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Comparing deliantra/server/server/time.C (file contents):
Revision 1.58 by root, Sat Jun 30 03:00:55 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 from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
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 }
120 else if (gen->other_arch) 133 else if (gen->other_arch)
121 { 134 {
122 // ...or use other_arch 135 // ...or use other_arch
123 op = arch_to_object (gen->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 ();
124 } 141 }
125 else 142 else
126 return; 143 return;
127 144
128 op->expand_tail (); 145 op->expand_tail ();
129 146
130 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
131 if (i >= 0) 148
149 if (pos.insert (op, gen))
132 { 150 {
133 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
134 {
135 if (rndm (0, 9)) 151 if (rndm (0, 9))
136 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
137 153
138 if (op->has_random_items ()) 154 if (op->has_random_items ())
139 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
140 156
141 return; 157 return;
142 }
143 } 158 }
144 159
145 op->destroy (); 160 op->destroy ();
146} 161}
147 162
148void 163static void
149remove_force (object *op) 164remove_force (object *op)
150{ 165{
151 if (--op->duration > 0) 166 if (--op->duration > 0)
152 return; 167 return;
153 168
154 if (op->env) 169 if (op->env)
155 switch (op->subtype) 170 switch (op->subtype)
156 { 171 {
157 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
158 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
159 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");
160 175
161 default: 176 default:
162 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
163 change_abil (op->env, op); 178 change_abil (op->env, op);
164 op->env->update_stats (); 179 op->env->update_stats ();
165 } 180 }
166 181
167 op->destroy (); 182 op->destroy ();
168} 183}
169 184
170void 185static void
171remove_blindness (object *op) 186remove_blindness (object *op)
172{ 187{
173 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
174 return; 189 return;
175 190
176 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
177 192
178 if (op->env) 193 if (op->env)
179 { 194 {
180 change_abil (op->env, op); 195 change_abil (op->env, op);
181 op->env->update_stats (); 196 op->env->update_stats ();
182 } 197 }
183 198
184 op->destroy (); 199 op->destroy ();
185} 200}
186 201
187void 202static void
188poison_more (object *op) 203poison_more (object *op)
189{ 204{
190 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)
191 { 206 {
192 op->destroy (); 207 op->destroy ();
193 return; 208 return;
194 } 209 }
195 210
198 /* 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
199 * will not do anything. 214 * will not do anything.
200 */ 215 */
201 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
202 { 217 {
203 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
204 op->env->update_stats (); 219 op->env->update_stats ();
205 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.");
206 } 221 }
207 222
208 op->destroy (); 223 op->destroy ();
217 232
218 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
219} 234}
220 235
221 236
222void 237static void
223move_gate (object *op) 238move_gate (object *op)
224{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
225 object *tmp; 240 object *tmp;
226 241
227 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))
234 if (op->value) 249 if (op->value)
235 { 250 {
236 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
237 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
238 op->stats.wc = 0; 253 op->stats.wc = 0;
239 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
240 op->value = 0; 255 op->value = 0;
241 else 256 else
242 op->set_speed (0); 257 op->set_speed (0);
243 } 258 }
244 259
245 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
246 { 261 {
247 op->move_block = 0; 262 op->move_block = 0;
248 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
249 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
250 } 265 }
251 266
252 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
253 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
264 * 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,
265 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
266 * the gate slightly. 281 * the gate slightly.
267 */ 282 */
268 283
269 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
270 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])
271 break; 286 break;
272 287
273 if (tmp == NULL) 288 if (!tmp)
274 { 289 {
275 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
276 op->value = 1; 291 op->value = 1;
277 else 292 else
278 op->set_speed (0); 293 op->set_speed (0);
279 294
280 return; 295 return;
291 } 306 }
292 else 307 else
293 { /* The gate is still going up */ 308 { /* The gate is still going up */
294 op->stats.wc++; 309 op->stats.wc++;
295 310
296 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
297 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
298 313
299 /* 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.
300 * 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
301 */ 316 */
302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
303 { 318 {
304 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
305 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ; 322 ;
308 323
309 if (tmp) 324 if (tmp)
310 { 325 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
312 { 327 {
313 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"));
314 330
315 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
316 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);
317 } 333 }
318 else
319 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
320 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
321 * off the gate. 336 * off the gate.
322 */ 337 */
323 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]))
324 { 339 {
325 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
326 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);
327 342
328 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
329 if (i != -1) 344 if (i > 0)
330 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
331 tmp->remove (); 349 tmp->move_to (pos);
332 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
333 insert_ob_in_map (tmp, op->map, op, 0);
334 } 350 }
335 } 351 }
336 } 352 }
337 353
338 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
339 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
340 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])
341 break; 357 break;
342 358
343 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
344 if (tmp) 360 if (tmp)
345 {
346 op->stats.food = 1; 361 op->stats.food = 1;
347 }
348 else 362 else
349 { 363 {
350 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
351 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
352 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
353 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
354 } 369 }
355 } /* gate is halfway up */ 370 } /* gate is halfway up */
356 371
357 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
361 376
362/* hp : how long door is open/closed 377/* hp : how long door is open/closed
363 * maxhp : initial value for hp 378 * maxhp : initial value for hp
364 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
365 */ 380 */
366void 381static void
367move_timed_gate (object *op) 382move_timed_gate (object *op)
368{ 383{
369 int v = op->value; 384 int v = op->value;
370 385
371 if (op->stats.sp) 386 if (op->stats.sp)
372 { 387 {
373 move_gate (op); 388 move_gate (op);
389
374 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
375 op->stats.sp = 0; 391 op->stats.sp = 0;
376 return; 392 return;
377 } 393 }
394
378 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
379 { /* keep gate down */ 396 { /* keep gate down */
380 move_gate (op); 397 move_gate (op);
398
381 if (op->value != v) 399 if (op->value != v)
382 op->set_speed (0); 400 op->set_speed (0);
383 } 401 }
384} 402}
385 403
387 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
388 * connected: connected value of detector 406 * connected: connected value of detector
389 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
390 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
391 */ 409 */
392 410static void
393void
394move_detector (object *op) 411move_detector (object *op)
395{ 412{
396 object *tmp; 413 object *tmp;
397 int last = op->value; 414 int last = op->value;
398 int detected; 415 int detected;
399 416
400 detected = 0; 417 detected = 0;
401 418
402 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)
403 { 420 {
404 object *tmp2; 421 object *tmp2;
405 422
406 if (op->stats.hp) 423 if (op->stats.hp)
407 { 424 {
425 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
426 { 443 {
427 if (detected && last == 0) 444 if (detected && last == 0)
428 { 445 {
429 op->value = 1; 446 op->value = 1;
430 push_button (op); 447 push_button (op, tmp);
431 } 448 }
449
432 if (!detected && last == 1) 450 if (!detected && last == 1)
433 { 451 {
434 op->value = 0; 452 op->value = 0;
435 push_button (op); 453 push_button (op, tmp);
436 } 454 }
437 } 455 }
438 else 456 else
439 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
440 if (detected && last == 1) 458 if (detected && last == 1)
441 { 459 {
442 op->value = 0; 460 op->value = 0;
443 push_button (op); 461 push_button (op, tmp);
444 } 462 }
463
445 if (!detected && last == 0) 464 if (!detected && last == 0)
446 { 465 {
447 op->value = 1; 466 op->value = 1;
448 push_button (op); 467 push_button (op, tmp);
449 } 468 }
450 } 469 }
451} 470}
452
453 471
454void 472void
455animate_trigger (object *op) 473animate_trigger (object *op)
456{ 474{
457 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
464 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
465 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
466 } 484 }
467} 485}
468 486
469void 487static void
470move_hole (object *op) 488move_hole (object *op)
471{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
472 object *next, *tmp;
473
474 if (op->value) 490 if (op->value)
475 { /* We're opening */ 491 { /* We're opening */
476 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
477 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
478 op->stats.wc = 0; 494 op->stats.wc = 0;
479 op->set_speed (0); 495 op->set_speed (0);
480 496
481 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
482 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
483 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
484 { 500 {
485 next = tmp->above; 501 next = tmp->above;
486 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
487 } 503 }
488 } 504 }
489 505
490 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
491 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
492 return; 508 return;
493 } 509 }
510
494 /* We're closing */ 511 /* We're closing */
495 op->move_on = 0; 512 op->move_on = 0;
496 513
497 op->stats.wc++; 514 op->stats.wc++;
498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
529 { 546 {
530 object *payload = op->inv; 547 object *payload = op->inv;
531 548
532 if (payload == NULL) 549 if (payload == NULL)
533 return NULL; 550 return NULL;
551
534 payload->remove (); 552 payload->remove ();
535 op->destroy (); 553 op->destroy ();
536 return payload; 554 return payload;
537 } 555 }
538 556
555fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
556{ 574{
557 if (map == NULL) 575 if (map == NULL)
558 return; 576 return;
559 577
560 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
561 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
562 else if (op->type == ARROW) 580 else if (op->type == ARROW)
563 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
564} 582}
565 583
581 599
582 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
583 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
584 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
585 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
586 605
587 if (op->spellarg)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = 0;
592 }
593 else
594 op->slaying = 0;
595
596 /* 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 */
597 op->spellarg = NULL; 607 op->custom_name = 0;
598 op->stats.sp = 0; 608 op->stats.sp = 0;
599 op->stats.hp = 0; 609 op->stats.hp = 0;
600 op->stats.grace = 0; 610 op->stats.grace = 0;
601 op->level = 0; 611 op->level = 0;
602 op->face = op->arch->face; 612 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
604 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
605 return op; 617 return op;
606} 618}
607 619
608/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
609 * 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
618 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
619 return; 631 return;
620 632
621 if (op->inv) 633 if (op->inv)
622 { 634 {
635 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 636 object *payload = op->inv;
624 637
625 payload->remove ();
626 payload->owner = 0; 638 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 640 op->destroy ();
629 } 641 }
630 else 642 else
634 if (op) 646 if (op)
635 merge_ob (op, 0); 647 merge_ob (op, 0);
636 } 648 }
637} 649}
638 650
639/* 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.
640 */ 652 */
641void 653void
642move_arrow (object *op) 654move_arrow (object *op)
643{ 655{
644 object *tmp;
645 sint16 new_x, new_y;
646 int was_reflected, mflags; 656 int was_reflected;
647 maptile *m;
648 657
649 if (op->map == NULL) 658 if (!op->map)
650 { 659 {
651 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
652 op->destroy (); 661 op->destroy ();
653 return; 662 return;
654 } 663 }
662 * 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,
663 * 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
664 * 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,
665 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
666 */ 675 */
667 if (op->inv == NULL) 676 if (!op->inv)
668 { 677 {
669 op->destroy (); 678 op->destroy ();
670 return; 679 return;
671 } 680 }
672 681
675 stop_arrow (op); 684 stop_arrow (op);
676 return; 685 return;
677 } 686 }
678 } 687 }
679 688
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
680 /* 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
681 values look rediculous. */ 695 values look rediculous. */
682 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
683 { 697 {
684 stop_arrow (op); 698 stop_arrow (op);
685 return; 699 return;
686 } 700 }
687 701
688 /* Calculate target map square */ 702 /* Calculate target map square */
689 new_x = op->x + DIRX (op);
690 new_y = op->y + DIRY (op);
691 was_reflected = 0; 703 was_reflected = 0;
692 704
693 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
694 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
695 706
696 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
697 { 708 {
698 stop_arrow (op); 709 stop_arrow (op);
699 return; 710 return;
700 } 711 }
701 712
702 /* 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 */
703 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
704 { 715 {
705 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
706 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
707 break; 720 break;
708 721
709 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
710 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
711 * move into it. 724 * move into it.
714 { 727 {
715 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
716 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
717 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
718 */ 731 */
719 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))
720 { 733 {
721 int number = op->face; 734 int number = op->face;
722 735
723 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
724 update_turn_face (op); 737 update_turn_face (op);
733 return; 746 return;
734 } 747 }
735 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
736 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
737 750
738 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))
739 { 752 {
740 int retry = 0; 753 int retry = 0;
741 754
742 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
743 * 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
744 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
745 * 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
746 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
747 */ 760 */
748 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
749 { 762 {
750 stop_arrow (op); 763 stop_arrow (op);
751 return; 764 return;
752 } 765 }
753 else 766 else
756 if (op->direction & 1) 769 if (op->direction & 1)
757 { 770 {
758 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
759 retry = 1; 772 retry = 1;
760 } 773 }
774
761 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
762 * use this retry here to make this one block 776 * use this retry here to make this one block
763 * that did the same thing. 777 * that did the same thing.
764 */ 778 */
765 while (retry < 2) 779 while (retry < 2)
766 { 780 {
767 int left, right, mflags;
768 maptile *m1;
769 sint16 x1, y1;
770
771 retry++; 781 retry++;
772 782
773 /* 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
774 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
775 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
776 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
777 */ 787 */
778 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));
779 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
780 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
781 790
782 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));
783 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
784 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 793
786 if (left == right) 794 if (left == right)
787 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
788 else if (left) 796 else if (left)
789 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
790 else if (right) 798 else if (right)
791 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
792 800
793 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
794
795 /* 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 -
796 * don't need to retry again. 802 * don't need to retry again.
797 */ 803 */
798 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))
799 break; 806 break;
800
801 } 807 }
808
802 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
803 * top it from moving. 810 * stop it from moving.
804 */ 811 */
805 if (retry == 2) 812 if (retry == 2)
806 { 813 {
807 stop_arrow (op); 814 stop_arrow (op);
808 return; 815 return;
809 } 816 }
817
810 /* update object image for new facing */ 818 /* update object image for new facing */
811 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
812 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
813 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
814 } /* object is reflected */ 822 } /* object is reflected */
815 } /* object ran into a wall */ 823 } /* object ran into a wall */
816 824
817 /* Move the arrow. */ 825 /* Move the arrow. */
818 op->remove (); 826 op->move_to (pos);
819 op->x = new_x;
820 op->y = new_y;
821
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826 insert_ob_in_map (op, m, op, 0);
827} 827}
828 828
829/* This routine doesnt seem to work for "inanimate" objects that 829static void
830 * are being carried, ie a held torch leaps from your hands!.
831 * Modified this routine to allow held objects. b.t. */
832
833void
834change_object (object *op) 830change_object (object *op)
835{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
836 int i, j;
837
838 if (op->other_arch == NULL) 832 if (!op->other_arch)
839 { 833 {
840 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 ());
841 return; 835 return;
842 } 836 }
843 837
844 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
845 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
846 { 840 {
847 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
848 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);
849 else 858 else
850 op->stats.food = 1; /* so 1 other_arch is made */
851 }
852
853 object *pl = op->in_player ();
854 object *env = op->env;
855
856 op->remove ();
857 for (i = 0; i < NROFNEWOBJS (op); i++)
858 {
859 object *tmp = arch_to_object (op->other_arch);
860
861 if (op->type == LAMP)
862 tmp->stats.food = op->stats.food - 1;
863
864 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
865 if (env)
866 {
867 tmp->x = env->x, tmp->y = env->y;
868 tmp = insert_ob_in_ob (tmp, env);
869
870 /* If this object is the players inventory, we need to tell the
871 * client of the change. Insert_ob_in_map takes care of the
872 * updating the client, so we don't need to do that below.
873 */
874 if (pl)
875 {
876 esrv_del_item (pl->contr, op->count);
877 esrv_send_item (pl, tmp);
878 }
879 } 859 {
880 else
881 {
882 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
883 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
884 tmp->destroy (); 863 tmp->destroy ();
885 else 864 else
886 { 865 {
887 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
888 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
889 } 870 }
890 } 871 }
891 } 872 }
892 873
893 op->destroy (); 874 op->destroy ();
910 891
911 if (op->head) 892 if (op->head)
912 head = op->head; 893 head = op->head;
913 894
914 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
916 break; 897 break;
917 898
918 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
920 return; 901 return;
921 902
922 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
923 { 904 {
924 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
949 else 930 else
950 { 931 {
951 /* Random teleporter */ 932 /* Random teleporter */
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return; 934 return;
935
954 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
955 } 937 }
956} 938}
957 939
958/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 943 can't be generalized.
962*/ 944*/
963void 945static void
964move_player_changer (object *op) 946move_player_changer (object *op)
965{ 947{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
970 return; 949 return;
971 950
972 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 952 * needs to be on top.
974 */ 953 */
975 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
976 { 955 {
956 object *player = op->above;
957
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 959 return;
979 960
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
984 963
985 player->update_stats (); 964 player->update_stats ();
986 965
987 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1034 * 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.
1035 * 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,
1036 * 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,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1017 */
1039void 1018static void
1040move_player_mover (object *op) 1019move_player_mover (object *op)
1041{ 1020{
1042 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1043 sint16 nx, ny; 1022 sint16 nx, ny;
1044 maptile *m; 1023 maptile *m;
1047 if (!dir) 1026 if (!dir)
1048 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1049 1028
1050 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1051 { 1030 {
1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1053 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1054 { 1033 {
1055 1034
1056 if (victim->head) 1035 if (victim->head)
1057 victim = victim->head; 1036 victim = victim->head;
1058 1037
1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1060 { 1039 {
1061 op->remove (); 1040 op->remove ();
1062 return; 1041 return;
1063 } 1042 }
1064 1043
1077 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)
1078 { 1057 {
1079 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1080 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1081 1060
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1083 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 */
1084 } 1063 }
1085 1064
1086 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1087 { 1066 {
1088 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1089 if (op->level) 1068 if (op->level)
1090 { 1069 {
1091 /* 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
1092 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1094 * get to this space. 1073 * get to this space.
1095 */ 1074 */
1096 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1097 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1077 move_player (victim, dir);
1099 } 1078 }
1100 else 1079 else
1101 return; 1080 return;
1102 } 1081 }
1103 else 1082 else
1104 move_object (victim, dir); 1083 victim->move (dir);
1105 1084
1106 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1108 1087
1109 if (op->attacktype) 1088 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1111 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);
1112 } 1091 }
1113 } 1092 }
1114 } 1093 }
1115} 1094}
1116 1095
1167 * 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.
1168 * 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
1169 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1170 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1171*/ 1150*/
1172
1173void 1151void
1174move_creator (object *creator) 1152move_creator (object *creator)
1175{ 1153{
1176 object *new_ob; 1154 object *new_ob;
1177 1155
1178 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1179 { 1157 {
1180 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1181 return; 1159 return;
1182 } 1160 }
1183 1161
1184 if (creator->inv != NULL) 1162 if (creator->inv)
1185 { 1163 {
1186 object *ob; 1164 object *ob;
1187 int i; 1165 int i;
1188 object *ob_to_copy; 1166 object *ob_to_copy;
1189 1167
1194 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1195 { 1173 {
1196 ob_to_copy = ob; 1174 ob_to_copy = ob;
1197 } 1175 }
1198 } 1176 }
1199 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1200 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1201 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1202 } 1180 }
1203 else 1181 else
1204 { 1182 {
1205 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1206 { 1184 {
1207 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",
1208 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1209 return; 1187 return;
1210 } 1188 }
1212 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1214 } 1192 }
1215 1193
1216 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1217 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))
1218 { 1196 {
1219 new_ob->destroy (); 1197 new_ob->destroy ();
1220 return; 1198 return;
1221 } 1199 }
1222 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
1223 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);
1224 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1225 return; 1207 return;
1226 1208
1227 if (creator->slaying) 1209 if (creator->slaying)
1228 {
1229 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1230 }
1231} 1211}
1232 1212
1233/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1234 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1235 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1241void 1221void
1242move_marker (object *op) 1222move_marker (object *op)
1243{ 1223{
1244 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1245 { 1225 {
1246 object *tmp2;
1247
1248 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1249 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1250 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1251 { 1231 {
1252 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1253 break;
1254 }
1255 1233
1256 /* cycle through his inventory to look for the MARK we want to
1257 * place
1258 */
1259 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1260 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1261 break;
1262
1263 /* if we didn't find our own MARK */
1264 if (!tmp2)
1265 {
1266 object *force = get_archetype (FORCE_NAME);
1267
1268 if (op->stats.food)
1269 {
1270 force->set_speed (0.01);
1271 force->speed_left = -op->stats.food;
1272 }
1273 else
1274 force->set_speed (0);
1275
1276 /* put in the lock code */
1277 force->slaying = op->slaying;
1278
1279 if (op->lore)
1280 force->lore = op->lore;
1281
1282 insert_ob_in_ob (force, tmp);
1283 if (op->msg) 1234 if (op->msg)
1284 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1285 1236
1286 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1287 { 1238 {
1288 op->stats.hp--; 1239 op->stats.hp--;
1240
1289 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1290 { 1242 {
1291 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1292 op->destroy (); 1244 op->destroy ();
1293 return; 1245 return;
1295 } 1247 }
1296 } 1248 }
1297 } 1249 }
1298} 1250}
1299 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
1300void 1298void
1301process_object (object *op) 1299process_object (object *op)
1302{ 1300{
1303 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1304 return; 1302 return;
1305 1303
1306 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1307 return; 1305 return;
1308 1306
1309 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1310 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1311 return; 1309 return;
1312 1310
1313 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1314 { 1312 {
1315 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1316 1314
1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1318 make_sure_seen (op); 1316 make_sure_seen (op);
1319 } 1317 }
1320 1318
1321 if (expect_false ( 1319 if (expect_false (
1322 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1325 )) 1323 ))
1326 { 1324 {
1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1328 { 1326 {
1329 change_object (op); 1327 change_object (op);
1330 return; 1328 return;
1331 } 1329 }
1332 1330
1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1334 generate_monster (op); 1332 generate_monster (op);
1335 1333
1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1337 { 1335 {
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1339 remove_force (op); 1337 remove_force (op);
1340 else 1338 else
1341 { 1339 {
1342 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1343 object *pl = op->in_player ();
1344 1341
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count);
1347
1348 op->remove ();
1349
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1351 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1352 1344
1353 op->destroy (); 1345 op->drop_and_destroy ();
1354 } 1346 }
1355 1347
1356 return; 1348 return;
1357 } 1349 }
1358 } 1350 }
1482 1474
1483 case PLAYER: 1475 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left; 1477 ++op->speed_left;
1486 break; 1478 break;
1487 }
1488}
1489 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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