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Comparing deliantra/server/server/time.C (file contents):
Revision 1.10 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.10 2006/09/11 20:26:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* 25/*
31 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
32 * collected in this file. 27 * collected in this file.
33 */ 28 */
34
35#include <global.h> 29#include <global.h>
36#include <spells.h> 30#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 31#include <sproto.h>
39#endif
40 32
41/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
42 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
43 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
44 */ 36 */
45
46void 37void
47remove_door (object *op) 38remove_door (object *op)
48{ 39{
49 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
50 object *tmp; 42 object *tmp;
51 43 mapxy pos (op);
52 for (i = 1; i < 9; i += 2) 44 pos.move (i);
53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
54 { 47 {
55 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
58 } 50 }
51 }
59 52
60 if (op->other_arch) 53 if (op->other_arch)
61 { 54 {
62 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
63 tmp->x = op->x; 56 tmp->x = op->x;
64 tmp->y = op->y; 57 tmp->y = op->y;
65 tmp->map = op->map; 58 tmp->map = op->map;
66 tmp->level = op->level; 59 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
68 } 61 }
69 remove_ob (op); 62
70 free_object (op); 63 op->drop_and_destroy ();
71} 64}
72 65
73void 66void
74remove_door2 (object *op) 67remove_door2 (object *op)
75{ 68{
79 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
80 { 73 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */ 76 { /* same key both doors */
84 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
87 } 79 }
88 } 80 }
81
89 if (op->other_arch) 82 if (op->other_arch)
90 { 83 {
91 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
92 tmp->x = op->x; 85 tmp->x = op->x;
93 tmp->y = op->y; 86 tmp->y = op->y;
94 tmp->map = op->map; 87 tmp->map = op->map;
95 tmp->level = op->level; 88 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
97 } 90 }
98 remove_ob (op);
99 free_object (op);
100}
101 91
102/* Will generate a monster according to content 92 op->drop_and_destroy ();
103 * of generator. 93}
104 */ 94
105void 95static void
106generate_monster_inv (object *gen) 96generate_monster (object *gen)
107{ 97{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 98 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 99 return;
136 head = object_create_clone (op); 100
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 102 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 103
148void 104 // sleeping generators won't generate, this will make monsters like
149generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
150{ 106 if (gen->flag [FLAG_SLEEP])
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return; 107 return;
172 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
173 { 132 }
174 op = arch_to_object (at); 133 else if (gen->other_arch)
175 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
176 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
177 139
178 if (head != NULL) 140 op = gen->other_arch->instance ();
179 op->head = head, prev->more = op; 141 }
142 else
143 return;
180 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
181 if (rndm (0, 9)) 151 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 153
184 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 156
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 157 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 159
160 op->destroy ();
206} 161}
207 162
208void 163static void
209remove_force (object *op) 164remove_force (object *op)
210{ 165{
211 if (--op->duration > 0) 166 if (--op->duration > 0)
212 return; 167 return;
213 168
169 if (op->env)
214 switch (op->subtype) 170 switch (op->subtype)
215 { 171 {
216 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
217 if (op->env != NULL) 173 op->env->clr_flag (FLAG_CONFUSED);
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 175
223 default: 176 default:
224 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 178 change_abil (op->env, op);
228 fix_player (op->env); 179 op->env->update_stats ();
229 }
230 } 180 }
231 remove_ob (op);
232 free_object (op);
233}
234 181
235void 182 op->destroy ();
183}
184
185static void
236remove_blindness (object *op) 186remove_blindness (object *op)
237{ 187{
238 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
239 return; 189 return;
240 CLEAR_FLAG (op, FLAG_APPLIED); 190
191 op->clr_flag (FLAG_APPLIED);
192
241 if (op->env != NULL) 193 if (op->env)
242 { 194 {
243 change_abil (op->env, op); 195 change_abil (op->env, op);
244 fix_player (op->env); 196 op->env->update_stats ();
245 } 197 }
246 remove_ob (op);
247 free_object (op);
248}
249 198
250void 199 op->destroy ();
200}
201
202static void
251poison_more (object *op) 203poison_more (object *op)
252{ 204{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
254 {
255 remove_ob (op);
256 free_object (op);
257 return;
258 } 206 {
207 op->destroy ();
208 return;
209 }
210
259 if (op->stats.food == 1) 211 if (op->stats.food == 1)
260 { 212 {
261 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 214 * will not do anything.
263 */ 215 */
264 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
265 { 217 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
267 fix_player (op->env); 219 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 221 }
270 remove_ob (op); 222
271 free_object (op); 223 op->destroy ();
272 return; 224 return;
273 } 225 }
226
274 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
275 { 228 {
276 op->env->stats.food--; 229 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 231 }
232
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 234}
281 235
282 236
283void 237static void
284move_gate (object *op) 238move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
286 object *tmp; 240 object *tmp;
287 241
288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
289 { 243 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 245 op->stats.wc = 0;
294 } 246 }
295 247
296 /* We're going down */ 248 /* We're going down */
297 if (op->value) 249 if (op->value)
298 { 250 {
299 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 253 op->stats.wc = 0;
302 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
303 op->value = 0; 255 op->value = 0;
304 else 256 else
305 {
306 op->speed = 0; 257 op->set_speed (0);
307 update_ob_speed (op);
308 } 258 }
309 } 259
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 261 {
312 op->move_block = 0; 262 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
315 } 265 }
266
316 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
318 return; 269 return;
319 } 270 }
320 271
321 /* We're going up */ 272 /* We're going up */
322 273
323 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
324 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
325 { 276 {
326
327 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
328 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
329 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
330 * the gate slightly. 280 * the gate slightly.
331 */ 281 */
332 282
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
334 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
335 break; 285 break;
336 286
337 if (tmp == NULL) 287 if (!tmp)
338 { 288 {
339 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
340 op->value = 1; 290 op->value = 1;
341 else 291 else
342 {
343 op->speed = 0; 292 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 293
345 }
346 return; 294 return;
347 } 295 }
348 } 296 }
349 297
350 if (op->stats.food) 298 if (op->stats.food)
357 } 305 }
358 else 306 else
359 { /* The gate is still going up */ 307 { /* The gate is still going up */
360 op->stats.wc++; 308 op->stats.wc++;
361 309
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
364 312
365 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
366 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
367 */ 315 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 317 {
370 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
373
374 if (tmp != NULL)
375 { 321 ;
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
377 { 326 {
378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
379 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 } 332 }
382 else
383 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
385 * off the gate. 335 * off the gate.
386 */ 336 */
387 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
388 { 338 {
389 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
391 341
392 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
393 if (i != -1) 343 if (i > 0)
394 { 344 {
345 mapxy pos (tmp);
395 remove_ob (tmp); 346 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
398 } 349 }
399 } 350 }
400 } 351 }
401 352
402 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
404 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
405 break; 356 break;
406 357
407 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
408 if (tmp) 359 if (tmp)
409 {
410 op->stats.food = 1; 360 op->stats.food = 1;
411 }
412 else 361 else
413 { 362 {
414 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
415 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
418 } 368 }
419 } /* gate is halfway up */ 369 } /* gate is halfway up */
420 370
421 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
425 375
426/* hp : how long door is open/closed 376/* hp : how long door is open/closed
427 * maxhp : initial value for hp 377 * maxhp : initial value for hp
428 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
429 */ 379 */
430void 380static void
431move_timed_gate (object *op) 381move_timed_gate (object *op)
432{ 382{
433 int v = op->value; 383 int v = op->value;
434 384
435 if (op->stats.sp) 385 if (op->stats.sp)
436 { 386 {
437 move_gate (op); 387 move_gate (op);
388
438 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 390 op->stats.sp = 0;
440 return; 391 return;
441 } 392 }
393
442 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 395 { /* keep gate down */
444 move_gate (op); 396 move_gate (op);
397
445 if (op->value != v) 398 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 399 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 400 }
451} 401}
452 402
453/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
455 * connected: connected value of detector 405 * connected: connected value of detector
456 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
457 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
458 */ 408 */
459 409static void
460void
461move_detector (object *op) 410move_detector (object *op)
462{ 411{
463 object *tmp; 412 object *tmp;
464 int last = op->value; 413 int last = op->value;
465 int detected; 414 int detected;
466 415
467 detected = 0; 416 detected = 0;
468 417
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
470 { 419 {
471 object *tmp2; 420 object *tmp2;
472 421
473 if (op->stats.hp) 422 if (op->stats.hp)
474 { 423 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 425 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 427 detected = 1;
428
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 430 detected = 1;
481 } 431 }
482 } 432 }
433
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 435 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 437 detected = 1;
489 } 438 }
490 439
491 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
493 { 442 {
494 if (detected && last == 0) 443 if (detected && last == 0)
495 { 444 {
496 op->value = 1; 445 op->value = 1;
497 push_button (op); 446 push_button (op, tmp);
498 } 447 }
448
499 if (!detected && last == 1) 449 if (!detected && last == 1)
500 { 450 {
501 op->value = 0; 451 op->value = 0;
502 push_button (op); 452 push_button (op, tmp);
503 } 453 }
504 } 454 }
505 else 455 else
506 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
507 if (detected && last == 1) 457 if (detected && last == 1)
508 { 458 {
509 op->value = 0; 459 op->value = 0;
510 push_button (op); 460 push_button (op, tmp);
511 } 461 }
462
512 if (!detected && last == 0) 463 if (!detected && last == 0)
513 { 464 {
514 op->value = 1; 465 op->value = 1;
515 push_button (op); 466 push_button (op, tmp);
516 } 467 }
517 } 468 }
518} 469}
519
520 470
521void 471void
522animate_trigger (object *op) 472animate_trigger (object *op)
523{ 473{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
531 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
532 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
533 } 483 }
534} 484}
535 485
536void 486static void
537move_hole (object *op) 487move_hole (object *op)
538{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value) 489 if (op->value)
542 { /* We're opening */ 490 { /* We're opening */
543 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
545 op->stats.wc = 0; 493 op->stats.wc = 0;
546 op->speed = 0; 494 op->set_speed (0);
547 update_ob_speed (op);
548 495
549 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
552 { 499 {
553 next = tmp->above; 500 next = tmp->above;
554 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
555 } 502 }
556 } 503 }
504
557 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
559 return; 507 return;
560 } 508 }
509
561 /* We're closing */ 510 /* We're closing */
562 op->move_on = 0; 511 op->move_on = 0;
563 512
564 op->stats.wc++; 513 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
567 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 521}
576 522
577 523
578/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not 525 * may or may not have been removed from maps or inventories. It will not
599 { 545 {
600 object *payload = op->inv; 546 object *payload = op->inv;
601 547
602 if (payload == NULL) 548 if (payload == NULL)
603 return NULL; 549 return NULL;
604 remove_ob (payload); 550
605 remove_ob (op); 551 payload->remove ();
606 free_object (op); 552 op->destroy ();
607 return payload; 553 return payload;
608 } 554 }
609 555
610 case ARROW: 556 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
613 return op; 559 return op;
614 560
615 default: 561 default:
616 return op; 562 return op;
621 * Inserts item into the old map, or merges it if it already is on the map. 567 * Inserts item into the old map, or merges it if it already is on the map.
622 * 568 *
623 * 'map' must be the value of op->map before stop_item() was called. 569 * 'map' must be the value of op->map before stop_item() was called.
624 */ 570 */
625void 571void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
627{ 573{
628 if (map == NULL) 574 if (map == NULL)
629 return; 575 return;
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
631 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 579 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
634} 581}
635 582
636
637object * 583object *
638fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
639{ 585{
640 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
641 { 587 {
642 /* Small chance of breaking */ 588 /* Small chance of breaking */
643 remove_ob (op); 589 op->destroy ();
644 free_object (op);
645 return NULL; 590 return NULL;
646 } 591 }
647 592
593 op->set_speed (0);
648 op->direction = 0; 594 op->direction = 0;
649 op->move_on = 0; 595 op->move_on = 0;
650 op->move_type = 0; 596 op->move_type = 0;
651 op->speed = 0; 597 op->skill = 0; // really?
652 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
656 op->slaying = 0; 603 op->slaying = op->custom_name;
657 op->skill = 0;
658 604
659 if (op->spellarg != NULL)
660 {
661 op->slaying = op->spellarg;
662 free (op->spellarg);
663 op->spellarg = NULL;
664 }
665 else
666 op->slaying = NULL;
667
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
669 op->spellarg = NULL; 606 op->custom_name = 0;
670 op->stats.sp = 0; 607 op->stats.sp = 0;
671 op->stats.hp = 0; 608 op->stats.hp = 0;
672 op->stats.grace = 0; 609 op->stats.grace = 0;
673 op->level = 0; 610 op->level = 0;
674 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
676 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
677 return op; 616 return op;
678} 617}
679 618
680/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
681 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
682 * here too. -b.t. 621 * here too. -b.t.
683 * 622 *
684 * Returns a pointer to the stopped object (which will have been removed 623 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
686 */ 625 */
687
688static void 626static void
689stop_arrow (object *op) 627stop_arrow (object *op)
690{ 628{
691 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
692 return; 630 return;
693 631
694 if (op->inv) 632 if (op->inv)
695 { 633 {
634 // replace this by straightforward drop to ground?
696 object *payload = op->inv; 635 object *payload = op->inv;
697 636
698 remove_ob (payload); 637 payload->owner = 0;
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 639 op->destroy ();
702 free_object (op);
703 } 640 }
704 else 641 else
705 { 642 {
706 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
707 if (op) 645 if (op)
708 merge_ob (op, NULL); 646 merge_ob (op, 0);
709 } 647 }
710} 648}
711 649
712/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
713 */ 651 */
714
715void 652void
716move_arrow (object *op) 653move_arrow (object *op)
717{ 654{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 655 int was_reflected;
721 mapstruct *m;
722 656
723 if (op->map == NULL) 657 if (!op->map)
724 { 658 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
726 remove_ob (op); 660 op->destroy ();
727 free_object (op);
728 return; 661 return;
729 } 662 }
730 663
731 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 665 if (op->type == THROWN_OBJ)
737 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
738 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
739 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
740 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
741 */ 674 */
742 if (op->inv == NULL) 675 if (!op->inv)
743 { 676 {
744 remove_ob (op); 677 op->destroy ();
745 free_object (op);
746 return; 678 return;
747 } 679 }
680
748 if (op->last_sp-- < 0) 681 if (op->last_sp-- < 0)
749 { 682 {
750 stop_arrow (op); 683 stop_arrow (op);
751 return; 684 return;
752 } 685 }
753 } 686 }
754 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
755 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
756 values look rediculous. */ 694 values look rediculous. */
757 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
758 { 696 {
759 stop_arrow (op); 697 stop_arrow (op);
760 return; 698 return;
761 } 699 }
762 700
763 /* Calculate target map square */ 701 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 702 was_reflected = 0;
767 703
768 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 705
771 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
772 { 707 {
773 stop_arrow (op); 708 stop_arrow (op);
774 return; 709 return;
775 } 710 }
776 711
777 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
779 { 714 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
782 break; 719 break;
783
784 720
785 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
787 * move into it. 723 * move into it.
788 */ 724 */
789
790 if (tmp != NULL && tmp != op->owner) 725 if (tmp && tmp != op->owner)
791 { 726 {
792 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
795 */ 730 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
798 { 732 {
799
800 int number = op->face->number;
801
802 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
803 op->state = 0; 734 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
812 } 736 }
813 else 737 else
814 { 738 {
815 /* Attack the object. */ 739 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741
817 if (op == NULL) 742 if (!op)
818 return; 743 return;
819 } 744 }
820 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
822 747
823 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 749 {
826 int retry = 0; 750 int retry = 0;
827 751
828 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
830 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
831 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
832 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
833 */ 757 */
834 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
835 { 759 {
836 stop_arrow (op); 760 stop_arrow (op);
837 return; 761 return;
838 } 762 }
839 else 763 else
842 if (op->direction & 1) 766 if (op->direction & 1)
843 { 767 {
844 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
845 retry = 1; 769 retry = 1;
846 } 770 }
771
847 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
848 * use this retry here to make this one block 773 * use this retry here to make this one block
849 * that did the same thing. 774 * that did the same thing.
850 */ 775 */
851 while (retry < 2) 776 while (retry < 2)
852 { 777 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 778 retry++;
858 779
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
860 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
863 */ 784 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 787
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 790
872 if (left == right) 791 if (left == right)
873 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
874 else if (left) 793 else if (left)
875 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
876 else if (right) 795 else if (right)
877 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
878 797
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again. 799 * don't need to retry again.
883 */ 800 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
885 break; 803 break;
886
887 } 804 }
805
888 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 807 * stop it from moving.
890 */ 808 */
891 if (retry == 2) 809 if (retry == 2)
892 { 810 {
893 stop_arrow (op); 811 stop_arrow (op);
894 return; 812 return;
895 } 813 }
814
896 /* update object image for new facing */ 815 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
899 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
900 } /* object is reflected */ 819 } /* object is reflected */
901 } /* object ran into a wall */ 820 } /* object ran into a wall */
902 821
903 /* Move the arrow. */ 822 /* Move the arrow. */
904 remove_ob (op); 823 op->move_to (pos);
905 op->x = new_x;
906 op->y = new_y;
907
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed.
910 */
911 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913} 824}
914 825
915/* This routine doesnt seem to work for "inanimate" objects that 826static void
916 * are being carried, ie a held torch leaps from your hands!.
917 * Modified this routine to allow held objects. b.t. */
918
919void
920change_object (object *op) 827change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j;
924
925 if (op->other_arch == NULL) 829 if (!op->other_arch)
926 { 830 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
928 return; 832 return;
929 } 833 }
930 834
931 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
933 { 837 {
934 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
935 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
936 else 855 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 } 856 {
961 else
962 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
964 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
965 free_object (tmp); 860 tmp->destroy ();
966 else 861 else
967 { 862 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 864
970 } 865 if (pos.normalise ())
866 pos.insert (tmp, op);
971 } 867 }
868 }
972 } 869 }
973 free_object (op); 870
871 op->destroy ();
974} 872}
975 873
976void 874void
977move_teleporter (object *op) 875move_teleporter (object *op)
978{ 876{
983 * there is an old multipart teleporter in which the other parts 881 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 882 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 883 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 884 * N times without the speed check.
987 */ 885 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 887 move_teleporter (op->more);
990 888
991 if (op->head) 889 if (op->head)
992 head = op->head; 890 head = op->head;
993 891
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
996 break; 894 break;
997 895
998 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
1000 return; 898 return;
1001 899
1002 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
1003 { 901 {
1004 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
1005 { 903 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 905 return;
1008 906
1009 enter_exit (tmp, head); 907 tmp->enter_exit (head);
1010 } 908 }
1011 else 909 else
1012 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
1013 return; 911 return;
1014 } 912 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 913 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 914 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 915 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 { 916 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 917 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 918 head->destroy ();
1021 free_object (head);
1022 return; 919 return;
1023 } 920 }
921
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 923 return;
924
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 925 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 926 }
1028 else 927 else
1029 { 928 {
1030 /* Random teleporter */ 929 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 931 return;
932
1033 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1034 } 934 }
1035} 935}
1036
1037 936
1038/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
1041 can't be generalized. 940 can't be generalized.
1042*/ 941*/
1043 942static void
1044void
1045move_player_changer (object *op) 943move_player_changer (object *op)
1046{ 944{
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1052 return; 946 return;
1053 947
1054 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 949 * needs to be on top.
1056 */ 950 */
1057 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1058 { 952 {
953 object *player = op->above;
954
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 956 return;
1061 player = op->above;
1062 957
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1065 960
1066 fix_player (player); 961 player->update_stats ();
1067 962
1068 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1070 965
1071 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 968 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1078 } 972 }
1079 else 973 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 974 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 975
1082 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 977 }
1085} 978}
1086 979
1087/* firewalls fire other spells. 980/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1095 988
1096 if (!op->map) 989 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1098 991
1099 spell = op->inv; 992 spell = op->inv;
993
1100 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 995 spell = op->other_arch;
996
1102 if (!spell) 997 if (!spell)
1103 { 998 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 1000 return;
1106 } 1001 }
1107 1002
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109} 1004}
1110 1005
1111
1112/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1114 * 1008 *
1115 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1116 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1117 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1118 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1119 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1014 */
1121void 1015static void
1122move_player_mover (object *op) 1016move_player_mover (object *op)
1123{ 1017{
1124 object *victim, *nextmover; 1018 int dir = 0;
1125 int dir = op->stats.sp;
1126 sint16 nx, ny;
1127 mapstruct *m;
1128 1019
1129 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1130 if (!dir)
1131 dir = rndm (1, 8);
1132
1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1134 { 1021 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1136 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1137 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1138 1045
1139 if (victim->head) 1046 if (victim->head)
1140 victim = victim->head; 1047 victim = victim->head;
1141 1048
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 {
1144 remove_ob (op);
1145 free_object (op);
1146 return;
1147 }
1148 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir];
1150 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1154 return;
1155 }
1156
1157 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1158 return; 1050 return;
1159 1051
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1161 { 1053 {
1162 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1167 }
1168 } 1059 }
1169 1060
1170 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1171 { 1062 {
1172 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1173 if (op->level) 1064 if (op->level)
1174 { 1065 {
1175 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1176 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1178 * get to this space. 1069 * get to this space.
1179 */ 1070 */
1180 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1073 move_player (victim, dir);
1183 } 1074 }
1184 else 1075 else
1185 return; 1076 return;
1186 } 1077 }
1187 else 1078 else
1188 move_object (victim, dir); 1079 victim->move (dir);
1189 1080
1190 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1192 1083
1193 if (op->attacktype) 1084 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1195
1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1087 }
1206 } 1088 }
1207 } 1089 }
1208} 1090}
1209 1091
1219{ 1101{
1220 object *tmp; 1102 object *tmp;
1221 1103
1222 if (!op->other_arch) 1104 if (!op->other_arch)
1223 { 1105 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1106 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1225 return; 1107 return;
1226 } 1108 }
1227 1109
1228 if (op->above == NULL) 1110 if (op->above == NULL)
1229 return; 1111 return;
1112
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1114 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1116 {
1234 if (op->level <= 0) 1117 if (op->level <= 0)
1235 { 1118 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1119 else
1240 { 1120 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1122
1243 if (new_nrof >= 1UL << 31) 1123 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1124 new_nrof = 1UL << 31;
1125
1245 tmp->nrof = new_nrof; 1126 tmp->nrof = new_nrof;
1246 } 1127 }
1128
1247 break; 1129 break;
1248 } 1130 }
1249 } 1131 }
1250} 1132}
1251 1133
1260 * has to make sure that there is in fact space for the object. 1142 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is 1143 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1264*/ 1146*/
1265
1266void 1147void
1267move_creator (object *creator) 1148move_creator (object *creator)
1268{ 1149{
1269 object *new_ob; 1150 object *new_ob;
1270 1151
1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1272 { 1153 {
1273 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1274 return; 1155 return;
1275 } 1156 }
1276 1157
1277 if (creator->inv != NULL) 1158 if (creator->inv)
1278 { 1159 {
1279 object *ob; 1160 object *ob;
1280 int i; 1161 int i;
1281 object *ob_to_copy; 1162 object *ob_to_copy;
1282 1163
1283 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1284 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1286 { 1167 {
1287 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1288 { 1169 {
1289 ob_to_copy = ob; 1170 ob_to_copy = ob;
1290 } 1171 }
1291 } 1172 }
1292 new_ob = object_create_clone (ob_to_copy); 1173
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1177 }
1296 else 1178 else
1297 { 1179 {
1298 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1299 { 1181 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1184 return;
1303 } 1185 }
1304 1186
1305 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1189 }
1308 1190
1309 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1311 {
1312 free_object (new_ob);
1313 return;
1314 } 1193 {
1194 new_ob->destroy ();
1195 return;
1196 }
1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1315 1202
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1318 return; 1205 return;
1319 1206
1320 if (creator->slaying) 1207 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1209}
1325 1210
1326/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1218 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1219void
1336move_marker (object *op) 1220move_marker (object *op)
1337{ 1221{
1338 object *tmp, *tmp2; 1222 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1223 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1347 { 1229 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1230 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1231
1232 if (op->msg)
1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1234
1235 if (op->stats.hp > 0)
1350 } 1236 {
1237 op->stats.hp--;
1351 1238
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1239 if (op->stats.hp == 0)
1374 { 1240 {
1375 force->speed = 0.01; 1241 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1242 op->destroy ();
1243 return;
1377 } 1244 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1245 }
1400 } /* if tmp2 == NULL */ 1246 }
1401 } /* if tmp->type == PLAYER */ 1247 }
1402 } /* For all objects on this space */
1403} 1248}
1404 1249
1405int 1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1296void
1406process_object (object *op) 1297process_object (object *op)
1407{ 1298{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1409 return 0; 1300 return;
1410 1301
1411 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1303 return;
1413 1304
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1416 return 1; 1307 return;
1417 1308
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1419 { 1310 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1424 1312
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1426 make_sure_seen (op); 1314 make_sure_seen (op);
1427 } 1315 }
1428 1316
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1430 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1431 change_object (op); 1325 change_object (op);
1432 return 1; 1326 return;
1433 } 1327 }
1434 1328
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1436 generate_monster (op); 1330 generate_monster (op);
1437 1331
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1439 { 1333 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1441 remove_force (op); 1335 remove_force (op);
1442 else 1336 else
1443 { 1337 {
1444 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1445 object *pl = is_player_inv (op);
1446 1339
1447 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1448 esrv_del_item (pl->contr, op->count);
1449
1450 remove_ob (op);
1451
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1454 1342
1455 free_object (op); 1343 op->drop_and_destroy ();
1456 } 1344 }
1457 1345
1458 return 1; 1346 return;
1347 }
1459 } 1348 }
1349
1460 switch (op->type) 1350 switch (op->type)
1461 { 1351 {
1462 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1463 move_spell_effect (op); 1353 move_spell_effect (op);
1464 return 1; 1354 break;
1465 1355
1466 case ROD: 1356 case ROD:
1467 case HORN: 1357 case HORN:
1468 regenerate_rod (op); 1358 regenerate_rod (op);
1469 return 1; 1359 break;
1470 1360
1471 case FORCE: 1361 case FORCE:
1472 case POTION_EFFECT: 1362 case POTION_EFFECT:
1473 remove_force (op); 1363 remove_force (op);
1474 return 1; 1364 break;
1475 1365
1476 case BLINDNESS: 1366 case BLINDNESS:
1477 remove_blindness (op); 1367 remove_blindness (op);
1478 return 0; 1368 break;
1479 1369
1480 case POISONING: 1370 case POISONING:
1481 poison_more (op); 1371 poison_more (op);
1482 return 0; 1372 break;
1483 1373
1484 case DISEASE: 1374 case DISEASE:
1485 move_disease (op); 1375 move_disease (op);
1486 return 0; 1376 break;
1487 1377
1488 case SYMPTOM: 1378 case SYMPTOM:
1489 move_symptom (op); 1379 move_symptom (op);
1490 return 0; 1380 break;
1491 1381
1492 case THROWN_OBJ: 1382 case THROWN_OBJ:
1493 case ARROW: 1383 case ARROW:
1494 move_arrow (op); 1384 move_arrow (op);
1495 return 0; 1385 break;
1496
1497 case LIGHTNING: /* It now moves twice as fast */
1498 move_bolt (op);
1499 return 0;
1500 1386
1501 case DOOR: 1387 case DOOR:
1502 remove_door (op); 1388 remove_door (op);
1503 return 0; 1389 break;
1504 1390
1505 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1506 remove_door2 (op); 1392 remove_door2 (op);
1507 return 0; 1393 break;
1508 1394
1509 case TELEPORTER: 1395 case TELEPORTER:
1510 move_teleporter (op); 1396 move_teleporter (op);
1511 return 0; 1397 break;
1512 1398
1513 case GOLEM: 1399 case GOLEM:
1514 move_golem (op); 1400 move_golem (op);
1515 return 0; 1401 break;
1516 1402
1517 case EARTHWALL: 1403 case EARTHWALL:
1518 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1519 return 0; 1405 break;
1520 1406
1521 case FIREWALL: 1407 case FIREWALL:
1522 move_firewall (op); 1408 move_firewall (op);
1523 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1524 animate_turning (op); 1410 animate_turning (op);
1525 return 0; 1411 break;
1526 1412
1527 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1528 do_mood_floor (op); 1414 do_mood_floor (op);
1529 return 0; 1415 break;
1530 1416
1531 case GATE: 1417 case GATE:
1532 move_gate (op); 1418 move_gate (op);
1533 return 0; 1419 break;
1534 1420
1535 case TIMED_GATE: 1421 case TIMED_GATE:
1536 move_timed_gate (op); 1422 move_timed_gate (op);
1537 return 0; 1423 break;
1538 1424
1539 case TRIGGER: 1425 case TRIGGER:
1540 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1541 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1542 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1543 animate_trigger (op); 1429 animate_trigger (op);
1544 return 0; 1430 break;
1545 1431
1546 case DETECTOR: 1432 case DETECTOR:
1547 move_detector (op); 1433 move_detector (op);
1548 1434
1549 case DIRECTOR: 1435 case DIRECTOR:
1550 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1551 animate_turning (op); 1437 animate_turning (op);
1552 return 0; 1438 break;
1553 1439
1554 case HOLE: 1440 case HOLE:
1555 move_hole (op); 1441 move_hole (op);
1556 return 0; 1442 break;
1557 1443
1558 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1559 move_deep_swamp (op); 1445 move_deep_swamp (op);
1560 return 0; 1446 break;
1561 1447
1562 case RUNE: 1448 case RUNE:
1563 case TRAP: 1449 case TRAP:
1564 move_rune (op); 1450 move_rune (op);
1565 return 0; 1451 break;
1566 1452
1567 case PLAYERMOVER: 1453 case PLAYERMOVER:
1568 move_player_mover (op); 1454 move_player_mover (op);
1569 return 0; 1455 break;
1570 1456
1571 case CREATOR: 1457 case CREATOR:
1572 move_creator (op); 1458 move_creator (op);
1573 return 0; 1459 break;
1574 1460
1575 case MARKER: 1461 case MARKER:
1576 move_marker (op); 1462 move_marker (op);
1577 return 0; 1463 break;
1578 1464
1579 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1580 move_player_changer (op); 1466 move_player_changer (op);
1581 return 0; 1467 break;
1582 1468
1583 case PEACEMAKER: 1469 case PEACEMAKER:
1584 move_peacemaker (op); 1470 move_peacemaker (op);
1585 return 0; 1471 break;
1586 }
1587 1472
1588 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1589} 1491}
1492

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