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Comparing deliantra/server/server/time.C (file contents):
Revision 1.54 by root, Sun Jun 3 11:22:07 2007 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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 (0.1f); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 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{
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
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
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
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 132 }
133 else if (gen->other_arch)
134 {
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;
139
140 op = gen->other_arch->instance ();
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 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");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 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)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* 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
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 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.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 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))
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
265 * 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,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
271 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])
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* 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.
301 * 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
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
309 323
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
313 { 327 {
314 hit_player (tmp, random_roll (0, 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"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 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);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 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]))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 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);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
341 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])
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
358 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
362 376
363/* hp : how long door is open/closed 377/* hp : how long door is open/closed
364 * maxhp : initial value for hp 378 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
366 */ 380 */
367void 381static void
368move_timed_gate (object *op) 382move_timed_gate (object *op)
369{ 383{
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
388 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
389 * connected: connected value of detector 406 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
392 */ 409 */
393 410static void
394void
395move_detector (object *op) 411move_detector (object *op)
396{ 412{
397 object *tmp; 413 object *tmp;
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 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)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op, tmp);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op, tmp);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
467 } 484 }
468} 485}
469 486
470void 487static void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
556fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
557{ 574{
558 if (map == NULL) 575 if (map == NULL)
559 return; 576 return;
560 577
561 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
562 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
563 else if (op->type == ARROW) 580 else if (op->type == ARROW)
564 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
565} 582}
566 583
582 599
583 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
587 605
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* 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 */
598 op->spellarg = NULL; 607 op->custom_name = 0;
599 op->stats.sp = 0; 608 op->stats.sp = 0;
600 op->stats.hp = 0; 609 op->stats.hp = 0;
601 op->stats.grace = 0; 610 op->stats.grace = 0;
602 op->level = 0; 611 op->level = 0;
603 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
605 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
606 return op; 617 return op;
607} 618}
608 619
609/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
610 * 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
619 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
620 return; 631 return;
621 632
622 if (op->inv) 633 if (op->inv)
623 { 634 {
635 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 636 object *payload = op->inv;
625 637
626 payload->remove ();
627 payload->owner = 0; 638 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 640 op->destroy ();
630 } 641 }
631 else 642 else
635 if (op) 646 if (op)
636 merge_ob (op, 0); 647 merge_ob (op, 0);
637 } 648 }
638} 649}
639 650
640/* 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.
641 */ 652 */
642void 653void
643move_arrow (object *op) 654move_arrow (object *op)
644{ 655{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 656 int was_reflected;
648 maptile *m;
649 657
650 if (op->map == NULL) 658 if (!op->map)
651 { 659 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 661 op->destroy ();
654 return; 662 return;
655 } 663 }
663 * 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,
664 * 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
665 * 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,
666 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
667 */ 675 */
668 if (op->inv == NULL) 676 if (!op->inv)
669 { 677 {
670 op->destroy (); 678 op->destroy ();
671 return; 679 return;
672 } 680 }
673 681
676 stop_arrow (op); 684 stop_arrow (op);
677 return; 685 return;
678 } 686 }
679 } 687 }
680 688
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
681 /* 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
682 values look rediculous. */ 695 values look rediculous. */
683 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
684 { 697 {
685 stop_arrow (op); 698 stop_arrow (op);
686 return; 699 return;
687 } 700 }
688 701
689 /* Calculate target map square */ 702 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 703 was_reflected = 0;
693 704
694 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 706
697 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
698 { 708 {
699 stop_arrow (op); 709 stop_arrow (op);
700 return; 710 return;
701 } 711 }
702 712
703 /* 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 */
704 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
705 { 715 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
708 break; 720 break;
709 721
710 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
712 * move into it. 724 * move into it.
715 { 727 {
716 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
717 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
718 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
719 */ 731 */
720 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))
721 { 733 {
722 int number = op->face; 734 int number = op->face;
723 735
724 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
725 update_turn_face (op); 737 update_turn_face (op);
734 return; 746 return;
735 } 747 }
736 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
738 750
739 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))
740 { 752 {
741 int retry = 0; 753 int retry = 0;
742 754
743 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
744 * 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
745 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
746 * 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
747 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
748 */ 760 */
749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
750 { 762 {
751 stop_arrow (op); 763 stop_arrow (op);
752 return; 764 return;
753 } 765 }
754 else 766 else
757 if (op->direction & 1) 769 if (op->direction & 1)
758 { 770 {
759 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
760 retry = 1; 772 retry = 1;
761 } 773 }
774
762 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
763 * use this retry here to make this one block 776 * use this retry here to make this one block
764 * that did the same thing. 777 * that did the same thing.
765 */ 778 */
766 while (retry < 2) 779 while (retry < 2)
767 { 780 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 781 retry++;
773 782
774 /* 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
775 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
778 */ 787 */
779 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));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 790
783 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));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 793
787 if (left == right) 794 if (left == right)
788 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
789 else if (left) 796 else if (left)
790 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
791 else if (right) 798 else if (right)
792 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
793 800
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* 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 -
797 * don't need to retry again. 802 * don't need to retry again.
798 */ 803 */
799 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))
800 break; 806 break;
801
802 } 807 }
808
803 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 810 * stop it from moving.
805 */ 811 */
806 if (retry == 2) 812 if (retry == 2)
807 { 813 {
808 stop_arrow (op); 814 stop_arrow (op);
809 return; 815 return;
810 } 816 }
817
811 /* update object image for new facing */ 818 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 822 } /* object is reflected */
816 } /* object ran into a wall */ 823 } /* object ran into a wall */
817 824
818 /* Move the arrow. */ 825 /* Move the arrow. */
819 op->remove (); 826 op->move_to (pos);
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed.
825 */
826 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828} 827}
829 828
830/* This routine doesnt seem to work for "inanimate" objects that 829static void
831 * are being carried, ie a held torch leaps from your hands!.
832 * Modified this routine to allow held objects. b.t. */
833
834void
835change_object (object *op) 830change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
837 int i, j;
838
839 if (op->other_arch == NULL) 832 if (!op->other_arch)
840 { 833 {
841 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 ());
842 return; 835 return;
843 } 836 }
844 837
845 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
847 { 840 {
848 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
849 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);
850 else 858 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 } 859 {
881 else
882 {
883 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
884 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
885 tmp->destroy (); 863 tmp->destroy ();
886 else 864 else
887 { 865 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
890 } 870 }
891 } 871 }
892 } 872 }
893 873
894 op->destroy (); 874 op->destroy ();
910 move_teleporter (op->more); 890 move_teleporter (op->more);
911 891
912 if (op->head) 892 if (op->head)
913 head = op->head; 893 head = op->head;
914 894
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
917 break; 897 break;
918 898
919 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
921 return; 901 return;
922 902
923 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
924 { 904 {
925 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
950 else 930 else
951 { 931 {
952 /* Random teleporter */ 932 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 934 return;
935
955 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
956 } 937 }
957} 938}
958 939
959/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
960 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
961 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
962 can't be generalized. 943 can't be generalized.
963*/ 944*/
964void 945static void
965move_player_changer (object *op) 946move_player_changer (object *op)
966{ 947{
967 object *player;
968 object *walk;
969
970 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
971 return; 949 return;
972 950
973 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
974 * needs to be on top. 952 * needs to be on top.
975 */ 953 */
976 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
977 { 955 {
956 object *player = op->above;
957
978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
979 return; 959 return;
980 960
981 player = op->above;
982
983 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
984 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
985 963
986 player->update_stats (); 964 player->update_stats ();
987 965
988 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1015 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1016 994
1017 spell = op->inv; 995 spell = op->inv;
1018 996
1019 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1021 999
1022 if (!spell) 1000 if (!spell)
1023 { 1001 {
1024 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);
1025 return; 1003 return;
1035 * 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.
1036 * 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,
1037 * 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,
1038 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1039 */ 1017 */
1040void 1018static void
1041move_player_mover (object *op) 1019move_player_mover (object *op)
1042{ 1020{
1043 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1044 sint16 nx, ny; 1022 sint16 nx, ny;
1045 maptile *m; 1023 maptile *m;
1048 if (!dir) 1026 if (!dir)
1049 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1050 1028
1051 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1030 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1033 {
1056 1034
1057 if (victim->head) 1035 if (victim->head)
1058 victim = victim->head; 1036 victim = victim->head;
1059 1037
1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1061 { 1039 {
1062 op->remove (); 1040 op->remove ();
1063 return; 1041 return;
1064 } 1042 }
1065 1043
1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1057 {
1080 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1082 1060
1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1084 op->speed_left = -1.1f; /* 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 */
1085 } 1063 }
1086 1064
1087 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1088 { 1066 {
1089 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1090 if (op->level) 1068 if (op->level)
1091 { 1069 {
1092 /* 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
1093 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1094 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1095 * get to this space. 1073 * get to this space.
1096 */ 1074 */
1097 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1098 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1099 move_player (victim, dir); 1077 move_player (victim, dir);
1100 } 1078 }
1101 else 1079 else
1102 return; 1080 return;
1103 } 1081 }
1104 else 1082 else
1105 move_object (victim, dir); 1083 victim->move (dir);
1106 1084
1107 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1108 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1109 1087
1110 if (op->attacktype) 1088 if (op->attacktype)
1111 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1113 } 1091 }
1114 } 1092 }
1115 } 1093 }
1116} 1094}
1117 1095
1136 if (op->above == NULL) 1114 if (op->above == NULL)
1137 return; 1115 return;
1138 1116
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1118 {
1141 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1120 {
1143 if (op->level <= 0) 1121 if (op->level <= 0)
1144 tmp->destroy (); 1122 tmp->destroy ();
1145 else 1123 else
1146 { 1124 {
1168 * 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.
1169 * 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
1170 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1172*/ 1150*/
1173
1174void 1151void
1175move_creator (object *creator) 1152move_creator (object *creator)
1176{ 1153{
1177 object *new_ob; 1154 object *new_ob;
1178 1155
1179 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1180 { 1157 {
1181 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1182 return; 1159 return;
1183 } 1160 }
1184 1161
1185 if (creator->inv != NULL) 1162 if (creator->inv)
1186 { 1163 {
1187 object *ob; 1164 object *ob;
1188 int i; 1165 int i;
1189 object *ob_to_copy; 1166 object *ob_to_copy;
1190 1167
1195 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1196 { 1173 {
1197 ob_to_copy = ob; 1174 ob_to_copy = ob;
1198 } 1175 }
1199 } 1176 }
1200 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1180 }
1204 else 1181 else
1205 { 1182 {
1206 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1207 { 1184 {
1208 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",
1209 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1210 return; 1187 return;
1211 } 1188 }
1213 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1192 }
1216 1193
1217 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1218 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))
1219 { 1196 {
1220 new_ob->destroy (); 1197 new_ob->destroy ();
1221 return; 1198 return;
1222 } 1199 }
1223 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
1224 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);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1226 return; 1207 return;
1227 1208
1228 if (creator->slaying) 1209 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1211}
1233 1212
1234/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1242void 1221void
1243move_marker (object *op) 1222move_marker (object *op)
1244{ 1223{
1245 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1246 { 1225 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1231 {
1253 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1233
1257 /* cycle through his inventory to look for the MARK we want to
1258 * place
1259 */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1262 break;
1263
1264 /* if we didn't find our own MARK */
1265 if (!tmp2)
1266 {
1267 object *force = get_archetype (FORCE_NAME);
1268
1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg) 1234 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1236
1287 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1288 { 1238 {
1289 op->stats.hp--; 1239 op->stats.hp--;
1240
1290 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1291 { 1242 {
1292 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1293 op->destroy (); 1244 op->destroy ();
1294 return; 1245 return;
1296 } 1247 }
1297 } 1248 }
1298 } 1249 }
1299} 1250}
1300 1251
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
1301void 1298void
1302process_object (object *op) 1299process_object (object *op)
1303{ 1300{
1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1305 return; 1302 return;
1306 1303
1307 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1305 return;
1309 1306
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1312 return; 1309 return;
1313 1310
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1315 { 1312 {
1316 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1317 1314
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_seen (op); 1316 make_sure_seen (op);
1320 } 1317 }
1321 1318
1322 if (expect_false ( 1319 if (expect_false (
1323 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1326 )) 1323 ))
1327 { 1324 {
1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1329 { 1326 {
1330 change_object (op); 1327 change_object (op);
1331 return; 1328 return;
1332 } 1329 }
1333 1330
1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1335 generate_monster (op); 1332 generate_monster (op);
1336 1333
1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1338 { 1335 {
1339 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1340 remove_force (op); 1337 remove_force (op);
1341 else 1338 else
1342 { 1339 {
1343 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1344 object *pl = op->in_player ();
1345 1341
1346 if (pl)
1347 esrv_del_item (pl->contr, op->count);
1348
1349 op->remove ();
1350
1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1352 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1353 1344
1354 op->destroy (); 1345 op->drop_and_destroy ();
1355 } 1346 }
1356 1347
1357 return; 1348 return;
1358 } 1349 }
1359 } 1350 }
1483 1474
1484 case PLAYER: 1475 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left; 1477 ++op->speed_left;
1487 break; 1478 break;
1488 }
1489}
1490 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1489}
1490

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