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Comparing deliantra/server/server/time.C (file contents):
Revision 1.15 by root, Tue Nov 7 16:30:55 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 op->stats.wc = 0; 245 op->stats.wc = 0;
286 } 246 }
287 247
288 /* We're going down */ 248 /* We're going down */
289 if (op->value) 249 if (op->value)
290 { 250 {
291 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 253 op->stats.wc = 0;
294 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
295 op->value = 0; 255 op->value = 0;
296 else 256 else
297 {
298 op->speed = 0; 257 op->set_speed (0);
299 update_ob_speed (op);
300 } 258 }
301 } 259
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 261 {
304 op->move_block = 0; 262 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
307 } 265 }
266
308 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
310 return; 269 return;
311 } 270 }
312 271
313 /* We're going up */ 272 /* We're going up */
314 273
315 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
316 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317 { 276 {
318
319 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
320 * 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,
321 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 280 * the gate slightly.
323 */ 281 */
324 282
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
326 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])
327 break; 285 break;
328 286
329 if (tmp == NULL) 287 if (!tmp)
330 { 288 {
331 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
332 op->value = 1; 290 op->value = 1;
333 else 291 else
334 {
335 op->speed = 0; 292 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 293
337 }
338 return; 294 return;
339 } 295 }
340 } 296 }
341 297
342 if (op->stats.food) 298 if (op->stats.food)
349 } 305 }
350 else 306 else
351 { /* The gate is still going up */ 307 { /* The gate is still going up */
352 op->stats.wc++; 308 op->stats.wc++;
353 309
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 312
357 /* 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.
358 * 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
359 */ 315 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 317 {
362 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
365
366 if (tmp != NULL)
367 { 321 ;
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
369 { 326 {
370 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
371 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
372 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);
373 } 332 }
374 else
375 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
377 * off the gate. 335 * off the gate.
378 */ 336 */
379 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]))
380 { 338 {
381 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
382 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);
383 341
384 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
385 if (i != -1) 343 if (i > 0)
386 { 344 {
345 mapxy pos (tmp);
387 remove_ob (tmp); 346 pos.move (i);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
389 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
390 } 349 }
391 } 350 }
392 } 351 }
393 352
394 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
396 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])
397 break; 356 break;
398 357
399 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
400 if (tmp) 359 if (tmp)
401 {
402 op->stats.food = 1; 360 op->stats.food = 1;
403 }
404 else 361 else
405 { 362 {
406 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
407 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
410 } 368 }
411 } /* gate is halfway up */ 369 } /* gate is halfway up */
412 370
413 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
417 375
418/* hp : how long door is open/closed 376/* hp : how long door is open/closed
419 * maxhp : initial value for hp 377 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
421 */ 379 */
422void 380static void
423move_timed_gate (object *op) 381move_timed_gate (object *op)
424{ 382{
425 int v = op->value; 383 int v = op->value;
426 384
427 if (op->stats.sp) 385 if (op->stats.sp)
428 { 386 {
429 move_gate (op); 387 move_gate (op);
388
430 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 390 op->stats.sp = 0;
432 return; 391 return;
433 } 392 }
393
434 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 395 { /* keep gate down */
436 move_gate (op); 396 move_gate (op);
397
437 if (op->value != v) 398 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 399 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 400 }
443} 401}
444 402
445/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
447 * connected: connected value of detector 405 * connected: connected value of detector
448 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
449 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
450 */ 408 */
451 409static void
452void
453move_detector (object *op) 410move_detector (object *op)
454{ 411{
455 object *tmp; 412 object *tmp;
456 int last = op->value; 413 int last = op->value;
457 int detected; 414 int detected;
458 415
459 detected = 0; 416 detected = 0;
460 417
461 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)
462 { 419 {
463 object *tmp2; 420 object *tmp2;
464 421
465 if (op->stats.hp) 422 if (op->stats.hp)
466 { 423 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 425 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 427 detected = 1;
428
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 430 detected = 1;
473 } 431 }
474 } 432 }
433
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 435 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 437 detected = 1;
481 } 438 }
482 439
483 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
485 { 442 {
486 if (detected && last == 0) 443 if (detected && last == 0)
487 { 444 {
488 op->value = 1; 445 op->value = 1;
489 push_button (op); 446 push_button (op, tmp);
490 } 447 }
448
491 if (!detected && last == 1) 449 if (!detected && last == 1)
492 { 450 {
493 op->value = 0; 451 op->value = 0;
494 push_button (op); 452 push_button (op, tmp);
495 } 453 }
496 } 454 }
497 else 455 else
498 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
499 if (detected && last == 1) 457 if (detected && last == 1)
500 { 458 {
501 op->value = 0; 459 op->value = 0;
502 push_button (op); 460 push_button (op, tmp);
503 } 461 }
462
504 if (!detected && last == 0) 463 if (!detected && last == 0)
505 { 464 {
506 op->value = 1; 465 op->value = 1;
507 push_button (op); 466 push_button (op, tmp);
508 } 467 }
509 } 468 }
510} 469}
511
512 470
513void 471void
514animate_trigger (object *op) 472animate_trigger (object *op)
515{ 473{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
523 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
524 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
525 } 483 }
526} 484}
527 485
528void 486static void
529move_hole (object *op) 487move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 489 if (op->value)
534 { /* We're opening */ 490 { /* We're opening */
535 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
537 op->stats.wc = 0; 493 op->stats.wc = 0;
538 op->speed = 0; 494 op->set_speed (0);
539 update_ob_speed (op);
540 495
541 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 499 {
545 next = tmp->above; 500 next = tmp->above;
546 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
547 } 502 }
548 } 503 }
504
549 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
551 return; 507 return;
552 } 508 }
509
553 /* We're closing */ 510 /* We're closing */
554 op->move_on = 0; 511 op->move_on = 0;
555 512
556 op->stats.wc++; 513 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
559 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 521}
568 522
569 523
570/* 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
571 * 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
591 { 545 {
592 object *payload = op->inv; 546 object *payload = op->inv;
593 547
594 if (payload == NULL) 548 if (payload == NULL)
595 return NULL; 549 return NULL;
596 remove_ob (payload); 550
597 remove_ob (op); 551 payload->remove ();
598 free_object (op); 552 op->destroy ();
599 return payload; 553 return payload;
600 } 554 }
601 555
602 case ARROW: 556 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
604 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
605 return op; 559 return op;
606 560
607 default: 561 default:
608 return op; 562 return op;
617void 571void
618fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
619{ 573{
620 if (map == NULL) 574 if (map == NULL)
621 return; 575 return;
622 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
623 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW) 579 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
626} 581}
627 582
628
629object * 583object *
630fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
631{ 585{
632 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
633 { 587 {
634 /* Small chance of breaking */ 588 /* Small chance of breaking */
635 remove_ob (op); 589 op->destroy ();
636 free_object (op);
637 return NULL; 590 return NULL;
638 } 591 }
639 592
593 op->set_speed (0);
640 op->direction = 0; 594 op->direction = 0;
641 op->move_on = 0; 595 op->move_on = 0;
642 op->move_type = 0; 596 op->move_type = 0;
643 op->speed = 0; 597 op->skill = 0; // really?
644 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
645 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
648 op->slaying = 0; 603 op->slaying = op->custom_name;
649 op->skill = 0;
650 604
651 if (op->spellarg != NULL)
652 {
653 op->slaying = op->spellarg;
654 free (op->spellarg);
655 op->spellarg = NULL;
656 }
657 else
658 op->slaying = NULL;
659
660 /* Reset these to zero, so that CAN_MERGE will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
661 op->spellarg = NULL; 606 op->custom_name = 0;
662 op->stats.sp = 0; 607 op->stats.sp = 0;
663 op->stats.hp = 0; 608 op->stats.hp = 0;
664 op->stats.grace = 0; 609 op->stats.grace = 0;
665 op->level = 0; 610 op->level = 0;
666 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
667 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
668 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
669 return op; 616 return op;
670} 617}
671 618
672/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
673 * 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
674 * here too. -b.t. 621 * here too. -b.t.
675 * 622 *
676 * 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
677 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
678 */ 625 */
679
680static void 626static void
681stop_arrow (object *op) 627stop_arrow (object *op)
682{ 628{
683 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
684 return; 630 return;
685 631
686 if (op->inv) 632 if (op->inv)
687 { 633 {
634 // replace this by straightforward drop to ground?
688 object *payload = op->inv; 635 object *payload = op->inv;
689 636
690 remove_ob (payload); 637 payload->owner = 0;
691 clear_owner (payload);
692 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
693 remove_ob (op); 639 op->destroy ();
694 free_object (op);
695 } 640 }
696 else 641 else
697 { 642 {
698 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
699 if (op) 645 if (op)
700 merge_ob (op, NULL); 646 merge_ob (op, 0);
701 } 647 }
702} 648}
703 649
704/* 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.
705 */ 651 */
706
707void 652void
708move_arrow (object *op) 653move_arrow (object *op)
709{ 654{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 655 int was_reflected;
713 maptile *m;
714 656
715 if (op->map == NULL) 657 if (!op->map)
716 { 658 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
718 remove_ob (op); 660 op->destroy ();
719 free_object (op);
720 return; 661 return;
721 } 662 }
722 663
723 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ) 665 if (op->type == THROWN_OBJ)
729 * 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,
730 * 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
731 * 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,
732 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
733 */ 674 */
734 if (op->inv == NULL) 675 if (!op->inv)
735 { 676 {
736 remove_ob (op); 677 op->destroy ();
737 free_object (op);
738 return; 678 return;
739 } 679 }
740 680
741 if (op->last_sp-- < 0) 681 if (op->last_sp-- < 0)
742 { 682 {
743 stop_arrow (op); 683 stop_arrow (op);
744 return; 684 return;
745 } 685 }
746 } 686 }
747 687
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
748 /* 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
749 values look rediculous. */ 694 values look rediculous. */
750 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
751 { 696 {
752 stop_arrow (op); 697 stop_arrow (op);
753 return; 698 return;
754 } 699 }
755 700
756 /* Calculate target map square */ 701 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 702 was_reflected = 0;
760 703
761 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 705
764 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
765 { 707 {
766 stop_arrow (op); 708 stop_arrow (op);
767 return; 709 return;
768 } 710 }
769 711
770 /* 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 */
771 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
772 { 714 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
775 break; 719 break;
776 720
777 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
779 * move into it. 723 * move into it.
782 { 726 {
783 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
784 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
786 */ 730 */
787 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))
788 { 732 {
789 int number = op->face->number;
790
791 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
792 op->state = 0; 734 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
805 } 736 }
806 else 737 else
807 { 738 {
808 /* Attack the object. */ 739 /* Attack the object. */
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 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 { 749 {
819 int retry = 0; 750 int retry = 0;
820 751
821 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
822 * 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
823 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
824 * 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
825 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
826 */ 757 */
827 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
828 { 759 {
829 stop_arrow (op); 760 stop_arrow (op);
830 return; 761 return;
831 } 762 }
832 else 763 else
835 if (op->direction & 1) 766 if (op->direction & 1)
836 { 767 {
837 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
838 retry = 1; 769 retry = 1;
839 } 770 }
771
840 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
841 * use this retry here to make this one block 773 * use this retry here to make this one block
842 * that did the same thing. 774 * that did the same thing.
843 */ 775 */
844 while (retry < 2) 776 while (retry < 2)
845 { 777 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 778 retry++;
851 779
852 /* 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
853 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
856 */ 784 */
857 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));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 787
861 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));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 790
865 if (left == right) 791 if (left == right)
866 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
867 else if (left) 793 else if (left)
868 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
869 else if (right) 795 else if (right)
870 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
871 797
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* 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 -
875 * don't need to retry again. 799 * don't need to retry again.
876 */ 800 */
877 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))
878 break; 803 break;
879
880 } 804 }
805
881 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 807 * stop it from moving.
883 */ 808 */
884 if (retry == 2) 809 if (retry == 2)
885 { 810 {
886 stop_arrow (op); 811 stop_arrow (op);
887 return; 812 return;
888 } 813 }
814
889 /* update object image for new facing */ 815 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 819 } /* object is reflected */
894 } /* object ran into a wall */ 820 } /* object ran into a wall */
895 821
896 /* Move the arrow. */ 822 /* Move the arrow. */
897 remove_ob (op); 823 op->move_to (pos);
898 op->x = new_x;
899 op->y = new_y;
900
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed.
903 */
904 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906} 824}
907 825
908/* This routine doesnt seem to work for "inanimate" objects that 826static void
909 * are being carried, ie a held torch leaps from your hands!.
910 * Modified this routine to allow held objects. b.t. */
911
912void
913change_object (object *op) 827change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j;
917
918 if (op->other_arch == NULL) 829 if (!op->other_arch)
919 { 830 {
920 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 ());
921 return; 832 return;
922 } 833 }
923 834
924 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
925 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
926 { 837 {
927 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
928 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);
929 else 855 else
930 op->stats.food = 1; /* so 1 other_arch is made */
931 }
932 env = op->env;
933 remove_ob (op);
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 tmp = arch_to_object (op->other_arch);
937 if (op->type == LAMP)
938 tmp->stats.food = op->stats.food - 1;
939 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
940 if (env)
941 {
942 tmp->x = env->x, tmp->y = env->y;
943 tmp = insert_ob_in_ob (tmp, env);
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if ((pl = is_player_inv (env)) != NULL)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 } 856 {
954 else
955 {
956 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
957 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
958 free_object (tmp); 860 tmp->destroy ();
959 else 861 else
960 { 862 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 864
963 } 865 if (pos.normalise ())
866 pos.insert (tmp, op);
964 } 867 }
868 }
965 } 869 }
966 free_object (op); 870
871 op->destroy ();
967} 872}
968 873
969void 874void
970move_teleporter (object *op) 875move_teleporter (object *op)
971{ 876{
976 * there is an old multipart teleporter in which the other parts 881 * there is an old multipart teleporter in which the other parts
977 * 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
978 * function - in fact, as written below, part N would get called 883 * function - in fact, as written below, part N would get called
979 * N times without the speed check. 884 * N times without the speed check.
980 */ 885 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
982 move_teleporter (op->more); 887 move_teleporter (op->more);
983 888
984 if (op->head) 889 if (op->head)
985 head = op->head; 890 head = op->head;
986 891
987 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
988 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
989 break; 894 break;
990 895
991 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
992 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
993 return; 898 return;
994 899
995 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
996 { 901 {
997 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
998 { 903 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return; 905 return;
1001 906
1002 enter_exit (tmp, head); 907 tmp->enter_exit (head);
1003 } 908 }
1004 else 909 else
1005 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
1006 return; 911 return;
1007 } 912 }
1008 else if (EXIT_X (head) || EXIT_Y (head)) 913 else if (EXIT_X (head) || EXIT_Y (head))
1009 { 914 {
1010 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)))
1011 { 916 {
1012 LOG (llevError, "Removed illegal teleporter.\n"); 917 LOG (llevError, "Removed illegal teleporter.\n");
1013 remove_ob (head); 918 head->destroy ();
1014 free_object (head);
1015 return; 919 return;
1016 } 920 }
921
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return; 923 return;
924
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 925 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 } 926 }
1021 else 927 else
1022 { 928 {
1023 /* Random teleporter */ 929 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 931 return;
932
1026 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1027 } 934 }
1028} 935}
1029
1030 936
1031/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1033 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
1034 can't be generalized. 940 can't be generalized.
1035*/ 941*/
1036 942static void
1037void
1038move_player_changer (object *op) 943move_player_changer (object *op)
1039{ 944{
1040 object *player;
1041 object *walk;
1042 char c;
1043
1044 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1045 return; 946 return;
1046 947
1047 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 949 * needs to be on top.
1049 */ 950 */
1050 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1051 { 952 {
953 object *player = op->above;
954
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 956 return;
1054 player = op->above;
1055 957
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1058 960
1059 fix_player (player); 961 player->update_stats ();
1060 962
1061 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1063 965
1064 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 968 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1071 } 972 }
1072 else 973 else
1073 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));
1074 975
1075 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 977 }
1078} 978}
1079 979
1080/* firewalls fire other spells. 980/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1088 988
1089 if (!op->map) 989 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1091 991
1092 spell = op->inv; 992 spell = op->inv;
993
1093 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 995 spell = op->other_arch;
996
1095 if (!spell) 997 if (!spell)
1096 { 998 {
1097 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);
1098 return; 1000 return;
1099 } 1001 }
1100 1002
1101 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);
1102} 1004}
1103 1005
1104
1105/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1107 * 1008 *
1108 * 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
1109 * 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.
1110 * 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,
1111 * 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,
1112 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1014 */
1114void 1015static void
1115move_player_mover (object *op) 1016move_player_mover (object *op)
1116{ 1017{
1117 object *victim, *nextmover; 1018 int dir = 0;
1118 int dir = op->stats.sp;
1119 sint16 nx, ny;
1120 maptile *m;
1121 1019
1122 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1123 if (!dir)
1124 dir = rndm (1, 8);
1125
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1127 { 1021 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1129 (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)
1130 { 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 }
1131 1045
1132 if (victim->head) 1046 if (victim->head)
1133 victim = victim->head; 1047 victim = victim->head;
1134 1048
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 {
1137 remove_ob (op);
1138 free_object (op);
1139 return;
1140 }
1141 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir];
1143 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1147 return;
1148 }
1149
1150 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1151 return; 1050 return;
1152 1051
1153 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)
1154 { 1053 {
1155 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1158 {
1159 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 */
1160 }
1161 } 1059 }
1162 1060
1163 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1164 { 1062 {
1165 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1166 if (op->level) 1064 if (op->level)
1167 { 1065 {
1168 /* 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
1169 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1171 * get to this space. 1069 * get to this space.
1172 */ 1070 */
1173 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1073 move_player (victim, dir);
1176 } 1074 }
1177 else 1075 else
1178 return; 1076 return;
1179 } 1077 }
1180 else 1078 else
1181 move_object (victim, dir); 1079 victim->move (dir);
1182 1080
1183 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1185 1083
1186 if (op->attacktype) 1084 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1188
1189 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);
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1087 }
1199 } 1088 }
1200 } 1089 }
1201} 1090}
1202 1091
1212{ 1101{
1213 object *tmp; 1102 object *tmp;
1214 1103
1215 if (!op->other_arch) 1104 if (!op->other_arch)
1216 { 1105 {
1217 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");
1218 return; 1107 return;
1219 } 1108 }
1220 1109
1221 if (op->above == NULL) 1110 if (op->above == NULL)
1222 return; 1111 return;
1112
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1114 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1116 {
1227 if (op->level <= 0) 1117 if (op->level <= 0)
1228 { 1118 tmp->destroy ();
1229 remove_ob (tmp);
1230 free_object (tmp);
1231 }
1232 else 1119 else
1233 { 1120 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235 1122
1236 if (new_nrof >= 1UL << 31) 1123 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31; 1124 new_nrof = 1UL << 31;
1125
1238 tmp->nrof = new_nrof; 1126 tmp->nrof = new_nrof;
1239 } 1127 }
1128
1240 break; 1129 break;
1241 } 1130 }
1242 } 1131 }
1243} 1132}
1244 1133
1253 * 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.
1254 * 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
1255 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1256 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1257*/ 1146*/
1258
1259void 1147void
1260move_creator (object *creator) 1148move_creator (object *creator)
1261{ 1149{
1262 object *new_ob; 1150 object *new_ob;
1263 1151
1264 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1265 { 1153 {
1266 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1267 return; 1155 return;
1268 } 1156 }
1269 1157
1270 if (creator->inv != NULL) 1158 if (creator->inv)
1271 { 1159 {
1272 object *ob; 1160 object *ob;
1273 int i; 1161 int i;
1274 object *ob_to_copy; 1162 object *ob_to_copy;
1275 1163
1276 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1277 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1278 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++)
1279 { 1167 {
1280 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1281 { 1169 {
1282 ob_to_copy = ob; 1170 ob_to_copy = ob;
1283 } 1171 }
1284 } 1172 }
1285 new_ob = object_create_clone (ob_to_copy); 1173
1286 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);
1287 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1288 } 1177 }
1289 else 1178 else
1290 { 1179 {
1291 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1292 { 1181 {
1293 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",
1294 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1295 return; 1184 return;
1296 } 1185 }
1297 1186
1298 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 } 1189 }
1301 1190
1302 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1303 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))
1304 {
1305 free_object (new_ob);
1306 return;
1307 } 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);
1308 1202
1309 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);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1311 return; 1205 return;
1312 1206
1313 if (creator->slaying) 1207 if (creator->slaying)
1314 {
1315 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1316 }
1317} 1209}
1318 1210
1319/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1320 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1321 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1322 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1326 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.*/
1327
1328void 1219void
1329move_marker (object *op) 1220move_marker (object *op)
1330{ 1221{
1331 object *tmp, *tmp2; 1222 if (object *tmp = op->ms ().player ())
1332
1333 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1334 { 1223 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1339 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))
1340 { 1229 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1230 tmp->force_add (op->slaying, op->stats.food);
1342 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)
1343 } 1236 {
1237 op->stats.hp--;
1344 1238
1345 if (tmp2)
1346 {
1347 remove_ob (tmp2);
1348 free_object (tmp2);
1349 }
1350
1351 /* cycle through his inventory to look for the MARK we want to
1352 * place
1353 */
1354 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1355 {
1356 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1357 break;
1358 }
1359
1360 /* if we didn't find our own MARK */
1361 if (tmp2 == NULL)
1362 {
1363 object *force = get_archetype (FORCE_NAME);
1364
1365 force->speed = 0;
1366 if (op->stats.food) 1239 if (op->stats.hp == 0)
1367 { 1240 {
1368 force->speed = 0.01; 1241 /* marker expires--granted mark number limit */
1369 force->speed_left = -op->stats.food; 1242 op->destroy ();
1243 return;
1370 } 1244 }
1371 update_ob_speed (force);
1372 /* put in the lock code */
1373 force->slaying = op->slaying;
1374
1375 if (op->lore)
1376 force->lore = op->lore;
1377
1378 insert_ob_in_ob (force, tmp);
1379 if (op->msg)
1380 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1381
1382 if (op->stats.hp > 0)
1383 {
1384 op->stats.hp--;
1385 if (op->stats.hp == 0)
1386 {
1387 /* marker expires--granted mark number limit */
1388 remove_ob (op);
1389 free_object (op);
1390 return;
1391 }
1392 } 1245 }
1393 } /* if tmp2 == NULL */ 1246 }
1394 } /* if tmp->type == PLAYER */ 1247 }
1395 } /* For all objects on this space */
1396} 1248}
1397 1249
1398int 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
1399process_object (object *op) 1297process_object (object *op)
1400{ 1298{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1402 return 0; 1300 return;
1403 1301
1404 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1303 return;
1406 1304
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1409 return 1; 1307 return;
1410 1308
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1412 { 1310 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1417 1312
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1419 make_sure_seen (op); 1314 make_sure_seen (op);
1420 } 1315 }
1421 1316
1422 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 ))
1423 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1424 change_object (op); 1325 change_object (op);
1425 return 1; 1326 return;
1426 } 1327 }
1427 1328
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1429 generate_monster (op); 1330 generate_monster (op);
1430 1331
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1432 { 1333 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1434 remove_force (op); 1335 remove_force (op);
1435 else 1336 else
1436 { 1337 {
1437 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1438 object *pl = is_player_inv (op);
1439 1339
1440 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1441 esrv_del_item (pl->contr, op->count);
1442
1443 remove_ob (op);
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1447 1342
1448 free_object (op); 1343 op->drop_and_destroy ();
1449 } 1344 }
1450 1345
1451 return 1; 1346 return;
1347 }
1452 } 1348 }
1453 1349
1454 switch (op->type) 1350 switch (op->type)
1455 { 1351 {
1456 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1457 move_spell_effect (op); 1353 move_spell_effect (op);
1458 return 1; 1354 break;
1459 1355
1460 case ROD: 1356 case ROD:
1461 case HORN: 1357 case HORN:
1462 regenerate_rod (op); 1358 regenerate_rod (op);
1463 return 1; 1359 break;
1464 1360
1465 case FORCE: 1361 case FORCE:
1466 case POTION_EFFECT: 1362 case POTION_EFFECT:
1467 remove_force (op); 1363 remove_force (op);
1468 return 1; 1364 break;
1469 1365
1470 case BLINDNESS: 1366 case BLINDNESS:
1471 remove_blindness (op); 1367 remove_blindness (op);
1472 return 0; 1368 break;
1473 1369
1474 case POISONING: 1370 case POISONING:
1475 poison_more (op); 1371 poison_more (op);
1476 return 0; 1372 break;
1477 1373
1478 case DISEASE: 1374 case DISEASE:
1479 move_disease (op); 1375 move_disease (op);
1480 return 0; 1376 break;
1481 1377
1482 case SYMPTOM: 1378 case SYMPTOM:
1483 move_symptom (op); 1379 move_symptom (op);
1484 return 0; 1380 break;
1485 1381
1486 case THROWN_OBJ: 1382 case THROWN_OBJ:
1487 case ARROW: 1383 case ARROW:
1488 move_arrow (op); 1384 move_arrow (op);
1489 return 0; 1385 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1386
1495 case DOOR: 1387 case DOOR:
1496 remove_door (op); 1388 remove_door (op);
1497 return 0; 1389 break;
1498 1390
1499 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1500 remove_door2 (op); 1392 remove_door2 (op);
1501 return 0; 1393 break;
1502 1394
1503 case TELEPORTER: 1395 case TELEPORTER:
1504 move_teleporter (op); 1396 move_teleporter (op);
1505 return 0; 1397 break;
1506 1398
1507 case GOLEM: 1399 case GOLEM:
1508 move_golem (op); 1400 move_golem (op);
1509 return 0; 1401 break;
1510 1402
1511 case EARTHWALL: 1403 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1405 break;
1514 1406
1515 case FIREWALL: 1407 case FIREWALL:
1516 move_firewall (op); 1408 move_firewall (op);
1517 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1518 animate_turning (op); 1410 animate_turning (op);
1519 return 0; 1411 break;
1520 1412
1521 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1522 do_mood_floor (op); 1414 do_mood_floor (op);
1523 return 0; 1415 break;
1524 1416
1525 case GATE: 1417 case GATE:
1526 move_gate (op); 1418 move_gate (op);
1527 return 0; 1419 break;
1528 1420
1529 case TIMED_GATE: 1421 case TIMED_GATE:
1530 move_timed_gate (op); 1422 move_timed_gate (op);
1531 return 0; 1423 break;
1532 1424
1533 case TRIGGER: 1425 case TRIGGER:
1534 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1429 animate_trigger (op);
1538 return 0; 1430 break;
1539 1431
1540 case DETECTOR: 1432 case DETECTOR:
1541 move_detector (op); 1433 move_detector (op);
1542 1434
1543 case DIRECTOR: 1435 case DIRECTOR:
1544 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1545 animate_turning (op); 1437 animate_turning (op);
1546 return 0; 1438 break;
1547 1439
1548 case HOLE: 1440 case HOLE:
1549 move_hole (op); 1441 move_hole (op);
1550 return 0; 1442 break;
1551 1443
1552 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1445 move_deep_swamp (op);
1554 return 0; 1446 break;
1555 1447
1556 case RUNE: 1448 case RUNE:
1557 case TRAP: 1449 case TRAP:
1558 move_rune (op); 1450 move_rune (op);
1559 return 0; 1451 break;
1560 1452
1561 case PLAYERMOVER: 1453 case PLAYERMOVER:
1562 move_player_mover (op); 1454 move_player_mover (op);
1563 return 0; 1455 break;
1564 1456
1565 case CREATOR: 1457 case CREATOR:
1566 move_creator (op); 1458 move_creator (op);
1567 return 0; 1459 break;
1568 1460
1569 case MARKER: 1461 case MARKER:
1570 move_marker (op); 1462 move_marker (op);
1571 return 0; 1463 break;
1572 1464
1573 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1574 move_player_changer (op); 1466 move_player_changer (op);
1575 return 0; 1467 break;
1576 1468
1577 case PEACEMAKER: 1469 case PEACEMAKER:
1578 move_peacemaker (op); 1470 move_peacemaker (op);
1579 return 0; 1471 break;
1580 }
1581 1472
1582 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 }
1583} 1491}
1492

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