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Comparing deliantra/server/server/time.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 remove_ob (op); 62
64 free_object (op); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 remove_ob (op);
93 free_object (op);
94}
95 91
96/* Will generate a monster according to content 92 op->drop_and_destroy ();
97 * of generator. 93}
98 */ 94
99void 95static void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
168 op = arch_to_object (at); 133 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
170 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
171 139
172 if (head != NULL) 140 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 141 }
142 else
143 return;
174 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL) 173 op->env->clr_flag (FLAG_CONFUSED);
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 remove_ob (op);
226 free_object (op);
227}
228 181
229void 182 op->destroy ();
183}
184
185static void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 CLEAR_FLAG (op, FLAG_APPLIED); 190
191 op->clr_flag (FLAG_APPLIED);
192
235 if (op->env != NULL) 193 if (op->env)
236 { 194 {
237 change_abil (op->env, op); 195 change_abil (op->env, op);
238 fix_player (op->env); 196 op->env->update_stats ();
239 } 197 }
240 remove_ob (op);
241 free_object (op);
242}
243 198
244void 199 op->destroy ();
200}
201
202static void
245poison_more (object *op) 203poison_more (object *op)
246{ 204{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
248 {
249 remove_ob (op);
250 free_object (op);
251 return;
252 } 206 {
207 op->destroy ();
208 return;
209 }
210
253 if (op->stats.food == 1) 211 if (op->stats.food == 1)
254 { 212 {
255 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 214 * will not do anything.
257 */ 215 */
258 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
259 { 217 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
261 fix_player (op->env); 219 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 221 }
264 remove_ob (op); 222
265 free_object (op); 223 op->destroy ();
266 return; 224 return;
267 } 225 }
226
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237static void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 243 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 245 op->stats.wc = 0;
288 } 246 }
289 247
290 /* We're going down */ 248 /* We're going down */
291 if (op->value) 249 if (op->value)
292 { 250 {
293 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 253 op->stats.wc = 0;
296 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
297 op->value = 0; 255 op->value = 0;
298 else 256 else
299 {
300 op->speed = 0; 257 op->set_speed (0);
301 update_ob_speed (op);
302 } 258 }
303 } 259
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 261 {
306 op->move_block = 0; 262 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
309 } 265 }
266
310 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
312 return; 269 return;
313 } 270 }
314 271
315 /* We're going up */ 272 /* We're going up */
316 273
317 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
318 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
319 { 276 {
320
321 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
322 * 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,
323 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 280 * the gate slightly.
325 */ 281 */
326 282
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
329 break; 285 break;
330 286
331 if (tmp == NULL) 287 if (!tmp)
332 { 288 {
333 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
334 op->value = 1; 290 op->value = 1;
335 else 291 else
336 {
337 op->speed = 0; 292 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 293
339 }
340 return; 294 return;
341 } 295 }
342 } 296 }
343 297
344 if (op->stats.food) 298 if (op->stats.food)
351 } 305 }
352 else 306 else
353 { /* The gate is still going up */ 307 { /* The gate is still going up */
354 op->stats.wc++; 308 op->stats.wc++;
355 309
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 312
359 /* 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.
360 * 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
361 */ 315 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 317 {
364 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
367
368 if (tmp != NULL)
369 { 321 ;
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
371 { 326 {
372 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
373 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
374 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);
375 } 332 }
376 else
377 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
379 * off the gate. 335 * off the gate.
380 */ 336 */
381 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]))
382 { 338 {
383 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
384 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);
385 341
386 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
387 if (i != -1) 343 if (i > 0)
388 { 344 {
345 mapxy pos (tmp);
389 remove_ob (tmp); 346 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
392 } 349 }
393 } 350 }
394 } 351 }
395 352
396 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
399 break; 356 break;
400 357
401 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
402 if (tmp) 359 if (tmp)
403 {
404 op->stats.food = 1; 360 op->stats.food = 1;
405 }
406 else 361 else
407 { 362 {
408 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
409 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
412 } 368 }
413 } /* gate is halfway up */ 369 } /* gate is halfway up */
414 370
415 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
419 375
420/* hp : how long door is open/closed 376/* hp : how long door is open/closed
421 * maxhp : initial value for hp 377 * maxhp : initial value for hp
422 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
423 */ 379 */
424void 380static void
425move_timed_gate (object *op) 381move_timed_gate (object *op)
426{ 382{
427 int v = op->value; 383 int v = op->value;
428 384
429 if (op->stats.sp) 385 if (op->stats.sp)
430 { 386 {
431 move_gate (op); 387 move_gate (op);
388
432 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 390 op->stats.sp = 0;
434 return; 391 return;
435 } 392 }
393
436 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 395 { /* keep gate down */
438 move_gate (op); 396 move_gate (op);
397
439 if (op->value != v) 398 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 399 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 400 }
445} 401}
446 402
447/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
449 * connected: connected value of detector 405 * connected: connected value of detector
450 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
451 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
452 */ 408 */
453 409static void
454void
455move_detector (object *op) 410move_detector (object *op)
456{ 411{
457 object *tmp; 412 object *tmp;
458 int last = op->value; 413 int last = op->value;
459 int detected; 414 int detected;
460 415
461 detected = 0; 416 detected = 0;
462 417
463 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)
464 { 419 {
465 object *tmp2; 420 object *tmp2;
466 421
467 if (op->stats.hp) 422 if (op->stats.hp)
468 { 423 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 425 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 427 detected = 1;
428
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 430 detected = 1;
475 } 431 }
476 } 432 }
433
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 435 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 437 detected = 1;
483 } 438 }
484 439
485 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
487 { 442 {
488 if (detected && last == 0) 443 if (detected && last == 0)
489 { 444 {
490 op->value = 1; 445 op->value = 1;
491 push_button (op); 446 push_button (op, tmp);
492 } 447 }
448
493 if (!detected && last == 1) 449 if (!detected && last == 1)
494 { 450 {
495 op->value = 0; 451 op->value = 0;
496 push_button (op); 452 push_button (op, tmp);
497 } 453 }
498 } 454 }
499 else 455 else
500 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
501 if (detected && last == 1) 457 if (detected && last == 1)
502 { 458 {
503 op->value = 0; 459 op->value = 0;
504 push_button (op); 460 push_button (op, tmp);
505 } 461 }
462
506 if (!detected && last == 0) 463 if (!detected && last == 0)
507 { 464 {
508 op->value = 1; 465 op->value = 1;
509 push_button (op); 466 push_button (op, tmp);
510 } 467 }
511 } 468 }
512} 469}
513
514 470
515void 471void
516animate_trigger (object *op) 472animate_trigger (object *op)
517{ 473{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
526 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
527 } 483 }
528} 484}
529 485
530void 486static void
531move_hole (object *op) 487move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 489 if (op->value)
536 { /* We're opening */ 490 { /* We're opening */
537 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
539 op->stats.wc = 0; 493 op->stats.wc = 0;
540 op->speed = 0; 494 op->set_speed (0);
541 update_ob_speed (op);
542 495
543 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 499 {
547 next = tmp->above; 500 next = tmp->above;
548 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
549 } 502 }
550 } 503 }
504
551 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
553 return; 507 return;
554 } 508 }
509
555 /* We're closing */ 510 /* We're closing */
556 op->move_on = 0; 511 op->move_on = 0;
557 512
558 op->stats.wc++; 513 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
561 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 521}
570 522
571 523
572/* 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
573 * 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
593 { 545 {
594 object *payload = op->inv; 546 object *payload = op->inv;
595 547
596 if (payload == NULL) 548 if (payload == NULL)
597 return NULL; 549 return NULL;
598 remove_ob (payload); 550
599 remove_ob (op); 551 payload->remove ();
600 free_object (op); 552 op->destroy ();
601 return payload; 553 return payload;
602 } 554 }
603 555
604 case ARROW: 556 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
607 return op; 559 return op;
608 560
609 default: 561 default:
610 return op; 562 return op;
619void 571void
620fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
621{ 573{
622 if (map == NULL) 574 if (map == NULL)
623 return; 575 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
625 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 579 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
628} 581}
629 582
630
631object * 583object *
632fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
633{ 585{
634 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
635 { 587 {
636 /* Small chance of breaking */ 588 /* Small chance of breaking */
637 remove_ob (op); 589 op->destroy ();
638 free_object (op);
639 return NULL; 590 return NULL;
640 } 591 }
641 592
593 op->set_speed (0);
642 op->direction = 0; 594 op->direction = 0;
643 op->move_on = 0; 595 op->move_on = 0;
644 op->move_type = 0; 596 op->move_type = 0;
645 op->speed = 0; 597 op->skill = 0; // really?
646 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
650 op->slaying = 0; 603 op->slaying = op->custom_name;
651 op->skill = 0;
652 604
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
663 op->spellarg = NULL; 606 op->custom_name = 0;
664 op->stats.sp = 0; 607 op->stats.sp = 0;
665 op->stats.hp = 0; 608 op->stats.hp = 0;
666 op->stats.grace = 0; 609 op->stats.grace = 0;
667 op->level = 0; 610 op->level = 0;
668 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
670 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
671 return op; 616 return op;
672} 617}
673 618
674/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
675 * 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
676 * here too. -b.t. 621 * here too. -b.t.
677 * 622 *
678 * 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
679 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
680 */ 625 */
681
682static void 626static void
683stop_arrow (object *op) 627stop_arrow (object *op)
684{ 628{
685 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
686 return; 630 return;
687 631
688 if (op->inv) 632 if (op->inv)
689 { 633 {
634 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 635 object *payload = op->inv;
691 636
692 remove_ob (payload); 637 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 639 op->destroy ();
696 free_object (op);
697 } 640 }
698 else 641 else
699 { 642 {
700 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
701 if (op) 645 if (op)
702 merge_ob (op, NULL); 646 merge_ob (op, 0);
703 } 647 }
704} 648}
705 649
706/* 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.
707 */ 651 */
708
709void 652void
710move_arrow (object *op) 653move_arrow (object *op)
711{ 654{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 655 int was_reflected;
715 maptile *m;
716 656
717 if (op->map == NULL) 657 if (!op->map)
718 { 658 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
720 remove_ob (op); 660 op->destroy ();
721 free_object (op);
722 return; 661 return;
723 } 662 }
724 663
725 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 665 if (op->type == THROWN_OBJ)
731 * 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,
732 * 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
733 * 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,
734 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
735 */ 674 */
736 if (op->inv == NULL) 675 if (!op->inv)
737 { 676 {
738 remove_ob (op); 677 op->destroy ();
739 free_object (op);
740 return; 678 return;
741 } 679 }
680
742 if (op->last_sp-- < 0) 681 if (op->last_sp-- < 0)
743 { 682 {
744 stop_arrow (op); 683 stop_arrow (op);
745 return; 684 return;
746 } 685 }
747 } 686 }
748 687
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
749 /* 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
750 values look rediculous. */ 694 values look rediculous. */
751 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
752 { 696 {
753 stop_arrow (op); 697 stop_arrow (op);
754 return; 698 return;
755 } 699 }
756 700
757 /* Calculate target map square */ 701 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 702 was_reflected = 0;
761 703
762 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 705
765 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
766 { 707 {
767 stop_arrow (op); 708 stop_arrow (op);
768 return; 709 return;
769 } 710 }
770 711
771 /* 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 */
772 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
773 { 714 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
776 break; 719 break;
777
778 720
779 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
781 * move into it. 723 * move into it.
782 */ 724 */
783
784 if (tmp != NULL && tmp != op->owner) 725 if (tmp && tmp != op->owner)
785 { 726 {
786 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
789 */ 730 */
790
791 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))
792 { 732 {
793
794 int number = op->face->number;
795
796 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
797 op->state = 0; 734 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
806 } 736 }
807 else 737 else
808 { 738 {
809 /* Attack the object. */ 739 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741
811 if (op == NULL) 742 if (!op)
812 return; 743 return;
813 } 744 }
814 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
816 747
817 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 749 {
820 int retry = 0; 750 int retry = 0;
821 751
822 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
823 * 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
824 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
825 * 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
826 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
827 */ 757 */
828 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
829 { 759 {
830 stop_arrow (op); 760 stop_arrow (op);
831 return; 761 return;
832 } 762 }
833 else 763 else
836 if (op->direction & 1) 766 if (op->direction & 1)
837 { 767 {
838 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
839 retry = 1; 769 retry = 1;
840 } 770 }
771
841 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
842 * use this retry here to make this one block 773 * use this retry here to make this one block
843 * that did the same thing. 774 * that did the same thing.
844 */ 775 */
845 while (retry < 2) 776 while (retry < 2)
846 { 777 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 778 retry++;
852 779
853 /* 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
854 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
857 */ 784 */
858 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));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 787
862 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));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 790
866 if (left == right) 791 if (left == right)
867 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
868 else if (left) 793 else if (left)
869 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
870 else if (right) 795 else if (right)
871 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
872 797
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 799 * don't need to retry again.
877 */ 800 */
878 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))
879 break; 803 break;
880
881 } 804 }
805
882 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 807 * stop it from moving.
884 */ 808 */
885 if (retry == 2) 809 if (retry == 2)
886 { 810 {
887 stop_arrow (op); 811 stop_arrow (op);
888 return; 812 return;
889 } 813 }
814
890 /* update object image for new facing */ 815 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
893 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
894 } /* object is reflected */ 819 } /* object is reflected */
895 } /* object ran into a wall */ 820 } /* object ran into a wall */
896 821
897 /* Move the arrow. */ 822 /* Move the arrow. */
898 remove_ob (op); 823 op->move_to (pos);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed.
904 */
905 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907} 824}
908 825
909/* This routine doesnt seem to work for "inanimate" objects that 826static void
910 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */
912
913void
914change_object (object *op) 827change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j;
918
919 if (op->other_arch == NULL) 829 if (!op->other_arch)
920 { 830 {
921 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 ());
922 return; 832 return;
923 } 833 }
924 834
925 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
927 { 837 {
928 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
929 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);
930 else 855 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 } 856 {
955 else
956 {
957 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
958 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
959 free_object (tmp); 860 tmp->destroy ();
960 else 861 else
961 { 862 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 864
964 } 865 if (pos.normalise ())
866 pos.insert (tmp, op);
965 } 867 }
868 }
966 } 869 }
967 free_object (op); 870
871 op->destroy ();
968} 872}
969 873
970void 874void
971move_teleporter (object *op) 875move_teleporter (object *op)
972{ 876{
977 * there is an old multipart teleporter in which the other parts 881 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 882 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 883 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 884 * N times without the speed check.
981 */ 885 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 887 move_teleporter (op->more);
984 888
985 if (op->head) 889 if (op->head)
986 head = op->head; 890 head = op->head;
987 891
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
990 break; 894 break;
991 895
992 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
994 return; 898 return;
995 899
996 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
997 { 901 {
998 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
999 { 903 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 905 return;
1002 906
1003 enter_exit (tmp, head); 907 tmp->enter_exit (head);
1004 } 908 }
1005 else 909 else
1006 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
1007 return; 911 return;
1008 } 912 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 913 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 914 {
1011 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)))
1012 { 916 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 917 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 918 head->destroy ();
1015 free_object (head);
1016 return; 919 return;
1017 } 920 }
921
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 923 return;
924
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 925 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 926 }
1022 else 927 else
1023 { 928 {
1024 /* Random teleporter */ 929 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 931 return;
932
1027 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1028 } 934 }
1029} 935}
1030
1031 936
1032/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1034 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
1035 can't be generalized. 940 can't be generalized.
1036*/ 941*/
1037 942static void
1038void
1039move_player_changer (object *op) 943move_player_changer (object *op)
1040{ 944{
1041 object *player;
1042 object *walk;
1043 char c;
1044
1045 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1046 return; 946 return;
1047 947
1048 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 949 * needs to be on top.
1050 */ 950 */
1051 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1052 { 952 {
953 object *player = op->above;
954
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 956 return;
1055 player = op->above;
1056 957
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1059 960
1060 fix_player (player); 961 player->update_stats ();
1061 962
1062 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1064 965
1065 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 968 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1072 } 972 }
1073 else 973 else
1074 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));
1075 975
1076 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 977 }
1079} 978}
1080 979
1081/* firewalls fire other spells. 980/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1089 988
1090 if (!op->map) 989 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1092 991
1093 spell = op->inv; 992 spell = op->inv;
993
1094 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 995 spell = op->other_arch;
996
1096 if (!spell) 997 if (!spell)
1097 { 998 {
1098 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);
1099 return; 1000 return;
1100 } 1001 }
1101 1002
1102 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);
1103} 1004}
1104 1005
1105
1106/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1108 * 1008 *
1109 * 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
1110 * 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.
1111 * 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,
1112 * 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,
1113 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1014 */
1115void 1015static void
1116move_player_mover (object *op) 1016move_player_mover (object *op)
1117{ 1017{
1118 object *victim, *nextmover; 1018 int dir = 0;
1119 int dir = op->stats.sp;
1120 sint16 nx, ny;
1121 maptile *m;
1122 1019
1123 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1124 if (!dir)
1125 dir = rndm (1, 8);
1126
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 { 1021 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1130 (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)
1131 { 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 }
1132 1045
1133 if (victim->head) 1046 if (victim->head)
1134 victim = victim->head; 1047 victim = victim->head;
1135 1048
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 {
1138 remove_ob (op);
1139 free_object (op);
1140 return;
1141 }
1142 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir];
1144 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1148 return;
1149 }
1150
1151 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1152 return; 1050 return;
1153 1051
1154 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)
1155 { 1053 {
1156 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1159 {
1160 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 */
1161 }
1162 } 1059 }
1163 1060
1164 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1165 { 1062 {
1166 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1167 if (op->level) 1064 if (op->level)
1168 { 1065 {
1169 /* 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
1170 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1172 * get to this space. 1069 * get to this space.
1173 */ 1070 */
1174 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1073 move_player (victim, dir);
1177 } 1074 }
1178 else 1075 else
1179 return; 1076 return;
1180 } 1077 }
1181 else 1078 else
1182 move_object (victim, dir); 1079 victim->move (dir);
1183 1080
1184 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1186 1083
1187 if (op->attacktype) 1084 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1189
1190 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);
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1087 }
1200 } 1088 }
1201 } 1089 }
1202} 1090}
1203 1091
1213{ 1101{
1214 object *tmp; 1102 object *tmp;
1215 1103
1216 if (!op->other_arch) 1104 if (!op->other_arch)
1217 { 1105 {
1218 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");
1219 return; 1107 return;
1220 } 1108 }
1221 1109
1222 if (op->above == NULL) 1110 if (op->above == NULL)
1223 return; 1111 return;
1112
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1114 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1116 {
1228 if (op->level <= 0) 1117 if (op->level <= 0)
1229 { 1118 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1119 else
1234 { 1120 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1122
1237 if (new_nrof >= 1UL << 31) 1123 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1124 new_nrof = 1UL << 31;
1125
1239 tmp->nrof = new_nrof; 1126 tmp->nrof = new_nrof;
1240 } 1127 }
1128
1241 break; 1129 break;
1242 } 1130 }
1243 } 1131 }
1244} 1132}
1245 1133
1254 * 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.
1255 * 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
1256 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1258*/ 1146*/
1259
1260void 1147void
1261move_creator (object *creator) 1148move_creator (object *creator)
1262{ 1149{
1263 object *new_ob; 1150 object *new_ob;
1264 1151
1265 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1266 { 1153 {
1267 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1268 return; 1155 return;
1269 } 1156 }
1270 1157
1271 if (creator->inv != NULL) 1158 if (creator->inv)
1272 { 1159 {
1273 object *ob; 1160 object *ob;
1274 int i; 1161 int i;
1275 object *ob_to_copy; 1162 object *ob_to_copy;
1276 1163
1277 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1278 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1279 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++)
1280 { 1167 {
1281 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1282 { 1169 {
1283 ob_to_copy = ob; 1170 ob_to_copy = ob;
1284 } 1171 }
1285 } 1172 }
1286 new_ob = object_create_clone (ob_to_copy); 1173
1287 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);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1177 }
1290 else 1178 else
1291 { 1179 {
1292 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1293 { 1181 {
1294 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",
1295 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1184 return;
1297 } 1185 }
1298 1186
1299 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1189 }
1302 1190
1303 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1304 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))
1305 {
1306 free_object (new_ob);
1307 return;
1308 } 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);
1309 1202
1310 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);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1312 return; 1205 return;
1313 1206
1314 if (creator->slaying) 1207 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1209}
1319 1210
1320/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/ 1218 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1219void
1330move_marker (object *op) 1220move_marker (object *op)
1331{ 1221{
1332 object *tmp, *tmp2; 1222 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1223 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1340 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))
1341 { 1229 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1230 tmp->force_add (op->slaying, op->stats.food);
1343 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)
1344 } 1236 {
1237 op->stats.hp--;
1345 1238
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1239 if (op->stats.hp == 0)
1368 { 1240 {
1369 force->speed = 0.01; 1241 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1242 op->destroy ();
1243 return;
1371 } 1244 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1245 }
1394 } /* if tmp2 == NULL */ 1246 }
1395 } /* if tmp->type == PLAYER */ 1247 }
1396 } /* For all objects on this space */
1397} 1248}
1398 1249
1399int 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
1400process_object (object *op) 1297process_object (object *op)
1401{ 1298{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1403 return 0; 1300 return;
1404 1301
1405 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1303 return;
1407 1304
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1410 return 1; 1307 return;
1411 1308
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1413 { 1310 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1418 1312
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1420 make_sure_seen (op); 1314 make_sure_seen (op);
1421 } 1315 }
1422 1316
1423 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 ))
1424 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1425 change_object (op); 1325 change_object (op);
1426 return 1; 1326 return;
1427 } 1327 }
1428 1328
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1430 generate_monster (op); 1330 generate_monster (op);
1431 1331
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1433 { 1333 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1435 remove_force (op); 1335 remove_force (op);
1436 else 1336 else
1437 { 1337 {
1438 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1339
1441 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1448 1342
1449 free_object (op); 1343 op->drop_and_destroy ();
1450 } 1344 }
1451 1345
1452 return 1; 1346 return;
1347 }
1453 } 1348 }
1454 1349
1455 switch (op->type) 1350 switch (op->type)
1456 { 1351 {
1457 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1458 move_spell_effect (op); 1353 move_spell_effect (op);
1459 return 1; 1354 break;
1460 1355
1461 case ROD: 1356 case ROD:
1462 case HORN: 1357 case HORN:
1463 regenerate_rod (op); 1358 regenerate_rod (op);
1464 return 1; 1359 break;
1465 1360
1466 case FORCE: 1361 case FORCE:
1467 case POTION_EFFECT: 1362 case POTION_EFFECT:
1468 remove_force (op); 1363 remove_force (op);
1469 return 1; 1364 break;
1470 1365
1471 case BLINDNESS: 1366 case BLINDNESS:
1472 remove_blindness (op); 1367 remove_blindness (op);
1473 return 0; 1368 break;
1474 1369
1475 case POISONING: 1370 case POISONING:
1476 poison_more (op); 1371 poison_more (op);
1477 return 0; 1372 break;
1478 1373
1479 case DISEASE: 1374 case DISEASE:
1480 move_disease (op); 1375 move_disease (op);
1481 return 0; 1376 break;
1482 1377
1483 case SYMPTOM: 1378 case SYMPTOM:
1484 move_symptom (op); 1379 move_symptom (op);
1485 return 0; 1380 break;
1486 1381
1487 case THROWN_OBJ: 1382 case THROWN_OBJ:
1488 case ARROW: 1383 case ARROW:
1489 move_arrow (op); 1384 move_arrow (op);
1490 return 0; 1385 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1386
1496 case DOOR: 1387 case DOOR:
1497 remove_door (op); 1388 remove_door (op);
1498 return 0; 1389 break;
1499 1390
1500 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1501 remove_door2 (op); 1392 remove_door2 (op);
1502 return 0; 1393 break;
1503 1394
1504 case TELEPORTER: 1395 case TELEPORTER:
1505 move_teleporter (op); 1396 move_teleporter (op);
1506 return 0; 1397 break;
1507 1398
1508 case GOLEM: 1399 case GOLEM:
1509 move_golem (op); 1400 move_golem (op);
1510 return 0; 1401 break;
1511 1402
1512 case EARTHWALL: 1403 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1405 break;
1515 1406
1516 case FIREWALL: 1407 case FIREWALL:
1517 move_firewall (op); 1408 move_firewall (op);
1518 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1519 animate_turning (op); 1410 animate_turning (op);
1520 return 0; 1411 break;
1521 1412
1522 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1523 do_mood_floor (op); 1414 do_mood_floor (op);
1524 return 0; 1415 break;
1525 1416
1526 case GATE: 1417 case GATE:
1527 move_gate (op); 1418 move_gate (op);
1528 return 0; 1419 break;
1529 1420
1530 case TIMED_GATE: 1421 case TIMED_GATE:
1531 move_timed_gate (op); 1422 move_timed_gate (op);
1532 return 0; 1423 break;
1533 1424
1534 case TRIGGER: 1425 case TRIGGER:
1535 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1429 animate_trigger (op);
1539 return 0; 1430 break;
1540 1431
1541 case DETECTOR: 1432 case DETECTOR:
1542 move_detector (op); 1433 move_detector (op);
1543 1434
1544 case DIRECTOR: 1435 case DIRECTOR:
1545 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1546 animate_turning (op); 1437 animate_turning (op);
1547 return 0; 1438 break;
1548 1439
1549 case HOLE: 1440 case HOLE:
1550 move_hole (op); 1441 move_hole (op);
1551 return 0; 1442 break;
1552 1443
1553 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1445 move_deep_swamp (op);
1555 return 0; 1446 break;
1556 1447
1557 case RUNE: 1448 case RUNE:
1558 case TRAP: 1449 case TRAP:
1559 move_rune (op); 1450 move_rune (op);
1560 return 0; 1451 break;
1561 1452
1562 case PLAYERMOVER: 1453 case PLAYERMOVER:
1563 move_player_mover (op); 1454 move_player_mover (op);
1564 return 0; 1455 break;
1565 1456
1566 case CREATOR: 1457 case CREATOR:
1567 move_creator (op); 1458 move_creator (op);
1568 return 0; 1459 break;
1569 1460
1570 case MARKER: 1461 case MARKER:
1571 move_marker (op); 1462 move_marker (op);
1572 return 0; 1463 break;
1573 1464
1574 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1575 move_player_changer (op); 1466 move_player_changer (op);
1576 return 0; 1467 break;
1577 1468
1578 case PEACEMAKER: 1469 case PEACEMAKER:
1579 move_peacemaker (op); 1470 move_peacemaker (op);
1580 return 0; 1471 break;
1581 }
1582 1472
1583 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 }
1584} 1491}
1492

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