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Comparing deliantra/server/server/time.C (file contents):
Revision 1.42 by root, Sat Mar 17 20:36:05 2007 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92/* Will generate a monster according to content 95static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 98 if (!gen->map)
153 return; 99 return;
154 100
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 102 return;
158 103
159 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (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);
160 { 132 }
161 op = arch_to_object (at); 133 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
163 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
164 139
165 if (head) 140 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 141 }
142 else
143 return;
167 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163static void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
203 if (--op->duration > 0) 166 if (--op->duration > 0)
204 return; 167 return;
205 168
206 if (op->env) 169 if (op->env)
207 switch (op->subtype) 170 switch (op->subtype)
208 { 171 {
209 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
211 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");
212 175
213 default: 176 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 178 change_abil (op->env, op);
216 op->env->update_stats (); 179 op->env->update_stats ();
217 } 180 }
218 181
219 op->destroy (); 182 op->destroy ();
220} 183}
221 184
222void 185static void
223remove_blindness (object *op) 186remove_blindness (object *op)
224{ 187{
225 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
226 return; 189 return;
227 190
228 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
229 192
230 if (op->env) 193 if (op->env)
231 { 194 {
232 change_abil (op->env, op); 195 change_abil (op->env, op);
233 op->env->update_stats (); 196 op->env->update_stats ();
234 } 197 }
235 198
236 op->destroy (); 199 op->destroy ();
237} 200}
238 201
239void 202static void
240poison_more (object *op) 203poison_more (object *op)
241{ 204{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
243 { 206 {
244 op->destroy (); 207 op->destroy ();
245 return; 208 return;
246 } 209 }
247 210
250 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 214 * will not do anything.
252 */ 215 */
253 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
254 { 217 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 219 op->env->update_stats ();
257 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.");
258 } 221 }
259 222
260 op->destroy (); 223 op->destroy ();
269 232
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 234}
272 235
273 236
274void 237static void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 243 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 { 261 {
299 op->move_block = 0; 262 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
302 } 265 }
303 266
304 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
316 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 322 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
363 { 327 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
407 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
411 376
412/* hp : how long door is open/closed 377/* hp : how long door is open/closed
413 * maxhp : initial value for hp 378 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
415 */ 380 */
416void 381static void
417move_timed_gate (object *op) 382move_timed_gate (object *op)
418{ 383{
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
437 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
438 * connected: connected value of detector 406 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
441 */ 409 */
442 410static void
443void
444move_detector (object *op) 411move_detector (object *op)
445{ 412{
446 object *tmp; 413 object *tmp;
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
516 } 484 }
517} 485}
518 486
519void 487static void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
605fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
606{ 574{
607 if (map == NULL) 575 if (map == NULL)
608 return; 576 return;
609 577
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
611 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 580 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
614} 582}
615 583
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0; 604 op->slaying = op->custom_name;
634 op->skill = 0;
635 605
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 607 op->custom_name = 0;
647 op->stats.sp = 0; 608 op->stats.sp = 0;
648 op->stats.hp = 0; 609 op->stats.hp = 0;
649 op->stats.grace = 0; 610 op->stats.grace = 0;
650 op->level = 0; 611 op->level = 0;
651 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
653 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
654 return op; 617 return op;
655} 618}
656 619
657/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
668 return; 631 return;
669 632
670 if (op->inv) 633 if (op->inv)
671 { 634 {
635 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 636 object *payload = op->inv;
673 637
674 payload->remove ();
675 payload->owner = 0; 638 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 640 op->destroy ();
678 } 641 }
679 else 642 else
680 { 643 {
681 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
682 if (op) 646 if (op)
683 merge_ob (op, NULL); 647 merge_ob (op, 0);
684 } 648 }
685} 649}
686 650
687/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 652 */
689void 653void
690move_arrow (object *op) 654move_arrow (object *op)
691{ 655{
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags; 656 int was_reflected;
695 maptile *m;
696 657
697 if (op->map == NULL) 658 if (!op->map)
698 { 659 {
699 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
700 op->destroy (); 661 op->destroy ();
701 return; 662 return;
702 } 663 }
710 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
711 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
712 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
713 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
714 */ 675 */
715 if (op->inv == NULL) 676 if (!op->inv)
716 { 677 {
717 op->destroy (); 678 op->destroy ();
718 return; 679 return;
719 } 680 }
720 681
723 stop_arrow (op); 684 stop_arrow (op);
724 return; 685 return;
725 } 686 }
726 } 687 }
727 688
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
728 /* 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
729 values look rediculous. */ 695 values look rediculous. */
730 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
731 { 697 {
732 stop_arrow (op); 698 stop_arrow (op);
733 return; 699 return;
734 } 700 }
735 701
736 /* Calculate target map square */ 702 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0; 703 was_reflected = 0;
740 704
741 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 706
744 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
745 { 708 {
746 stop_arrow (op); 709 stop_arrow (op);
747 return; 710 return;
748 } 711 }
749 712
750 /* 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 */
751 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
752 { 715 {
753 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
754 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
755 break; 720 break;
756 721
757 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
759 * move into it. 724 * move into it.
762 { 727 {
763 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
764 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
765 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
766 */ 731 */
767 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))
768 { 733 {
769 int number = op->face; 734 int number = op->face;
770 735
771 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
772 update_turn_face (op); 737 update_turn_face (op);
781 return; 746 return;
782 } 747 }
783 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
784 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
785 750
786 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
787 { 752 {
788 int retry = 0; 753 int retry = 0;
789 754
790 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
791 * 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
792 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
793 * 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
794 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
795 */ 760 */
796 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
797 { 762 {
798 stop_arrow (op); 763 stop_arrow (op);
799 return; 764 return;
800 } 765 }
801 else 766 else
804 if (op->direction & 1) 769 if (op->direction & 1)
805 { 770 {
806 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
807 retry = 1; 772 retry = 1;
808 } 773 }
774
809 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
810 * use this retry here to make this one block 776 * use this retry here to make this one block
811 * that did the same thing. 777 * that did the same thing.
812 */ 778 */
813 while (retry < 2) 779 while (retry < 2)
814 { 780 {
815 int left, right, mflags;
816 maptile *m1;
817 sint16 x1, y1;
818
819 retry++; 781 retry++;
820 782
821 /* 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
822 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
823 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
824 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
825 */ 787 */
826 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));
827 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
828 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
829 790
830 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));
831 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
832 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
833 793
834 if (left == right) 794 if (left == right)
835 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
836 else if (left) 796 else if (left)
837 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
838 else if (right) 798 else if (right)
839 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
840 800
841 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
842
843 /* 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 -
844 * don't need to retry again. 802 * don't need to retry again.
845 */ 803 */
846 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))
847 break; 806 break;
848
849 } 807 }
808
850 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
851 * top it from moving. 810 * stop it from moving.
852 */ 811 */
853 if (retry == 2) 812 if (retry == 2)
854 { 813 {
855 stop_arrow (op); 814 stop_arrow (op);
856 return; 815 return;
857 } 816 }
817
858 /* update object image for new facing */ 818 /* update object image for new facing */
859 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
860 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
861 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
862 } /* object is reflected */ 822 } /* object is reflected */
863 } /* object ran into a wall */ 823 } /* object ran into a wall */
864 824
865 /* Move the arrow. */ 825 /* Move the arrow. */
866 op->remove (); 826 op->move_to (pos);
867 op->x = new_x;
868 op->y = new_y;
869
870 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
871 * about 17 squares. Tune as needed.
872 */
873 op->speed -= 0.05;
874 insert_ob_in_map (op, m, op, 0);
875} 827}
876 828
877/* This routine doesnt seem to work for "inanimate" objects that 829static void
878 * are being carried, ie a held torch leaps from your hands!.
879 * Modified this routine to allow held objects. b.t. */
880
881void
882change_object (object *op) 830change_object (object *op)
883{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
884 int i, j;
885
886 if (op->other_arch == NULL) 832 if (!op->other_arch)
887 { 833 {
888 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 ());
889 return; 835 return;
890 } 836 }
891 837
892 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
893 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
894 { 840 {
895 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
896 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);
897 else 858 else
898 op->stats.food = 1; /* so 1 other_arch is made */
899 }
900
901 object *pl = op->in_player ();
902 object *env = op->env;
903
904 op->remove ();
905 for (i = 0; i < NROFNEWOBJS (op); i++)
906 {
907 object *tmp = arch_to_object (op->other_arch);
908
909 if (op->type == LAMP)
910 tmp->stats.food = op->stats.food - 1;
911
912 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
913 if (env)
914 {
915 tmp->x = env->x, tmp->y = env->y;
916 tmp = insert_ob_in_ob (tmp, env);
917
918 /* If this object is the players inventory, we need to tell the
919 * client of the change. Insert_ob_in_map takes care of the
920 * updating the client, so we don't need to do that below.
921 */
922 if (pl)
923 {
924 esrv_del_item (pl->contr, op->count);
925 esrv_send_item (pl, tmp);
926 }
927 } 859 {
928 else
929 {
930 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
931 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
932 tmp->destroy (); 863 tmp->destroy ();
933 else 864 else
934 { 865 {
935 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
936 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
937 } 870 }
938 } 871 }
939 } 872 }
940 873
941 op->destroy (); 874 op->destroy ();
957 move_teleporter (op->more); 890 move_teleporter (op->more);
958 891
959 if (op->head) 892 if (op->head)
960 head = op->head; 893 head = op->head;
961 894
962 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
963 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
964 break; 897 break;
965 898
966 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
967 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
968 return; 901 return;
969 902
970 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
971 { 904 {
972 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
997 else 930 else
998 { 931 {
999 /* Random teleporter */ 932 /* Random teleporter */
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 934 return;
935
1002 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1003 } 937 }
1004} 938}
1005
1006 939
1007/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1008 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1009 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
1010 can't be generalized. 943 can't be generalized.
1011*/ 944*/
1012void 945static void
1013move_player_changer (object *op) 946move_player_changer (object *op)
1014{ 947{
1015 object *player;
1016 object *walk;
1017
1018 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1019 return; 949 return;
1020 950
1021 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1022 * needs to be on top. 952 * needs to be on top.
1023 */ 953 */
1024 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1025 { 955 {
956 object *player = op->above;
957
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1027 return; 959 return;
1028 960
1029 player = op->above;
1030
1031 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1032 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1033 963
1034 player->update_stats (); 964 player->update_stats ();
1035 965
1036 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1063 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1064 994
1065 spell = op->inv; 995 spell = op->inv;
1066 996
1067 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1068 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1069 999
1070 if (!spell) 1000 if (!spell)
1071 { 1001 {
1072 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);
1073 return; 1003 return;
1083 * 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.
1084 * 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,
1085 * 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,
1086 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1087 */ 1017 */
1088void 1018static void
1089move_player_mover (object *op) 1019move_player_mover (object *op)
1090{ 1020{
1091 object *victim, *nextmover;
1092 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1093 sint16 nx, ny; 1022 sint16 nx, ny;
1094 maptile *m; 1023 maptile *m;
1095 1024
1096 /* 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 */
1097 if (!dir) 1026 if (!dir)
1098 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1099 1028
1100 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)
1101 { 1030 {
1102 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1103 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1104 { 1033 {
1105 1034
1106 if (victim->head) 1035 if (victim->head)
1107 victim = victim->head; 1036 victim = victim->head;
1108 1037
1109 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1110 { 1039 {
1111 op->remove (); 1040 op->remove ();
1112 return; 1041 return;
1113 } 1042 }
1114 1043
1122 } 1051 }
1123 1052
1124 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1125 return; 1054 return;
1126 1055
1127 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)
1128 { 1057 {
1129 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1130 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1131 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1132 {
1133 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 */
1134 }
1135 } 1063 }
1136 1064
1137 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1138 { 1066 {
1139 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1140 if (op->level) 1068 if (op->level)
1141 { 1069 {
1142 /* 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
1143 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1144 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1145 * get to this space. 1073 * get to this space.
1146 */ 1074 */
1147 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1148 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1149 move_player (victim, dir); 1077 move_player (victim, dir);
1150 } 1078 }
1151 else 1079 else
1152 return; 1080 return;
1153 } 1081 }
1154 else 1082 else
1155 move_object (victim, dir); 1083 victim->move (dir);
1156 1084
1157 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1158 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1159 1087
1160 if (op->attacktype) 1088 if (op->attacktype)
1161 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1162
1163 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);
1164 /* Not sure why, but for some chars on metalforge, they
1165 * would sometimes get -inf speed_left, and from the
1166 * description, it could only happen here, so just put
1167 * a lower sanity limit. My only guess is that the
1168 * mover has 0 speed.
1169 */
1170 if (victim->speed_left < -5.0)
1171 victim->speed_left = -5.0;
1172 } 1091 }
1173 } 1092 }
1174 } 1093 }
1175} 1094}
1176 1095
1195 if (op->above == NULL) 1114 if (op->above == NULL)
1196 return; 1115 return;
1197 1116
1198 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1199 { 1118 {
1200 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1201 { 1120 {
1202 if (op->level <= 0) 1121 if (op->level <= 0)
1203 tmp->destroy (); 1122 tmp->destroy ();
1204 else 1123 else
1205 { 1124 {
1227 * 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.
1228 * 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
1229 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1230 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1231*/ 1150*/
1232
1233void 1151void
1234move_creator (object *creator) 1152move_creator (object *creator)
1235{ 1153{
1236 object *new_ob; 1154 object *new_ob;
1237 1155
1238 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1239 { 1157 {
1240 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1241 return; 1159 return;
1242 } 1160 }
1243 1161
1244 if (creator->inv != NULL) 1162 if (creator->inv)
1245 { 1163 {
1246 object *ob; 1164 object *ob;
1247 int i; 1165 int i;
1248 object *ob_to_copy; 1166 object *ob_to_copy;
1249 1167
1254 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1255 { 1173 {
1256 ob_to_copy = ob; 1174 ob_to_copy = ob;
1257 } 1175 }
1258 } 1176 }
1259 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1260 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1261 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1262 } 1180 }
1263 else 1181 else
1264 { 1182 {
1265 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1266 { 1184 {
1267 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1268 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1269 return; 1187 return;
1270 } 1188 }
1272 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1273 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1274 } 1192 }
1275 1193
1276 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1277 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))
1278 { 1196 {
1279 new_ob->destroy (); 1197 new_ob->destroy ();
1280 return; 1198 return;
1281 } 1199 }
1282 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);
1204
1283 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);
1284 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1285 return; 1207 return;
1286 1208
1287 if (creator->slaying) 1209 if (creator->slaying)
1288 {
1289 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1290 }
1291} 1211}
1292 1212
1293/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1294 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1295 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1301void 1221void
1302move_marker (object *op) 1222move_marker (object *op)
1303{ 1223{
1304 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1305 { 1225 {
1306 object *tmp2;
1307
1308 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1309 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1310 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1311 { 1231 {
1312 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1313 break;
1314 }
1315 1233
1316 /* cycle through his inventory to look for the MARK we want to
1317 * place
1318 */
1319 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1320 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1321 break;
1322
1323 /* if we didn't find our own MARK */
1324 if (!tmp2)
1325 {
1326 object *force = get_archetype (FORCE_NAME);
1327
1328 if (op->stats.food)
1329 {
1330 force->set_speed (0.01);
1331 force->speed_left = -op->stats.food;
1332 }
1333 else
1334 force->set_speed (0);
1335
1336 /* put in the lock code */
1337 force->slaying = op->slaying;
1338
1339 if (op->lore)
1340 force->lore = op->lore;
1341
1342 insert_ob_in_ob (force, tmp);
1343 if (op->msg) 1234 if (op->msg)
1344 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345 1236
1346 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1347 { 1238 {
1348 op->stats.hp--; 1239 op->stats.hp--;
1240
1349 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1350 { 1242 {
1351 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1352 op->destroy (); 1244 op->destroy ();
1353 return; 1245 return;
1355 } 1247 }
1356 } 1248 }
1357 } 1249 }
1358} 1250}
1359 1251
1360int 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
1361process_object (object *op) 1299process_object (object *op)
1362{ 1300{
1363 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1364 return 0; 1302 return;
1365 1303
1366 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1367 return 0; 1305 return;
1368 1306
1369 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1370 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1371 return 1; 1309 return;
1372 1310
1373 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1374 { 1312 {
1375 if (op->type == PLAYER)
1376 animate_object (op, op->facing);
1377 else
1378 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1379 1314
1380 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1381 make_sure_seen (op); 1316 make_sure_seen (op);
1382 } 1317 }
1383 1318
1384 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 ))
1385 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1386 change_object (op); 1327 change_object (op);
1387 return 1; 1328 return;
1388 } 1329 }
1389 1330
1390 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1391 generate_monster (op); 1332 generate_monster (op);
1392 1333
1393 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1394 { 1335 {
1395 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1396 remove_force (op); 1337 remove_force (op);
1397 else 1338 else
1398 { 1339 {
1399 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1400 object *pl = op->in_player ();
1401 1341
1402 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1403 esrv_del_item (pl->contr, op->count);
1404
1405 op->remove ();
1406
1407 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1409 1344
1410 op->destroy (); 1345 op->drop_and_destroy ();
1411 } 1346 }
1412 1347
1413 return 1; 1348 return;
1349 }
1414 } 1350 }
1415 1351
1416 switch (op->type) 1352 switch (op->type)
1417 { 1353 {
1418 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1419 move_spell_effect (op); 1355 move_spell_effect (op);
1420 return 1; 1356 break;
1421 1357
1422 case ROD: 1358 case ROD:
1423 case HORN: 1359 case HORN:
1424 regenerate_rod (op); 1360 regenerate_rod (op);
1425 return 1; 1361 break;
1426 1362
1427 case FORCE: 1363 case FORCE:
1428 case POTION_EFFECT: 1364 case POTION_EFFECT:
1429 remove_force (op); 1365 remove_force (op);
1430 return 1; 1366 break;
1431 1367
1432 case BLINDNESS: 1368 case BLINDNESS:
1433 remove_blindness (op); 1369 remove_blindness (op);
1434 return 0; 1370 break;
1435 1371
1436 case POISONING: 1372 case POISONING:
1437 poison_more (op); 1373 poison_more (op);
1438 return 0; 1374 break;
1439 1375
1440 case DISEASE: 1376 case DISEASE:
1441 move_disease (op); 1377 move_disease (op);
1442 return 0; 1378 break;
1443 1379
1444 case SYMPTOM: 1380 case SYMPTOM:
1445 move_symptom (op); 1381 move_symptom (op);
1446 return 0; 1382 break;
1447 1383
1448 case THROWN_OBJ: 1384 case THROWN_OBJ:
1449 case ARROW: 1385 case ARROW:
1450 move_arrow (op); 1386 move_arrow (op);
1451 return 0; 1387 break;
1452 1388
1453 case DOOR: 1389 case DOOR:
1454 remove_door (op); 1390 remove_door (op);
1455 return 0; 1391 break;
1456 1392
1457 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1458 remove_door2 (op); 1394 remove_door2 (op);
1459 return 0; 1395 break;
1460 1396
1461 case TELEPORTER: 1397 case TELEPORTER:
1462 move_teleporter (op); 1398 move_teleporter (op);
1463 return 0; 1399 break;
1464 1400
1465 case GOLEM: 1401 case GOLEM:
1466 move_golem (op); 1402 move_golem (op);
1467 return 0; 1403 break;
1468 1404
1469 case EARTHWALL: 1405 case EARTHWALL:
1470 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1471 return 0; 1407 break;
1472 1408
1473 case FIREWALL: 1409 case FIREWALL:
1474 move_firewall (op); 1410 move_firewall (op);
1475 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1476 animate_turning (op); 1412 animate_turning (op);
1477 return 0; 1413 break;
1478 1414
1479 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1480 do_mood_floor (op); 1416 do_mood_floor (op);
1481 return 0; 1417 break;
1482 1418
1483 case GATE: 1419 case GATE:
1484 move_gate (op); 1420 move_gate (op);
1485 return 0; 1421 break;
1486 1422
1487 case TIMED_GATE: 1423 case TIMED_GATE:
1488 move_timed_gate (op); 1424 move_timed_gate (op);
1489 return 0; 1425 break;
1490 1426
1491 case TRIGGER: 1427 case TRIGGER:
1492 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1495 animate_trigger (op); 1431 animate_trigger (op);
1496 return 0; 1432 break;
1497 1433
1498 case DETECTOR: 1434 case DETECTOR:
1499 move_detector (op); 1435 move_detector (op);
1500 1436
1501 case DIRECTOR: 1437 case DIRECTOR:
1502 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1503 animate_turning (op); 1439 animate_turning (op);
1504 return 0; 1440 break;
1505 1441
1506 case HOLE: 1442 case HOLE:
1507 move_hole (op); 1443 move_hole (op);
1508 return 0; 1444 break;
1509 1445
1510 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1511 move_deep_swamp (op); 1447 move_deep_swamp (op);
1512 return 0; 1448 break;
1513 1449
1514 case RUNE: 1450 case RUNE:
1515 case TRAP: 1451 case TRAP:
1516 move_rune (op); 1452 move_rune (op);
1517 return 0; 1453 break;
1518 1454
1519 case PLAYERMOVER: 1455 case PLAYERMOVER:
1520 move_player_mover (op); 1456 move_player_mover (op);
1521 return 0; 1457 break;
1522 1458
1523 case CREATOR: 1459 case CREATOR:
1524 move_creator (op); 1460 move_creator (op);
1525 return 0; 1461 break;
1526 1462
1527 case MARKER: 1463 case MARKER:
1528 move_marker (op); 1464 move_marker (op);
1529 return 0; 1465 break;
1530 1466
1531 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1532 move_player_changer (op); 1468 move_player_changer (op);
1533 return 0; 1469 break;
1534 1470
1535 case PEACEMAKER: 1471 case PEACEMAKER:
1536 move_peacemaker (op); 1472 move_peacemaker (op);
1537 return 0; 1473 break;
1538 }
1539 1474
1540 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 }
1541} 1489}
1490

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