ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.6 2006/08/29 08:01:38 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * 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
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * 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
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
68{
46 int i; 69 int i;
47 object *tmp; 70 object *tmp;
71
48 for(i=1;i<9;i+=2) 72 for (i = 1; i < 9; i += 2)
73 {
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
50 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 78 tmp->speed_left = -0.2f;
79 }
53 } 80 }
54 81
55 if(op->other_arch) 82 if (op->other_arch)
56 { 83 {
57 tmp=arch_to_object(op->other_arch); 84 tmp = op->other_arch->instance ();
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 85 tmp->x = op->x;
86 tmp->y = op->y;
87 tmp->map = op->map;
88 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 89 insert_ob_in_map (tmp, op->map, op, 0);
60 } 90 }
61 remove_ob(op);
62 free_object(op);
63}
64 91
65void remove_door2(object *op) { 92 op->drop_and_destroy ();
93}
94
95static void
96generate_monster (object *gen)
97{
98 if (!gen->map)
99 return;
100
101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
102 return;
103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
66 int i; 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);
132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = gen->other_arch->instance ();
141 }
142 else
143 return;
144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161}
162
163static void
164remove_force (object *op)
165{
166 if (--op->duration > 0)
167 return;
168
169 if (op->env)
170 switch (op->subtype)
171 {
172 case FORCE_CONFUSION:
173 op->env->clr_flag (FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op);
179 op->env->update_stats ();
180 }
181
182 op->destroy ();
183}
184
185static void
186remove_blindness (object *op)
187{
188 if (--op->stats.food > 0)
189 return;
190
191 op->clr_flag (FLAG_APPLIED);
192
193 if (op->env)
194 {
195 change_abil (op->env, op);
196 op->env->update_stats ();
197 }
198
199 op->destroy ();
200}
201
202static void
203poison_more (object *op)
204{
205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
206 {
207 op->destroy ();
208 return;
209 }
210
211 if (op->stats.food == 1)
212 {
213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything.
215 */
216 if (op->env->type == PLAYER)
217 {
218 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 }
222
223 op->destroy ();
224 return;
225 }
226
227 if (op->env->type == PLAYER)
228 {
229 op->env->stats.food--;
230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
231 }
232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234}
235
236
237static void
238move_gate (object *op)
239{ /* 1 = going down, 0 = going up */
67 object *tmp; 240 object *tmp;
68 for(i=1;i<9;i+=2) {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 241
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 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))
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 243 {
245 NUM_ANIMATIONS(op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0; 245 op->stats.wc = 0;
249 } 246 }
250 247
251 /* We're going down */ 248 /* We're going down */
252 if(op->value) { 249 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 250 {
251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 253 op->stats.wc = 0;
255 if(op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
256 op->value=0; 255 op->value = 0;
257 else { 256 else
258 op->speed = 0; 257 op->set_speed (0);
259 update_ob_speed(op);
260 } 258 }
261 } 259
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 {
263 op->move_block = 0; 262 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
266 } 265 }
266
267 SET_ANIMATION(op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
269 return; 269 return;
270 } 270 }
271 271
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 276 {
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * 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,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 285 break;
288 286
289 if (tmp==NULL) { 287 if (!tmp)
288 {
290 if(op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
291 op->value=1; 290 op->value = 1;
292 else { 291 else
293 op->speed = 0; 292 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 293
295 }
296 return; 294 return;
297 } 295 }
298 } 296 }
299 297
300 if(op->stats.food) { /* The gate is going temporarily down */ 298 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 303 op->stats.wc = 0;
304 } 304 }
305 }
306 else
305 } else { /* The gate is still going up */ 307 { /* The gate is still going up */
306 op->stats.wc++; 308 op->stats.wc++;
307 309
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 312
311 /* 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.
312 * 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
313 */ 315 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
315 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
318 322
319 if(tmp!=NULL) { 323 if (tmp)
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 324 {
325 if (tmp->flag [FLAG_ALIVE])
326 {
321 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
322 if(tmp->type==PLAYER) 330 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 "You are crushed by the %s!",op->name);
325 } else 332 }
326 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
328 * off the gate. 335 * off the gate.
329 */ 336 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 338 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
334 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);
335 341
336 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 343 if (i > 0)
344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
338 remove_ob(tmp); 348 tmp->move_to (pos);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0);
341 } 349 }
342 } 350 }
343 } 351 }
344 352
345 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 356 break;
351 357
352 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
353 if(tmp) { 359 if (tmp)
354 op->stats.food=1; 360 op->stats.food = 1;
355 } else { 361 else
362 {
356 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
357 if(!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
360 } 368 }
361 } /* gate is halfway up */ 369 } /* gate is halfway up */
362 370
363 SET_ANIMATION(op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 372 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 373 } /* gate is going up */
366} 374}
367 375
368/* hp : how long door is open/closed 376/* hp : how long door is open/closed
369 * maxhp : initial value for hp 377 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
371 */ 379 */
380static void
372void move_timed_gate(object *op) 381move_timed_gate (object *op)
373{ 382{
374 int v = op->value; 383 int v = op->value;
375 384
376 if (op->stats.sp) { 385 if (op->stats.sp)
386 {
377 move_gate(op); 387 move_gate (op);
388
378 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 390 op->stats.sp = 0;
380 return; 391 return;
381 } 392 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
383 move_gate(op); 396 move_gate (op);
384 if (op->value != v) { /* ready ? */ 397
398 if (op->value != v)
385 op->speed = 0; 399 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 400 }
389} 401}
390 402
391/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
393 * connected: connected value of detector 405 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
396 */ 408 */
397 409static void
398void move_detector(object *op) 410move_detector (object *op)
399{ 411{
400 object *tmp; 412 object *tmp;
401 int last = op->value; 413 int last = op->value;
402 int detected; 414 int detected;
415
403 detected = 0; 416 detected = 0;
404 417
405 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)
419 {
406 object *tmp2; 420 object *tmp2;
421
407 if(op->stats.hp) { 422 if (op->stats.hp)
423 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 425 {
426 if (op->slaying && op->slaying == tmp->name)
427 detected = 1;
428
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 430 detected = 1;
412 } 431 }
432 }
433
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 434 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 435 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 437 detected = 1;
418 } 438 }
419 439
420 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 441 if (op->stats.sp == 1)
442 {
422 if(detected && last == 0) { 443 if (detected && last == 0)
444 {
423 op->value = 1; 445 op->value = 1;
424 push_button(op); 446 push_button (op, tmp);
425 } 447 }
448
426 if(!detected && last == 1) { 449 if (!detected && last == 1)
450 {
427 op->value = 0; 451 op->value = 0;
428 push_button(op); 452 push_button (op, tmp);
429 } 453 }
430 } 454 }
431 else { /* in this case, we unset buttons */ 455 else
456 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 457 if (detected && last == 1)
458 {
433 op->value = 0; 459 op->value = 0;
434 push_button(op); 460 push_button (op, tmp);
435 } 461 }
462
436 if(!detected && last == 0) { 463 if (!detected && last == 0)
464 {
437 op->value = 1; 465 op->value = 1;
438 push_button(op); 466 push_button (op, tmp);
439 } 467 }
440 } 468 }
441} 469}
442 470
443 471void
444void animate_trigger (object *op) 472animate_trigger (object *op)
445{ 473{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
475 {
447 op->stats.wc = 0; 476 op->stats.wc = 0;
448 check_trigger(op,NULL); 477 check_trigger (op, NULL);
478 }
449 } else { 479 else
480 {
450 SET_ANIMATION(op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
452 } 483 }
453} 484}
454 485
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 486static void
456 object *next,*tmp; 487move_hole (object *op)
457 488{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 489 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 490 { /* We're opening */
491 if (--op->stats.wc <= 0)
492 { /* Opened, let's stop */
460 op->stats.wc=0; 493 op->stats.wc = 0;
461 op->speed = 0; 494 op->set_speed (0);
462 update_ob_speed(op);
463 495
464 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 498 for (object *next, *tmp = op->above; tmp; tmp = next)
499 {
467 next=tmp->above; 500 next = tmp->above;
468 move_apply(op,tmp,tmp); 501 move_apply (op, tmp, tmp);
469 }
470 } 502 }
503 }
504
471 SET_ANIMATION(op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
473 return; 507 return;
474 } 508 }
509
475 /* We're closing */ 510 /* We're closing */
476 op->move_on = 0; 511 op->move_on = 0;
477 512
478 op->stats.wc++; 513 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
481 SET_ANIMATION(op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
486 return;
487 }
488} 521}
489 522
490 523
491/* 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
492 * 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
498 * it, NULL is returned. 531 * it, NULL is returned.
499 * 532 *
500 * fix_stopped_item() should be used if the stopped item should be put on 533 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 534 * the map.
502 */ 535 */
536object *
503object *stop_item (object *op) 537stop_item (object *op)
504{ 538{
505 if (op->map == NULL) 539 if (op->map == NULL)
540 return op;
541
542 switch (op->type)
543 {
544 case THROWN_OBJ:
545 {
546 object *payload = op->inv;
547
548 if (payload == NULL)
549 return NULL;
550
551 payload->remove ();
552 op->destroy ();
553 return payload;
554 }
555
556 case ARROW:
557 if (op->has_active_speed ())
558 op = fix_stopped_arrow (op);
506 return op; 559 return op;
507 560
508 switch (op->type)
509 {
510 case THROWN_OBJ:
511 {
512 object *payload = op->inv;
513 if (payload == NULL)
514 return NULL;
515 remove_ob (payload);
516 remove_ob (op);
517 free_object (op);
518 return payload;
519 }
520
521 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op);
524 return op;
525
526 default: 561 default:
527 return op; 562 return op;
528 } 563 }
529} 564}
530 565
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 566/* fix_stopped_item() - put stopped item where stop_item() had found it.
532 * Inserts item into the old map, or merges it if it already is on the map. 567 * Inserts item into the old map, or merges it if it already is on the map.
533 * 568 *
534 * 'map' must be the value of op->map before stop_item() was called. 569 * 'map' must be the value of op->map before stop_item() was called.
535 */ 570 */
571void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
537{ 573{
538 if (map == NULL) 574 if (map == NULL)
539 return; 575 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
541 insert_ob_in_map (op, map, originator,0); 578 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 579 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
544} 581}
545 582
546 583object *
547object *fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
548{ 585{
549 if(rndm(0, 99) < op->stats.food) { 586 if (rndm (0, 99) < op->stats.food)
587 {
550 /* Small chance of breaking */ 588 /* Small chance of breaking */
551 remove_ob (op); 589 op->destroy ();
552 free_object(op);
553 return NULL; 590 return NULL;
554 } 591 }
555 592
593 op->set_speed (0);
556 op->direction=0; 594 op->direction = 0;
557 op->move_on=0; 595 op->move_on = 0;
558 op->move_type=0; 596 op->move_type = 0;
559 op->speed = 0; 597 op->skill = 0; // really?
560 update_ob_speed(op); 598
599 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 601 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 603 op->slaying = op->custom_name;
565 FREE_AND_CLEAR_STR(op->slaying);
566 604
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) {
571 op->slaying = add_string(op->spellarg);
572 free(op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
578 op->spellarg = NULL; 606 op->custom_name = 0;
579 op->stats.sp = 0; 607 op->stats.sp = 0;
580 op->stats.hp = 0; 608 op->stats.hp = 0;
581 op->stats.grace = 0; 609 op->stats.grace = 0;
582 op->level = 0; 610 op->level = 0;
583 op->face=op->arch->clone.face; 611 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
585 update_object (op,UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
586 return op; 616 return op;
587} 617}
588 618
589/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
590 * 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
591 * here too. -b.t. 621 * here too. -b.t.
592 * 622 *
593 * 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
594 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
595 */ 625 */
596 626static void
597static void stop_arrow (object *op) 627stop_arrow (object *op)
598{ 628{
599 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
600 return; 630 return;
601 631
602 if (op->inv) { 632 if (op->inv)
633 {
634 // replace this by straightforward drop to ground?
603 object *payload = op->inv; 635 object *payload = op->inv;
604 remove_ob (payload); 636
605 clear_owner(payload); 637 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 638 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 639 op->destroy ();
608 free_object (op); 640 }
609 } else { 641 else
642 {
610 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
611 if (op) 645 if (op)
612 merge_ob (op, NULL); 646 merge_ob (op, 0);
613 } 647 }
614} 648}
615 649
616/* 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.
617 */ 651 */
618 652void
619void move_arrow(object *op) { 653move_arrow (object *op)
654{
655 int was_reflected;
656
657 if (!op->map)
658 {
659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
660 op->destroy ();
661 return;
662 }
663
664 /* we need to stop thrown objects at some point. Like here. */
665 if (op->type == THROWN_OBJ)
666 {
667 /* If the object that the THROWN_OBJ encapsulates disappears,
668 * we need to have this object go away also - otherwise, you get
669 * left over remnants on the map. Where this currently happens
670 * is if the player throws a bomb - the bomb explodes on its own,
671 * but this object sticks around. We could handle the cleanup in the
672 * bomb code, but there are potential other cases where that could happen,
673 * and it is easy enough to clean it up here.
674 */
675 if (!op->inv)
676 {
677 op->destroy ();
678 return;
679 }
680
681 if (op->last_sp-- < 0)
682 {
683 stop_arrow (op);
684 return;
685 }
686 }
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
693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
694 values look rediculous. */
695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
696 {
697 stop_arrow (op);
698 return;
699 }
700
701 /* Calculate target map square */
702 was_reflected = 0;
703
704 mapxy pos (op); pos.move (op->direction);
705
706 if (!pos.normalise ())
707 {
708 stop_arrow (op);
709 return;
710 }
711
712 /* only need to look for living creatures if this flag is set */
713 if (pos->flags () & P_IS_ALIVE)
714 {
620 object *tmp; 715 object *tmp;
621 sint16 new_x, new_y;
622 int was_reflected, mflags;
623 mapstruct *m;
624 716
625 if(op->map==NULL) { 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
626 LOG (llevError, "BUG: Arrow had no map.\n"); 718 if (tmp->flag [FLAG_ALIVE])
627 remove_ob(op); 719 break;
628 free_object(op); 720
721 /* Not really fair, but don't let monsters hit themselves with
722 * their own arrow - this can be because they fire it then
723 * move into it.
724 */
725 if (tmp && tmp != op->owner)
726 {
727 /* Found living object, but it is reflecting the missile. Update
728 * as below. (Note that for living creatures there is a small
729 * chance that reflect_missile fails.)
730 */
731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
732 {
733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */
736 }
737 else
738 {
739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp);
741
742 if (!op)
743 return;
744 }
745 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */
747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 {
750 int retry = 0;
751
752 /* if the object doesn't reflect, stop the arrow from moving
753 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem.
757 */
758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 {
760 stop_arrow (op);
761 return;
762 }
763 else
764 {
765 /* If one of the major directions (n,s,e,w), just reverse it */
766 if (op->direction & 1)
767 {
768 op->direction = absdir (op->direction + 4);
769 retry = 1;
770 }
771
772 /* There were two blocks with identical code -
773 * use this retry here to make this one block
774 * that did the same thing.
775 */
776 while (retry < 2)
777 {
778 retry++;
779
780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
781 * over a corner in a tiled map, it is possible that
782 * op->direction is within an adjacent map but either
783 * op->direction-1 or op->direction+1 does not exist.
784 */
785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
787
788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
790
791 if (left == right)
792 op->direction = absdir (op->direction + 4);
793 else if (left)
794 op->direction = absdir (op->direction + 2);
795 else if (right)
796 op->direction = absdir (op->direction - 2);
797
798 /* If this space is not out of the map and not blocked, valid space -
799 * don't need to retry again.
800 */
801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 break;
804 }
805
806 /* Couldn't find a direction to move the arrow to - just
807 * stop it from moving.
808 */
809 if (retry == 2)
810 {
811 stop_arrow (op);
812 return;
813 }
814
815 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */
817 if (op->has_anim ())
818 op->set_anim_frame (op->direction);
819 } /* object is reflected */
820 } /* object ran into a wall */
821
822 /* Move the arrow. */
823 op->move_to (pos);
824}
825
826static void
827change_object (object *op)
828{ /* Doesn`t handle linked objs yet */
829 if (!op->other_arch)
830 {
831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
832 return;
833 }
834
835 /* In non-living items only change when food value is 0 */
836 if (!op->flag [FLAG_ALIVE])
837 {
838 if (op->stats.food-- > 0)
629 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++)
630 } 848 {
849 object *tmp = op->other_arch->instance ();
631 850
632 /* we need to stop thrown objects at some point. Like here. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
633 if(op->type==THROWN_OBJ) { 852
634 /* If the object that the THROWN_OBJ encapsulates disappears, 853 if (env)
635 * we need to have this object go away also - otherwise, you get 854 env->insert (tmp);
636 * left over remnants on the map. Where this currently happens 855 else
637 * is if the player throws a bomb - the bomb explodes on its own,
638 * but this object sticks around. We could handle the cleanup in the
639 * bomb code, but there are potential other cases where that could happen,
640 * and it is easy enough to clean it up here.
641 */ 856 {
642 if (op->inv == NULL) { 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
643 remove_ob(op); 858
644 free_object(op); 859 if (j < 0) /* No free spot */
860 tmp->destroy ();
861 else
862 {
863 mapxy pos (op); pos.move (j);
864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
867 }
868 }
869 }
870
871 op->destroy ();
872}
873
874void
875move_teleporter (object *op)
876{
877 object *tmp, *head = op;
878
879 /* if this is a multipart teleporter, handle the other parts
880 * The check for speed isn't strictly needed - basically, if
881 * there is an old multipart teleporter in which the other parts
882 * have speed, we don't really want to call it twice for the same
883 * function - in fact, as written below, part N would get called
884 * N times without the speed check.
885 */
886 if (op->more && !op->more->has_active_speed ())
887 move_teleporter (op->more);
888
889 if (op->head)
890 head = op->head;
891
892 for (tmp = op->above; tmp; tmp = tmp->above)
893 if (!tmp->flag [FLAG_IS_FLOOR])
894 break;
895
896 /* If nothing above us to move, nothing to do */
897 if (!tmp || tmp->flag [FLAG_WIZPASS])
898 return;
899
900 if (EXIT_PATH (head))
901 {
902 if (tmp->type == PLAYER)
903 {
904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
645 return; 905 return;
646 }
647 if(op->last_sp-- < 0) {
648 stop_arrow (op);
649 return;
650 }
651 }
652 906
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 907 tmp->enter_exit (head);
654 values look rediculous. */ 908 }
655 if (op->speed < 0.5 && op->type==ARROW) { 909 else
656 stop_arrow(op); 910 /* Currently only players can transfer maps */
657 return; 911 return;
658 } 912 }
913 else if (EXIT_X (head) || EXIT_Y (head))
914 {
915 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
916 {
917 LOG (llevError, "Removed illegal teleporter.\n");
918 head->destroy ();
919 return;
920 }
659 921
660 /* Calculate target map square */ 922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
661 new_x = op->x + DIRX(op);
662 new_y = op->y + DIRY(op);
663 was_reflected = 0;
664
665 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
667
668 if (mflags & P_OUT_OF_MAP) {
669 stop_arrow(op);
670 return; 923 return;
671 }
672 924
673 /* only need to look for living creatures if this flag is set */ 925 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
674 if (mflags & P_IS_ALIVE) {
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678 926 }
679 /* Not really fair, but don't let monsters hit themselves with 927 else
680 * their own arrow - this can be because they fire it then
681 * move into it.
682 */
683
684 if (tmp != NULL && tmp != op->owner) {
685 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.)
688 */
689
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else {
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left)
760 op->direction=absdir(op->direction+2);
761 else if(right)
762 op->direction=absdir(op->direction-2);
763
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
765
766 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again.
768 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
771
772 }
773 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving.
775 */
776 if (retry==2) {
777 stop_arrow (op);
778 return;
779 }
780 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op))
783 SET_ANIMATION(op, op->direction);
784 } /* object is reflected */
785 } /* object ran into a wall */
786
787 /* Move the arrow. */
788 remove_ob (op);
789 op->x = new_x;
790 op->y = new_y;
791
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed.
794 */
795 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0);
797}
798
799/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */
802
803void change_object(object *op) { /* Doesn`t handle linked objs yet */
804 object *tmp,*env,*pl;
805 int i,j;
806
807 if(op->other_arch==NULL) {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
809 return;
810 }
811
812 /* In non-living items only change when food value is 0 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 }
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 } 928 {
844 } 929 /* Random teleporter */
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */
877 return;
878 }
879 else if(EXIT_X(head)||EXIT_Y(head)) {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
881 LOG(llevError, "Removed illegal teleporter.\n");
882 remove_ob(head);
883 free_object(head);
884 return;
885 }
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 931 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 932
889 }
890 else {
891 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return;
894 teleport(head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
895 } 934 }
896} 935}
897
898 936
899/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
901 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
902 can't be generalized. 940 can't be generalized.
903*/ 941*/
904 942static void
905void move_player_changer(object *op) { 943move_player_changer (object *op)
906 object *player; 944{
907 object *walk;
908 char c;
909
910 if (!op->above || !EXIT_PATH(op)) return; 945 if (!op->above || !EXIT_PATH (op))
946 return;
911 947
912 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 949 * needs to be on top.
914 */ 950 */
915 if(op->above->type==PLAYER) { 951 if (op->above->type == PLAYER)
952 {
953 object *player = op->above;
954
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 956 return;
918 player=op->above; 957
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 959 apply_changes_to_player (player, walk);
921 960
922 fix_player(player); 961 player->update_stats ();
962
923 esrv_send_inventory(op->above,op->above); 963 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
925 965
926 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
928 if (c == '/') {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op));
930 player->contr->bed_x = EXIT_X(op);
931 player->contr->bed_y = EXIT_Y(op);
932 }
933 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
936 EXIT_PATH(op));
937 968 {
938 enter_exit(op->above,op); 969 player->contr->savebed_map = EXIT_PATH (op);
939 save_player(player, 1); 970 player->contr->bed_x = EXIT_X (op);
971 player->contr->bed_y = EXIT_Y (op);
972 }
973 else
974 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
975
976 op->above->enter_exit (op);
940 } 977 }
941} 978}
942 979
943/* firewalls fire other spells. 980/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 982 * walls can have hp, so they can be torn down.
946 */ 983 */
984void
947void move_firewall(object *op) { 985move_firewall (object *op)
986{
948 object *spell; 987 object *spell;
949 988
950 if ( ! op->map) 989 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
952 991
953 spell = op->inv; 992 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 993
994 if (!spell || spell->type != SPELL)
995 spell = op->other_arch;
996
955 if (!spell) { 997 if (!spell)
998 {
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
957 op->name, op->map->name, op->x, op->y);
958 return; 1000 return;
959 } 1001 }
960 1002
961 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);
962} 1004}
963 1005
964
965/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
967 * 1008 *
968 * 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
969 * 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.
970 * 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,
971 * 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,
972 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1014 */
1015static void
974void move_player_mover(object *op) { 1016move_player_mover (object *op)
975 object *victim, *nextmover; 1017{
976 int dir = op->stats.sp; 1018 int dir = 0;
977 sint16 nx, ny;
978 mapstruct *m;
979 1019
980 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
981 if (!dir) dir=rndm(1, 8); 1021 {
982 1022 if (victim->flag [FLAG_ALIVE]
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1023 && !victim->flag [FLAG_WIZPASS]
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
985 (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)
1027 {
1028 op->destroy ();
1029 return;
1030 }
986 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 }
1045
1046 if (victim->head)
987 if (victim->head) victim = victim->head; 1047 victim = victim->head;
988 1048
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1049 if (should_director_abort (op, victim))
990 remove_ob(op); 1050 return;
991 free_object(op); 1051
1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1053 {
1054 if (nextmover->type == PLAYERMOVER)
1055 nextmover->speed_left = -.99f;
1056
1057 if (nextmover->flag [FLAG_ALIVE])
1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1059 }
1060
1061 if (victim->type == PLAYER)
1062 {
1063 /* only level >=1 movers move people */
1064 if (op->level)
1065 {
1066 /* Following is a bit of hack. We need to make sure it
1067 * is cleared, otherwise the player will get stuck in
1068 * place. This can happen if the player used a spell to
1069 * get to this space.
1070 */
1071 victim->contr->fire_on = 0;
1072 victim->speed_left = 1.f;
1073 move_player (victim, dir);
1074 }
1075 else
992 return; 1076 return;
993 } 1077 }
994 nx = op->x+freearr_x[dir];
995 ny = op->y+freearr_y[dir];
996 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
999 m->path, op->x, op->y);
1000 return ;
1001 }
1002 1078 else
1003 if (should_director_abort(op, victim)) return ; 1079 victim->move (dir);
1004 1080
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1006 if(nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99;
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1010 }
1011 }
1012
1013 if(victim->type==PLAYER) {
1014 /* only level >=1 movers move people */
1015 if(op->level) {
1016 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to
1019 * get to this space.
1020 */
1021 victim->contr->fire_on=0;
1022 victim->speed_left=-FABS(victim->speed);
1023 move_player(victim, dir);
1024 }
1025 else return;
1026 }
1027 else move_object(victim,dir);
1028
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1081 if (!op->stats.maxsp && op->attacktype)
1082 op->stats.maxsp = 2;
1030 1083
1031 if(op->attacktype) { /* flag to paralyze the player */ 1084 if (op->attacktype)
1032 1085 { /* flag to paralyze the player */
1033 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);
1034 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed.
1039 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1041 } 1087 }
1042 } 1088 }
1043 } 1089 }
1044} 1090}
1045 1091
1048 * connected: what will trigger it. 1094 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1095 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1096 * other_arch: the object to look for and duplicate.
1051 */ 1097 */
1052 1098
1099void
1053void move_duplicator(object *op) { 1100move_duplicator (object *op)
1101{
1054 object *tmp; 1102 object *tmp;
1055 1103
1056 if ( !op->other_arch ) { 1104 if (!op->other_arch)
1105 {
1057 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");
1058 return; 1107 return;
1059 } 1108 }
1060 1109
1061 if (op->above == NULL) 1110 if (op->above == NULL)
1062 return; 1111 return;
1112
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1114 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1115 if (op->other_arch->archname == tmp->arch->archname)
1116 {
1065 if (op->level <= 0) { 1117 if (op->level <= 0)
1066 remove_ob(tmp); 1118 tmp->destroy ();
1067 free_object(tmp);
1068 } else { 1119 else
1120 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1122
1070 if (new_nrof >= 1UL<<31) 1123 if (new_nrof >= 1UL << 31)
1071 new_nrof = 1UL<<31; 1124 new_nrof = 1UL << 31;
1125
1072 tmp->nrof = new_nrof; 1126 tmp->nrof = new_nrof;
1073 } 1127 }
1128
1074 break; 1129 break;
1075 } 1130 }
1076 } 1131 }
1077} 1132}
1078 1133
1079/* move_creator (by peterm) 1134/* move_creator (by peterm)
1087 * 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.
1088 * 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
1089 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1091*/ 1146*/
1092 1147void
1093void move_creator(object *creator) { 1148move_creator (object *creator)
1149{
1094 object *new_ob; 1150 object *new_ob;
1095 1151
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1153 {
1097 creator->stats.hp=-1; 1154 creator->stats.hp = -1;
1098 return; 1155 return;
1156 }
1157
1158 if (creator->inv)
1099 } 1159 {
1100
1101 if (creator->inv != NULL) {
1102 object *ob; 1160 object *ob;
1103 int i; 1161 int i;
1104 object *ob_to_copy; 1162 object *ob_to_copy;
1105 1163
1106 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1108 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++)
1167 {
1109 if (rndm(0, i) == 0) { 1168 if (rndm (0, i) == 0)
1169 {
1110 ob_to_copy = ob; 1170 ob_to_copy = ob;
1111 }
1112 } 1171 }
1113 new_ob = object_create_clone(ob_to_copy); 1172 }
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1173
1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1177 }
1178 else
1179 {
1117 if (creator->other_arch == NULL) { 1180 if (!creator->other_arch)
1118 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); 1181 {
1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1183 &creator->name, &creator->map->path, creator->x, creator->y);
1119 return; 1184 return;
1120 } 1185 }
1121 1186
1122 new_ob = object_create_arch(creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1189 }
1125 1190
1126 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1127 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))
1128 free_object(new_ob); 1193 {
1194 new_ob->destroy ();
1129 return; 1195 return;
1130 } 1196 }
1131 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);
1202
1132 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);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1134 return; 1205 return;
1135 1206
1136 if (creator->slaying) { 1207 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1208 new_ob->name = new_ob->title = creator->slaying;
1138 FREE_AND_COPY(new_ob->title, creator->slaying);
1139 }
1140} 1209}
1141 1210
1142/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1144 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1145 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1217 0 and then delete itself every time it grants a mark.
1149 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.*/
1150 1219void
1151void move_marker(object *op) { 1220move_marker (object *op)
1152 object *tmp,*tmp2; 1221{
1153 1222 if (object *tmp = op->ms ().player ())
1154 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1223 {
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */ 1224 /* remove an old force with a slaying field == op->name */
1225 if (object *force = tmp->force_find (op->name))
1226 force->destroy ();
1156 1227
1157 if ( quest_on_activate(op, tmp->contr) ) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1229 {
1230 tmp->force_add (op->slaying, op->stats.food);
1231
1232 if (op->msg)
1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1234
1235 if (op->stats.hp > 0)
1236 {
1237 op->stats.hp--;
1238
1239 if (op->stats.hp == 0)
1240 {
1241 /* marker expires--granted mark number limit */
1242 op->destroy ();
1158 return; 1243 return;
1159
1160 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break;
1163 }
1164
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to
1171 * place
1172 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1175 }
1176
1177 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) {
1179 object *force = get_archetype(FORCE_NAME);
1180
1181 force->speed = 0;
1182 if(op->stats.food) {
1183 force->speed = 0.01;
1184 force->speed_left = -op->stats.food;
1185 } 1244 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 } 1245 }
1206 } /* if tmp2 == NULL */ 1246 }
1207 } /* if tmp->type == PLAYER */ 1247 }
1208 } /* For all objects on this space */
1209} 1248}
1210
1211int process_object(object *op) {
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1213 return 0;
1214 1249
1215 if (INVOKE_OBJECT (TICK, op)) 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);
1216 return 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 }
1217 1282
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1283 // lamps and torches on maps don't use up their fuel
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1220 return 1; 1290 return;
1291 }
1221 1292
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1293 apply_lamp (op, false);
1223 if (op->type == PLAYER) 1294}
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227 1295
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1296void
1297process_object (object *op)
1298{
1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1300 return;
1301
1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1303 return;
1304
1305 if (op->flag [FLAG_MONSTER])
1306 if (move_monster (op) || op->flag [FLAG_FREED])
1307 return;
1308
1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1310 {
1311 animate_object (op, op->contr ? op->facing : op->direction);
1312
1313 if (op->flag [FLAG_SEE_ANYWHERE])
1229 make_sure_seen(op); 1314 make_sure_seen (op);
1315 }
1316
1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1230 } 1322 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1232 change_object(op); 1325 change_object (op);
1233 return 1; 1326 return;
1234 } 1327 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1328
1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1236 generate_monster(op); 1330 generate_monster (op);
1237 1331
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1239 if(QUERY_FLAG(op, FLAG_APPLIED)) 1333 {
1334 if (op->flag [FLAG_APPLIED])
1240 remove_force(op); 1335 remove_force (op);
1241 else { 1336 else
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl) 1337 {
1245 esrv_del_item(pl->contr, op->count); 1338 op->remove (); // TODO: really necessary?
1246 remove_ob(op); 1339
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1248 make_sure_not_seen(op); 1341 make_sure_not_seen (op);
1249 free_object(op); 1342
1343 op->drop_and_destroy ();
1250 } 1344 }
1345
1251 return 1; 1346 return;
1347 }
1252 } 1348 }
1349
1253 switch(op->type) { 1350 switch (op->type)
1254 1351 {
1255 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1256 move_spell_effect(op); 1353 move_spell_effect (op);
1257 return 1; 1354 break;
1258 1355
1259 case ROD: 1356 case ROD:
1260 case HORN: 1357 case HORN:
1261 regenerate_rod(op); 1358 regenerate_rod (op);
1262 return 1; 1359 break;
1263 1360
1264 case FORCE: 1361 case FORCE:
1265 case POTION_EFFECT: 1362 case POTION_EFFECT:
1266 remove_force(op); 1363 remove_force (op);
1267 return 1; 1364 break;
1268 1365
1269 case BLINDNESS: 1366 case BLINDNESS:
1270 remove_blindness(op); 1367 remove_blindness (op);
1271 return 0; 1368 break;
1272 1369
1273 case POISONING: 1370 case POISONING:
1274 poison_more(op); 1371 poison_more (op);
1275 return 0; 1372 break;
1276 1373
1277 case DISEASE: 1374 case DISEASE:
1278 move_disease(op); 1375 move_disease (op);
1279 return 0; 1376 break;
1280 1377
1281 case SYMPTOM: 1378 case SYMPTOM:
1282 move_symptom(op); 1379 move_symptom (op);
1283 return 0; 1380 break;
1284 1381
1285 case THROWN_OBJ: 1382 case THROWN_OBJ:
1286 case ARROW: 1383 case ARROW:
1287 move_arrow(op); 1384 move_arrow (op);
1288 return 0; 1385 break;
1289 1386
1290 case LIGHTNING: /* It now moves twice as fast */
1291 move_bolt(op);
1292 return 0;
1293
1294 case DOOR: 1387 case DOOR:
1295 remove_door(op); 1388 remove_door (op);
1296 return 0; 1389 break;
1297 1390
1298 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1299 remove_door2(op); 1392 remove_door2 (op);
1300 return 0; 1393 break;
1301 1394
1302 case TELEPORTER: 1395 case TELEPORTER:
1303 move_teleporter(op); 1396 move_teleporter (op);
1304 return 0; 1397 break;
1305 1398
1306 case GOLEM: 1399 case GOLEM:
1307 move_golem(op); 1400 move_golem (op);
1308 return 0; 1401 break;
1309 1402
1310 case EARTHWALL: 1403 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1312 return 0; 1405 break;
1313 1406
1314 case FIREWALL: 1407 case FIREWALL:
1315 move_firewall(op); 1408 move_firewall (op);
1316 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1317 animate_turning(op); 1410 animate_turning (op);
1318 return 0; 1411 break;
1319 1412
1320 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1321 do_mood_floor(op, op); 1414 do_mood_floor (op);
1322 return 0; 1415 break;
1323 1416
1324 case GATE: 1417 case GATE:
1325 move_gate(op); 1418 move_gate (op);
1326 return 0; 1419 break;
1327 1420
1328 case TIMED_GATE: 1421 case TIMED_GATE:
1329 move_timed_gate(op); 1422 move_timed_gate (op);
1330 return 0; 1423 break;
1331 1424
1332 case TRIGGER: 1425 case TRIGGER:
1333 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1336 animate_trigger(op); 1429 animate_trigger (op);
1337 return 0; 1430 break;
1338 1431
1339 case DETECTOR: 1432 case DETECTOR:
1340 move_detector(op); 1433 move_detector (op);
1341 1434
1342 case DIRECTOR: 1435 case DIRECTOR:
1343 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1344 animate_turning(op); 1437 animate_turning (op);
1345 return 0; 1438 break;
1346 1439
1347 case HOLE: 1440 case HOLE:
1348 move_hole(op); 1441 move_hole (op);
1349 return 0; 1442 break;
1350 1443
1351 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1352 move_deep_swamp(op); 1445 move_deep_swamp (op);
1353 return 0; 1446 break;
1354 1447
1355 case RUNE: 1448 case RUNE:
1356 case TRAP: 1449 case TRAP:
1357 move_rune(op); 1450 move_rune (op);
1358 return 0; 1451 break;
1359 1452
1360 case PLAYERMOVER: 1453 case PLAYERMOVER:
1361 move_player_mover(op); 1454 move_player_mover (op);
1362 return 0; 1455 break;
1363 1456
1364 case CREATOR: 1457 case CREATOR:
1365 move_creator(op); 1458 move_creator (op);
1366 return 0; 1459 break;
1367 1460
1368 case MARKER: 1461 case MARKER:
1369 move_marker(op); 1462 move_marker (op);
1370 return 0; 1463 break;
1371 1464
1372 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1373 move_player_changer(op); 1466 move_player_changer (op);
1374 return 0; 1467 break;
1375 1468
1376 case PEACEMAKER: 1469 case PEACEMAKER:
1377 move_peacemaker(op); 1470 move_peacemaker (op);
1378 return 0; 1471 break;
1379 }
1380 1472
1381 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 }
1382} 1491}
1492

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines