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Comparing deliantra/server/server/time.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * 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
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 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)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 remove_ob (op); 62
64 free_object (op); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 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]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 remove_ob (op);
93 free_object (op);
94}
95 91
96/* Will generate a monster according to content 92 op->drop_and_destroy ();
97 * of generator. 93}
98 */ 94
99void 95static void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (gen->flag [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 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
168 op = arch_to_object (at); 133 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
170 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;
171 139
172 if (head != NULL) 140 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 141 }
142 else
143 return;
174 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL) 173 op->env->clr_flag (FLAG_CONFUSED);
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 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");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 remove_ob (op);
226 free_object (op);
227}
228 181
229void 182 op->destroy ();
183}
184
185static void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 CLEAR_FLAG (op, FLAG_APPLIED); 190
191 op->clr_flag (FLAG_APPLIED);
192
235 if (op->env != NULL) 193 if (op->env)
236 { 194 {
237 change_abil (op->env, op); 195 change_abil (op->env, op);
238 fix_player (op->env); 196 op->env->update_stats ();
239 } 197 }
240 remove_ob (op);
241 free_object (op);
242}
243 198
244void 199 op->destroy ();
200}
201
202static void
245poison_more (object *op) 203poison_more (object *op)
246{ 204{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
248 {
249 remove_ob (op);
250 free_object (op);
251 return;
252 } 206 {
207 op->destroy ();
208 return;
209 }
210
253 if (op->stats.food == 1) 211 if (op->stats.food == 1)
254 { 212 {
255 /* 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
256 * will not do anything. 214 * will not do anything.
257 */ 215 */
258 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
259 { 217 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
261 fix_player (op->env); 219 op->env->update_stats ();
262 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.");
263 } 221 }
264 remove_ob (op); 222
265 free_object (op); 223 op->destroy ();
266 return; 224 return;
267 } 225 }
226
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 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...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237static void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 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))
283 { 243 {
284 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));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 245 op->stats.wc = 0;
288 } 246 }
289 247
290 /* We're going down */ 248 /* We're going down */
291 if (op->value) 249 if (op->value)
292 { 250 {
293 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 253 op->stats.wc = 0;
296 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
297 op->value = 0; 255 op->value = 0;
298 else 256 else
299 {
300 op->speed = 0; 257 op->set_speed (0);
301 update_ob_speed (op);
302 } 258 }
303 } 259
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 261 {
306 op->move_block = 0; 262 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
309 } 265 }
266
310 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
312 return; 269 return;
313 } 270 }
314 271
322 * 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,
323 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 281 * the gate slightly.
325 */ 282 */
326 283
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
329 break; 286 break;
330 287
331 if (tmp == NULL) 288 if (!tmp)
332 { 289 {
333 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
334 op->value = 1; 291 op->value = 1;
335 else 292 else
336 {
337 op->speed = 0; 293 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 294
339 }
340 return; 295 return;
341 } 296 }
342 } 297 }
343 298
344 if (op->stats.food) 299 if (op->stats.food)
351 } 306 }
352 else 307 else
353 { /* The gate is still going up */ 308 { /* The gate is still going up */
354 op->stats.wc++; 309 op->stats.wc++;
355 310
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 313
359 /* 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.
360 * 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
361 */ 316 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 318 {
364 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
367
368 if (tmp != NULL)
369 { 322 ;
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
371 { 327 {
372 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
373 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
374 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);
375 } 333 }
376 else
377 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
379 * off the gate. 336 * off the gate.
380 */ 337 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
382 { 339 {
383 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
384 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);
385 342
386 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
387 if (i != -1) 344 if (i > 0)
388 { 345 {
346 mapxy pos (tmp);
389 remove_ob (tmp); 347 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 348 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 349 tmp->move_to (pos);
392 } 350 }
393 } 351 }
394 } 352 }
395 353
396 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
399 break; 357 break;
400 358
401 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
402 if (tmp) 360 if (tmp)
403 {
404 op->stats.food = 1; 361 op->stats.food = 1;
405 }
406 else 362 else
407 { 363 {
408 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
409 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
412 } 369 }
413 } /* gate is halfway up */ 370 } /* gate is halfway up */
414 371
415 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
419 376
420/* hp : how long door is open/closed 377/* hp : how long door is open/closed
421 * maxhp : initial value for hp 378 * maxhp : initial value for hp
422 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
423 */ 380 */
424void 381static void
425move_timed_gate (object *op) 382move_timed_gate (object *op)
426{ 383{
427 int v = op->value; 384 int v = op->value;
428 385
429 if (op->stats.sp) 386 if (op->stats.sp)
430 { 387 {
431 move_gate (op); 388 move_gate (op);
389
432 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 391 op->stats.sp = 0;
434 return; 392 return;
435 } 393 }
394
436 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 396 { /* keep gate down */
438 move_gate (op); 397 move_gate (op);
398
439 if (op->value != v) 399 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 400 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 401 }
445} 402}
446 403
447/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
449 * connected: connected value of detector 406 * connected: connected value of detector
450 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
451 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
452 */ 409 */
453 410static void
454void
455move_detector (object *op) 411move_detector (object *op)
456{ 412{
457 object *tmp; 413 object *tmp;
458 int last = op->value; 414 int last = op->value;
459 int detected; 415 int detected;
460 416
461 detected = 0; 417 detected = 0;
462 418
463 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)
464 { 420 {
465 object *tmp2; 421 object *tmp2;
466 422
467 if (op->stats.hp) 423 if (op->stats.hp)
468 { 424 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 426 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 428 detected = 1;
429
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 431 detected = 1;
475 } 432 }
476 } 433 }
434
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 436 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 438 detected = 1;
483 } 439 }
484 440
485 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
487 { 443 {
488 if (detected && last == 0) 444 if (detected && last == 0)
489 { 445 {
490 op->value = 1; 446 op->value = 1;
491 push_button (op); 447 push_button (op, tmp);
492 } 448 }
449
493 if (!detected && last == 1) 450 if (!detected && last == 1)
494 { 451 {
495 op->value = 0; 452 op->value = 0;
496 push_button (op); 453 push_button (op, tmp);
497 } 454 }
498 } 455 }
499 else 456 else
500 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
501 if (detected && last == 1) 458 if (detected && last == 1)
502 { 459 {
503 op->value = 0; 460 op->value = 0;
504 push_button (op); 461 push_button (op, tmp);
505 } 462 }
463
506 if (!detected && last == 0) 464 if (!detected && last == 0)
507 { 465 {
508 op->value = 1; 466 op->value = 1;
509 push_button (op); 467 push_button (op, tmp);
510 } 468 }
511 } 469 }
512} 470}
513
514 471
515void 472void
516animate_trigger (object *op) 473animate_trigger (object *op)
517{ 474{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
526 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
527 } 484 }
528} 485}
529 486
530void 487static void
531move_hole (object *op) 488move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 490 if (op->value)
536 { /* We're opening */ 491 { /* We're opening */
537 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
539 op->stats.wc = 0; 494 op->stats.wc = 0;
540 op->speed = 0; 495 op->set_speed (0);
541 update_ob_speed (op);
542 496
543 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 500 {
547 next = tmp->above; 501 next = tmp->above;
548 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
549 } 503 }
550 } 504 }
505
551 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
553 return; 508 return;
554 } 509 }
510
555 /* We're closing */ 511 /* We're closing */
556 op->move_on = 0; 512 op->move_on = 0;
557 513
558 op->stats.wc++; 514 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
561 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 522}
570 523
571 524
572/* 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
573 * 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 { 546 {
594 object *payload = op->inv; 547 object *payload = op->inv;
595 548
596 if (payload == NULL) 549 if (payload == NULL)
597 return NULL; 550 return NULL;
598 remove_ob (payload); 551
599 remove_ob (op); 552 payload->remove ();
600 free_object (op); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
615 * 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.
616 * 569 *
617 * '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.
618 */ 571 */
619void 572void
620fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 remove_ob (op); 590 op->destroy ();
638 free_object (op);
639 return NULL; 591 return NULL;
640 } 592 }
641 593
594 op->set_speed (0);
642 op->direction = 0; 595 op->direction = 0;
643 op->move_on = 0; 596 op->move_on = 0;
644 op->move_type = 0; 597 op->move_type = 0;
645 op->speed = 0; 598 op->skill = 0; // really?
646 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
650 op->slaying = 0; 604 op->slaying = op->custom_name;
651 op->skill = 0;
652 605
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
663 op->spellarg = NULL; 607 op->custom_name = 0;
664 op->stats.sp = 0; 608 op->stats.sp = 0;
665 op->stats.hp = 0; 609 op->stats.hp = 0;
666 op->stats.grace = 0; 610 op->stats.grace = 0;
667 op->level = 0; 611 op->level = 0;
668 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
670 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
671 return op; 617 return op;
672} 618}
673 619
674/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
675 * 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
676 * here too. -b.t. 622 * here too. -b.t.
677 * 623 *
678 * 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
679 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
680 */ 626 */
681
682static void 627static void
683stop_arrow (object *op) 628stop_arrow (object *op)
684{ 629{
685 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
686 return; 631 return;
687 632
688 if (op->inv) 633 if (op->inv)
689 { 634 {
635 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 636 object *payload = op->inv;
691 637
692 remove_ob (payload); 638 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 640 op->destroy ();
696 free_object (op);
697 } 641 }
698 else 642 else
699 { 643 {
700 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
701 if (op) 646 if (op)
702 merge_ob (op, NULL); 647 merge_ob (op, 0);
703 } 648 }
704} 649}
705 650
706/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
707 */ 652 */
708
709void 653void
710move_arrow (object *op) 654move_arrow (object *op)
711{ 655{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 656 int was_reflected;
715 mapstruct *m;
716 657
717 if (op->map == NULL) 658 if (!op->map)
718 { 659 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 661 op->destroy ();
721 free_object (op);
722 return; 662 return;
723 } 663 }
724 664
725 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 666 if (op->type == THROWN_OBJ)
731 * 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,
732 * 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
733 * 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,
734 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
735 */ 675 */
736 if (op->inv == NULL) 676 if (!op->inv)
737 { 677 {
738 remove_ob (op); 678 op->destroy ();
739 free_object (op);
740 return; 679 return;
741 } 680 }
681
742 if (op->last_sp-- < 0) 682 if (op->last_sp-- < 0)
743 { 683 {
744 stop_arrow (op); 684 stop_arrow (op);
745 return; 685 return;
746 } 686 }
747 } 687 }
748 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->speed -= 0.05;
693
749 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
750 values look rediculous. */ 695 values look rediculous. */
751 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
752 { 697 {
753 stop_arrow (op); 698 stop_arrow (op);
754 return; 699 return;
755 } 700 }
756 701
757 /* Calculate target map square */ 702 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 703 was_reflected = 0;
761 704
762 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 706
765 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
766 { 708 {
767 stop_arrow (op); 709 stop_arrow (op);
768 return; 710 return;
769 } 711 }
770 712
771 /* only need to look for living creatures if this flag is set */ 713 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
773 { 715 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
776 break; 720 break;
777
778 721
779 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
781 * move into it. 724 * move into it.
782 */ 725 */
783
784 if (tmp != NULL && tmp != op->owner) 726 if (tmp && tmp != op->owner)
785 { 727 {
786 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
789 */ 731 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
792 { 733 {
793
794 int number = op->face->number; 734 int number = op->face;
795 735
796 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
797 op->state = 0; 737 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 738 was_reflected = 1; /* skip normal movement calculations */
806 } 739 }
807 else 740 else
808 { 741 {
809 /* Attack the object. */ 742 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 743 op = hit_with_arrow (op, tmp);
744
811 if (op == NULL) 745 if (!op)
812 return; 746 return;
813 } 747 }
814 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
816 750
817 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 752 {
820 int retry = 0; 753 int retry = 0;
821 754
822 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
824 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
825 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
826 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
827 */ 760 */
828 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
829 { 762 {
830 stop_arrow (op); 763 stop_arrow (op);
831 return; 764 return;
832 } 765 }
833 else 766 else
836 if (op->direction & 1) 769 if (op->direction & 1)
837 { 770 {
838 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
839 retry = 1; 772 retry = 1;
840 } 773 }
774
841 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
842 * use this retry here to make this one block 776 * use this retry here to make this one block
843 * that did the same thing. 777 * that did the same thing.
844 */ 778 */
845 while (retry < 2) 779 while (retry < 2)
846 { 780 {
847 int left, right, mflags;
848 mapstruct *m1;
849 sint16 x1, y1;
850
851 retry++; 781 retry++;
852 782
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
854 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
857 */ 787 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 790
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 793
866 if (left == right) 794 if (left == right)
867 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
868 else if (left) 796 else if (left)
869 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
870 else if (right) 798 else if (right)
871 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
872 800
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 801 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 802 * don't need to retry again.
877 */ 803 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 806 break;
880
881 } 807 }
808
882 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 810 * stop it from moving.
884 */ 811 */
885 if (retry == 2) 812 if (retry == 2)
886 { 813 {
887 stop_arrow (op); 814 stop_arrow (op);
888 return; 815 return;
889 } 816 }
817
890 /* update object image for new facing */ 818 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
893 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
894 } /* object is reflected */ 822 } /* object is reflected */
895 } /* object ran into a wall */ 823 } /* object ran into a wall */
896 824
897 /* Move the arrow. */ 825 /* Move the arrow. */
898 remove_ob (op); 826 op->move_to (pos);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed.
904 */
905 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907} 827}
908 828
909/* This routine doesnt seem to work for "inanimate" objects that 829static void
910 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */
912
913void
914change_object (object *op) 830change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j;
918
919 if (op->other_arch == NULL) 832 if (!op->other_arch)
920 { 833 {
921 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 ());
922 return; 835 return;
923 } 836 }
924 837
925 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
927 { 840 {
928 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
929 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);
930 else 858 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 } 859 {
955 else
956 {
957 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
958 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
959 free_object (tmp); 863 tmp->destroy ();
960 else 864 else
961 { 865 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 867
964 } 868 if (pos.normalise ())
869 pos.insert (tmp, op);
965 } 870 }
871 }
966 } 872 }
967 free_object (op); 873
874 op->destroy ();
968} 875}
969 876
970void 877void
971move_teleporter (object *op) 878move_teleporter (object *op)
972{ 879{
977 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
978 * 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
979 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 887 * N times without the speed check.
981 */ 888 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 890 move_teleporter (op->more);
984 891
985 if (op->head) 892 if (op->head)
986 head = op->head; 893 head = op->head;
987 894
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
990 break; 897 break;
991 898
992 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
994 return; 901 return;
995 902
996 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
997 { 904 {
998 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
999 { 906 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 908 return;
1002 909
1003 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1004 } 911 }
1005 else 912 else
1006 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1007 return; 914 return;
1008 } 915 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 916 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 917 {
1011 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)))
1012 { 919 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 920 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 921 head->destroy ();
1015 free_object (head);
1016 return; 922 return;
1017 } 923 }
924
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 926 return;
927
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 928 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 929 }
1022 else 930 else
1023 { 931 {
1024 /* Random teleporter */ 932 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 934 return;
935
1027 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1028 } 937 }
1029} 938}
1030
1031 939
1032/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1034 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
1035 can't be generalized. 943 can't be generalized.
1036*/ 944*/
1037 945static void
1038void
1039move_player_changer (object *op) 946move_player_changer (object *op)
1040{ 947{
1041 object *player;
1042 object *walk;
1043 char c;
1044
1045 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1046 return; 949 return;
1047 950
1048 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 952 * needs to be on top.
1050 */ 953 */
1051 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1052 { 955 {
956 object *player = op->above;
957
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 959 return;
1055 player = op->above;
1056 960
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1059 963
1060 fix_player (player); 964 player->update_stats ();
1061 965
1062 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1064 968
1065 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 971 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1072 } 975 }
1073 else 976 else
1074 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));
1075 978
1076 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 980 }
1079} 981}
1080 982
1081/* firewalls fire other spells. 983/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1089 991
1090 if (!op->map) 992 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1092 994
1093 spell = op->inv; 995 spell = op->inv;
996
1094 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 998 spell = op->other_arch;
999
1096 if (!spell) 1000 if (!spell)
1097 { 1001 {
1098 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);
1099 return; 1003 return;
1100 } 1004 }
1101 1005
1102 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);
1103} 1007}
1104
1105 1008
1106/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1108 * 1011 *
1109 * 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
1110 * 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.
1111 * 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,
1112 * 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,
1113 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1017 */
1115void 1018static void
1116move_player_mover (object *op) 1019move_player_mover (object *op)
1117{ 1020{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1120 sint16 nx, ny; 1022 sint16 nx, ny;
1121 mapstruct *m; 1023 maptile *m;
1122 1024
1123 /* 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 */
1124 if (!dir) 1026 if (!dir)
1125 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1126 1028
1127 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)
1128 { 1030 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1033 {
1132 1034
1133 if (victim->head) 1035 if (victim->head)
1134 victim = victim->head; 1036 victim = victim->head;
1135 1037
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1137 { 1039 {
1138 remove_ob (op); 1040 op->remove ();
1139 free_object (op);
1140 return; 1041 return;
1141 } 1042 }
1043
1142 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1144 m = op->map; 1046 m = op->map;
1145 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)
1146 { 1048 {
1147 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);
1148 return; 1050 return;
1149 } 1051 }
1150 1052
1151 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1152 return; 1054 return;
1153 1055
1154 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)
1155 { 1057 {
1156 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1159 {
1160 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 */
1161 }
1162 } 1063 }
1163 1064
1164 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1165 { 1066 {
1166 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1167 if (op->level) 1068 if (op->level)
1168 { 1069 {
1169 /* 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
1170 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1172 * get to this space. 1073 * get to this space.
1173 */ 1074 */
1174 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1077 move_player (victim, dir);
1177 } 1078 }
1178 else 1079 else
1179 return; 1080 return;
1180 } 1081 }
1181 else 1082 else
1182 move_object (victim, dir); 1083 victim->move (dir);
1183 1084
1184 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1186 1087
1187 if (op->attacktype) 1088 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1189
1190 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);
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1091 }
1200 } 1092 }
1201 } 1093 }
1202} 1094}
1203 1095
1213{ 1105{
1214 object *tmp; 1106 object *tmp;
1215 1107
1216 if (!op->other_arch) 1108 if (!op->other_arch)
1217 { 1109 {
1218 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");
1219 return; 1111 return;
1220 } 1112 }
1221 1113
1222 if (op->above == NULL) 1114 if (op->above == NULL)
1223 return; 1115 return;
1116
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1118 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1120 {
1228 if (op->level <= 0) 1121 if (op->level <= 0)
1229 { 1122 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1123 else
1234 { 1124 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1125 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1126
1237 if (new_nrof >= 1UL << 31) 1127 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1128 new_nrof = 1UL << 31;
1129
1239 tmp->nrof = new_nrof; 1130 tmp->nrof = new_nrof;
1240 } 1131 }
1132
1241 break; 1133 break;
1242 } 1134 }
1243 } 1135 }
1244} 1136}
1245 1137
1254 * 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.
1255 * 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
1256 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1258*/ 1150*/
1259
1260void 1151void
1261move_creator (object *creator) 1152move_creator (object *creator)
1262{ 1153{
1263 object *new_ob; 1154 object *new_ob;
1264 1155
1265 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1266 { 1157 {
1267 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1268 return; 1159 return;
1269 } 1160 }
1270 1161
1271 if (creator->inv != NULL) 1162 if (creator->inv)
1272 { 1163 {
1273 object *ob; 1164 object *ob;
1274 int i; 1165 int i;
1275 object *ob_to_copy; 1166 object *ob_to_copy;
1276 1167
1281 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1282 { 1173 {
1283 ob_to_copy = ob; 1174 ob_to_copy = ob;
1284 } 1175 }
1285 } 1176 }
1286 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1180 }
1290 else 1181 else
1291 { 1182 {
1292 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1293 { 1184 {
1294 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",
1295 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1187 return;
1297 } 1188 }
1298 1189
1299 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1192 }
1302 1193
1303 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1304 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))
1305 {
1306 free_object (new_ob);
1307 return;
1308 } 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 new_ob->set_flag (FLAG_IDENTIFIED);
1309 1204
1310 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);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1312 return; 1207 return;
1313 1208
1314 if (creator->slaying) 1209 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1211}
1319 1212
1320/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1327 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.*/
1328
1329void 1221void
1330move_marker (object *op) 1222move_marker (object *op)
1331{ 1223{
1332 object *tmp, *tmp2; 1224 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1225 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1340 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))
1341 { 1231 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1232 tmp->force_add (op->slaying, op->stats.food);
1343 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)
1344 } 1238 {
1239 op->stats.hp--;
1345 1240
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1241 if (op->stats.hp == 0)
1368 { 1242 {
1369 force->speed = 0.01; 1243 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1244 op->destroy ();
1245 return;
1371 } 1246 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1247 }
1394 } /* if tmp2 == NULL */ 1248 }
1395 } /* if tmp->type == PLAYER */ 1249 }
1396 } /* For all objects on this space */
1397} 1250}
1398 1251
1399int 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
1400process_object (object *op) 1299process_object (object *op)
1401{ 1300{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1403 return 0; 1302 return;
1404 1303
1405 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1305 return;
1407 1306
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1410 return 1; 1309 return;
1411 1310
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1413 { 1312 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1418 1314
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1420 make_sure_seen (op); 1316 make_sure_seen (op);
1421 } 1317 }
1422 1318
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1424 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1425 change_object (op); 1327 change_object (op);
1426 return 1; 1328 return;
1427 } 1329 }
1428 1330
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1430 generate_monster (op); 1332 generate_monster (op);
1431 1333
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1433 { 1335 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1435 remove_force (op); 1337 remove_force (op);
1436 else 1338 else
1437 { 1339 {
1438 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1341
1441 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1448 1344
1449 free_object (op); 1345 op->drop_and_destroy ();
1450 } 1346 }
1451 1347
1452 return 1; 1348 return;
1349 }
1453 } 1350 }
1454 1351
1455 switch (op->type) 1352 switch (op->type)
1456 { 1353 {
1457 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1458 move_spell_effect (op); 1355 move_spell_effect (op);
1459 return 1; 1356 break;
1460 1357
1461 case ROD: 1358 case ROD:
1462 case HORN: 1359 case HORN:
1463 regenerate_rod (op); 1360 regenerate_rod (op);
1464 return 1; 1361 break;
1465 1362
1466 case FORCE: 1363 case FORCE:
1467 case POTION_EFFECT: 1364 case POTION_EFFECT:
1468 remove_force (op); 1365 remove_force (op);
1469 return 1; 1366 break;
1470 1367
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
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1388
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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