptom (op); 1381 move_symptom (op);
1485 return 0; 1382 break;
1486 1383
1487 case THROWN_OBJ: 1384 case THROWN_OBJ:
1488 case ARROW: 1385 case ARROW:
1489 move_arrow (op); 1386 move_arrow (op);
1490 return 0; 1387 break;
1491 1388
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495
1496 case DOOR: 1389 case DOOR:
1497 remove_door (op); 1390 remove_door (op);
1498 return 0; 1391 break;
1499 1392
1500 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1501 remove_door2 (op); 1394 remove_door2 (op);
1502 return 0; 1395 break;
1503 1396
1504 case TELEPORTER: 1397 case TELEPORTER:
1505 move_teleporter (op); 1398 move_teleporter (op);
1506 return 0; 1399 break;
1507 1400
1508 case GOLEM: 1401 case GOLEM:
1509 move_golem (op); 1402 move_golem (op);
1510 return 0; 1403 break;
1511 1404
1512 case EARTHWALL: 1405 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1407 break;
1515 1408
1516 case FIREWALL: 1409 case FIREWALL:
1517 move_firewall (op); 1410 move_firewall (op);
1518 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1519 animate_turning (op); 1412 animate_turning (op);
1520 return 0; 1413 break;
1521 1414
1522 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1523 do_mood_floor (op); 1416 do_mood_floor (op);
1524 return 0; 1417 break;
1525 1418
1526 case GATE: 1419 case GATE:
1527 move_gate (op); 1420 move_gate (op);
1528 return 0; 1421 break;
1529 1422
1530 case TIMED_GATE: 1423 case TIMED_GATE:
1531 move_timed_gate (op); 1424 move_timed_gate (op);
1532 return 0; 1425 break;
1533 1426
1534 case TRIGGER: 1427 case TRIGGER:
1535 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1431 animate_trigger (op);
1539 return 0; 1432 break;
1540 1433
1541 case DETECTOR: 1434 case DETECTOR:
1542 move_detector (op); 1435 move_detector (op);
1543 1436
1544 case DIRECTOR: 1437 case DIRECTOR:
1545 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1546 animate_turning (op); 1439 animate_turning (op);
1547 return 0; 1440 break;
1548 1441
1549 case HOLE: 1442 case HOLE:
1550 move_hole (op); 1443 move_hole (op);
1551 return 0; 1444 break;
1552 1445
1553 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1447 move_deep_swamp (op);
1555 return 0; 1448 break;
1556 1449
1557 case RUNE: 1450 case RUNE:
1558 case TRAP: 1451 case TRAP:
1559 move_rune (op); 1452 move_rune (op);
1560 return 0; 1453 break;
1561 1454
1562 case PLAYERMOVER: 1455 case PLAYERMOVER:
1563 move_player_mover (op); 1456 move_player_mover (op);
1564 return 0; 1457 break;
1565 1458
1566 case CREATOR: 1459 case CREATOR:
1567 move_creator (op); 1460 move_creator (op);
1568 return 0; 1461 break;
1569 1462
1570 case MARKER: 1463 case MARKER:
1571 move_marker (op); 1464 move_marker (op);
1572 return 0; 1465 break;
1573 1466
1574 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1575 move_player_changer (op); 1468 move_player_changer (op);
1576 return 0; 1469 break;
1577 1470
1578 case PEACEMAKER: 1471 case PEACEMAKER:
1579 move_peacemaker (op); 1472 move_peacemaker (op);
1580 return 0; 1473 break;
1581 }
1582 1474
1583 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 }
1584} 1489}
1490

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