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Comparing deliantra/server/server/time.C (file contents):
Revision 1.11 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.11 2006/09/14 01:12:28 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 24 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 25
30/* 26/*
31 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
32 * collected in this file. 28 * collected in this file.
33 */ 29 */
34
35#include <global.h> 30#include <global.h>
36#include <spells.h> 31#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 32#include <sproto.h>
39#endif
40 33
41/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
42 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
43 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
44 */ 37 */
45
46void 38void
47remove_door (object *op) 39remove_door (object *op)
48{ 40{
49 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
50 object *tmp; 43 object *tmp;
51 44 mapxy pos (op);
52 for (i = 1; i < 9; i += 2) 45 pos.move (i);
53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
54 { 48 {
55 tmp->speed = 0.1; 49 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
58 } 51 }
52 }
59 53
60 if (op->other_arch) 54 if (op->other_arch)
61 { 55 {
62 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
63 tmp->x = op->x; 57 tmp->x = op->x;
64 tmp->y = op->y; 58 tmp->y = op->y;
65 tmp->map = op->map; 59 tmp->map = op->map;
66 tmp->level = op->level; 60 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
68 } 62 }
69 remove_ob (op); 63
70 free_object (op); 64 op->drop_and_destroy ();
71} 65}
72 66
73void 67void
74remove_door2 (object *op) 68remove_door2 (object *op)
75{ 69{
76 int i; 70 int i;
77 object *tmp; 71 object *tmp;
78 72
79 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
80 { 74 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
82 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */ 77 { /* same key both doors */
84 tmp->speed = 0.1; 78 tmp->set_speed (0.1f);
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
87 } 80 }
88 } 81 }
82
89 if (op->other_arch) 83 if (op->other_arch)
90 { 84 {
91 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
92 tmp->x = op->x; 86 tmp->x = op->x;
93 tmp->y = op->y; 87 tmp->y = op->y;
94 tmp->map = op->map; 88 tmp->map = op->map;
95 tmp->level = op->level; 89 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
97 } 91 }
98 remove_ob (op);
99 free_object (op);
100}
101 92
102/* Will generate a monster according to content 93 op->drop_and_destroy ();
103 * of generator. 94}
104 */ 95
105void 96static void
106generate_monster_inv (object *gen) 97generate_monster (object *gen)
107{ 98{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 99 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 100 return;
136 head = object_create_clone (op); 101
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 103 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 104
148void 105 // sleeping generators won't generate, this will make monsters like
149generate_monster_arch (object *gen) 106 // centipedes not generate more centipedes when being asleep.
150{ 107 if (gen->flag [FLAG_SLEEP])
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return; 108 return;
172 while (at != NULL) 109
110 object *op;
111 int dir;
112
113 if (gen->flag [FLAG_CONTENT_ON_GEN])
114 {
115 // either copy one item from the inventory...
116 if (!gen->inv)
117 return;
118
119 // first select one item from the inventory
120 int index = 0;
121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
122 if (!rndm (++index))
123 op = tmp;
124
125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
128
129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
173 { 133 }
174 op = arch_to_object (at); 134 else if (gen->other_arch)
175 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
176 op->y = gen->y + freearr_y[i] + at->clone.y; 136 // ...or use other_arch
137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
177 140
178 if (head != NULL) 141 op = gen->other_arch->instance ();
179 op->head = head, prev->more = op; 142 }
143 else
144 return;
180 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
181 if (rndm (0, 9)) 152 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 154
184 if (QUERY_FLAG (op, FLAG_FREED)) 155 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 157
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 158 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 160
161 op->destroy ();
206} 162}
207 163
208void 164static void
209remove_force (object *op) 165remove_force (object *op)
210{ 166{
211 if (--op->duration > 0) 167 if (--op->duration > 0)
212 return; 168 return;
213 169
170 if (op->env)
214 switch (op->subtype) 171 switch (op->subtype)
215 { 172 {
216 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
217 if (op->env != NULL) 174 op->env->clr_flag (FLAG_CONFUSED);
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 176
223 default: 177 default:
224 if (op->env != NULL) 178 op->clr_flag (FLAG_APPLIED);
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 179 change_abil (op->env, op);
228 fix_player (op->env); 180 op->env->update_stats ();
229 }
230 } 181 }
231 remove_ob (op);
232 free_object (op);
233}
234 182
235void 183 op->destroy ();
184}
185
186static void
236remove_blindness (object *op) 187remove_blindness (object *op)
237{ 188{
238 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
239 return; 190 return;
240 CLEAR_FLAG (op, FLAG_APPLIED); 191
192 op->clr_flag (FLAG_APPLIED);
193
241 if (op->env != NULL) 194 if (op->env)
242 { 195 {
243 change_abil (op->env, op); 196 change_abil (op->env, op);
244 fix_player (op->env); 197 op->env->update_stats ();
245 } 198 }
246 remove_ob (op);
247 free_object (op);
248}
249 199
250void 200 op->destroy ();
201}
202
203static void
251poison_more (object *op) 204poison_more (object *op)
252{ 205{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
254 { 207 {
255 remove_ob (op); 208 op->destroy ();
256 free_object (op);
257 return; 209 return;
258 } 210 }
211
259 if (op->stats.food == 1) 212 if (op->stats.food == 1)
260 { 213 {
261 /* need to remove the object before fix_player is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 215 * will not do anything.
263 */ 216 */
264 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
265 { 218 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
267 fix_player (op->env); 220 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 222 }
270 remove_ob (op); 223
271 free_object (op); 224 op->destroy ();
272 return; 225 return;
273 } 226 }
227
274 if (op->env->type == PLAYER) 228 if (op->env->type == PLAYER)
275 { 229 {
276 op->env->stats.food--; 230 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 231 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 232 }
233
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 235}
281 236
282 237
283void 238static void
284move_gate (object *op) 239move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
286 object *tmp; 241 object *tmp;
287 242
288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
289 { 244 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 246 op->stats.wc = 0;
294 } 247 }
295 248
296 /* We're going down */
297 if (op->value) 249 if (op->value)
298 { 250 {
251 /* We're going down */
299 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 254 op->stats.wc = 0;
302 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
303 op->value = 0; 256 op->value = 0;
304 else 257 else
305 {
306 op->speed = 0; 258 op->set_speed (0);
307 update_ob_speed (op);
308 } 259 }
309 } 260
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
311 { 262 {
312 op->move_block = 0; 263 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
315 } 266 }
316 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE);
318 return;
319 }
320
321 /* We're going up */
322
323 /* First, lets see if we are already at the top */
324 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
325 {
326
327 /* Check to make sure that only non pickable and non rollable
328 * objects are above the gate. If so, we finish closing the gate,
329 * otherwise, we fall through to the code below which should lower
330 * the gate slightly.
331 */
332
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
334 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
335 break;
336
337 if (tmp == NULL)
338 {
339 if (op->arch->clone.speed)
340 op->value = 1;
341 else
342 {
343 op->speed = 0;
344 update_ob_speed (op); /* Reached top, let's stop */
345 }
346 return;
347 }
348 }
349
350 if (op->stats.food)
351 { /* The gate is going temporarily down */
352 if (--op->stats.wc <= 0)
353 { /* Gone all the way down? */
354 op->stats.food = 0; /* Then let's try again */
355 op->stats.wc = 0;
356 }
357 } 267 }
358 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
359 { /* The gate is still going up */ 305 { /* The gate is still going up */
360 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
361 308
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
364
365 /* If there is something on top of the gate, we try to roll it off. 309 /* If there is something on top of the gate, we try to roll it off.
366 * If a player/monster, we don't roll, we just hit them with damage 310 * If a player/monster, we don't roll, we just hit them with damage
367 */ 311 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
369 { 313 {
370 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
373
374 if (tmp != NULL)
375 { 317 ;
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
377 { 320 {
378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
379 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 }
382 else
383 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object
385 * off the gate.
386 */
387 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
388 {
389 /* If it has speed, it should move itself, otherwise: */
390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
391
392 /* If there is a free spot, move the object someplace */
393 if (i != -1)
394 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
395 remove_ob (tmp); 342 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 343 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 344 tmp->move_to (pos);
345 }
398 } 346 }
399 } 347 }
400 }
401 348
402 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
404 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
405 break; 352 break;
406 353
407 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
408 if (tmp) 355 if (tmp)
409 {
410 op->stats.food = 1; 356 op->stats.food = 1;
411 }
412 else 357 else
413 { 358 {
414 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
415 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
417 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
418 } 365 }
419 } /* gate is halfway up */ 366 } /* gate is halfway up */
420
421 SET_ANIMATION (op, op->stats.wc);
422 update_object (op, UP_OBJ_CHANGE);
423 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
424} 371}
425 372
426/* hp : how long door is open/closed 373/* hp : how long door is open/closed
427 * maxhp : initial value for hp 374 * maxhp : initial value for hp
428 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
429 */ 376 */
430void 377static void
431move_timed_gate (object *op) 378move_timed_gate (object *op)
432{ 379{
433 int v = op->value; 380 int v = op->value;
434 381
435 if (op->stats.sp) 382 if (op->stats.sp)
436 { 383 {
437 move_gate (op); 384 move_gate (op);
385
438 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 387 op->stats.sp = 0;
440 return; 388 return;
441 } 389 }
390
442 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 392 { /* keep gate down */
444 move_gate (op); 393 move_gate (op);
394
445 if (op->value != v) 395 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 396 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 397 }
451} 398}
452 399
453/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
455 * connected: connected value of detector 402 * connected: connected value of detector
456 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
457 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
458 */ 405 */
459 406static void
460void
461move_detector (object *op) 407move_detector (object *op)
462{ 408{
463 object *tmp; 409 object *tmp;
464 int last = op->value; 410 int last = op->value;
465 int detected; 411 int detected;
466 412
467 detected = 0; 413 detected = 0;
468 414
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
470 { 416 {
471 object *tmp2; 417 object *tmp2;
472 418
473 if (op->stats.hp) 419 if (op->stats.hp)
474 { 420 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 422 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 424 detected = 1;
425
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 427 detected = 1;
481 } 428 }
482 } 429 }
430
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 432 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 434 detected = 1;
489 } 435 }
490 436
491 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
493 { 439 {
494 if (detected && last == 0) 440 if (detected && last == 0)
495 { 441 {
496 op->value = 1; 442 op->value = 1;
497 push_button (op); 443 push_button (op, tmp);
498 } 444 }
445
499 if (!detected && last == 1) 446 if (!detected && last == 1)
500 { 447 {
501 op->value = 0; 448 op->value = 0;
502 push_button (op); 449 push_button (op, tmp);
503 } 450 }
504 } 451 }
505 else 452 else
506 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
507 if (detected && last == 1) 454 if (detected && last == 1)
508 { 455 {
509 op->value = 0; 456 op->value = 0;
510 push_button (op); 457 push_button (op, tmp);
511 } 458 }
459
512 if (!detected && last == 0) 460 if (!detected && last == 0)
513 { 461 {
514 op->value = 1; 462 op->value = 1;
515 push_button (op); 463 push_button (op, tmp);
516 } 464 }
517 } 465 }
518} 466}
519
520 467
521void 468void
522animate_trigger (object *op) 469animate_trigger (object *op)
523{ 470{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
525 { 472 {
526 op->stats.wc = 0; 473 op->stats.wc = 0;
527 check_trigger (op, NULL); 474 check_trigger (op, NULL);
528 } 475 }
529 else 476 else
530 { 477 op->update_anim_frame (op->stats.wc);
531 SET_ANIMATION (op, op->stats.wc);
532 update_object (op, UP_OBJ_FACE);
533 }
534} 478}
535 479
536void 480static void
537move_hole (object *op) 481move_hole (object *op)
538{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value) 483 if (op->value)
542 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
543 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
544 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
545 op->stats.wc = 0; 489 op->stats.wc = 0;
546 op->speed = 0; 490 op->set_speed (0);
547 update_ob_speed (op);
548 491
549 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
552 { 495 {
553 next = tmp->above; 496 next = tmp->above;
554 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
555 } 498 }
556 } 499 }
557 SET_ANIMATION (op, op->stats.wc); 500 }
558 update_object (op, UP_OBJ_FACE); 501 else
559 return;
560 } 502 {
561 /* We're closing */ 503 /* We're closing */
562 op->move_on = 0; 504 op->move_on = 0;
563 505
564 op->stats.wc++; 506 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
567 SET_ANIMATION (op, op->stats.wc); 509 op->stats.wc = op->anim_frames () - 1;
568 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
573 return; 511 }
574 } 512 }
513
514 op->update_anim_frame (op->stats.wc);
575} 515}
576 516
577 517
578/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
599 { 539 {
600 object *payload = op->inv; 540 object *payload = op->inv;
601 541
602 if (payload == NULL) 542 if (payload == NULL)
603 return NULL; 543 return NULL;
604 remove_ob (payload); 544
605 remove_ob (op); 545 payload->remove ();
606 free_object (op); 546 op->destroy ();
607 return payload; 547 return payload;
608 } 548 }
609 549
610 case ARROW: 550 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 551 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 552 op = fix_stopped_arrow (op);
613 return op; 553 return op;
614 554
615 default: 555 default:
616 return op; 556 return op;
621 * Inserts item into the old map, or merges it if it already is on the map. 561 * Inserts item into the old map, or merges it if it already is on the map.
622 * 562 *
623 * 'map' must be the value of op->map before stop_item() was called. 563 * 'map' must be the value of op->map before stop_item() was called.
624 */ 564 */
625void 565void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
627{ 567{
628 if (map == NULL) 568 if (map == NULL)
629 return; 569 return;
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
631 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 573 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
634} 575}
635 576
636
637object * 577object *
638fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
639{ 579{
640 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
641 { 581 {
642 /* Small chance of breaking */ 582 /* Small chance of breaking */
643 remove_ob (op); 583 op->destroy ();
644 free_object (op);
645 return NULL; 584 return NULL;
646 } 585 }
647 586
587 op->set_speed (0);
648 op->direction = 0; 588 op->direction = 0;
649 op->move_on = 0; 589 op->move_on = 0;
650 op->move_type = 0; 590 op->move_type = 0;
651 op->speed = 0; 591 op->skill = 0; // really?
652 update_ob_speed (op); 592
593 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
656 op->slaying = 0; 597 op->slaying = op->custom_name;
657 op->skill = 0;
658 598
659 if (op->spellarg != NULL)
660 {
661 op->slaying = op->spellarg;
662 free (op->spellarg);
663 op->spellarg = NULL;
664 }
665 else
666 op->slaying = NULL;
667
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
669 op->spellarg = NULL; 600 op->custom_name = 0;
670 op->stats.sp = 0; 601 op->stats.sp = 0;
671 op->stats.hp = 0; 602 op->stats.hp = 0;
672 op->stats.grace = 0; 603 op->stats.grace = 0;
673 op->level = 0; 604 op->level = 0;
674 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
676 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
677 return op; 612 return op;
678} 613}
679 614
680/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
681 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
682 * here too. -b.t. 617 * here too. -b.t.
683 * 618 *
684 * Returns a pointer to the stopped object (which will have been removed 619 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed. 620 * from maps or inventories), or NULL if was destroyed.
686 */ 621 */
687
688static void 622static void
689stop_arrow (object *op) 623stop_arrow (object *op)
690{ 624{
691 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
692 return; 626 return;
693 627
694 if (op->inv) 628 if (op->inv)
695 { 629 {
630 // replace this by straightforward drop to ground?
696 object *payload = op->inv; 631 object *payload = op->inv;
697 632
698 remove_ob (payload); 633 payload->owner = 0;
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 635 op->destroy ();
702 free_object (op);
703 } 636 }
704 else 637 else
705 { 638 {
706 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
707 if (op) 641 if (op)
708 merge_ob (op, NULL); 642 merge_ob (op, 0);
709 } 643 }
710} 644}
711 645
712/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
713 */ 647 */
714
715void 648void
716move_arrow (object *op) 649move_arrow (object *op)
717{ 650{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 651 int was_reflected;
721 mapstruct *m;
722 652
723 if (op->map == NULL) 653 if (!op->map)
724 { 654 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
726 remove_ob (op); 656 op->destroy ();
727 free_object (op);
728 return; 657 return;
729 } 658 }
730 659
731 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 661 if (op->type == THROWN_OBJ)
737 * is if the player throws a bomb - the bomb explodes on its own, 666 * is if the player throws a bomb - the bomb explodes on its own,
738 * but this object sticks around. We could handle the cleanup in the 667 * but this object sticks around. We could handle the cleanup in the
739 * bomb code, but there are potential other cases where that could happen, 668 * bomb code, but there are potential other cases where that could happen,
740 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
741 */ 670 */
742 if (op->inv == NULL) 671 if (!op->inv)
743 { 672 {
744 remove_ob (op); 673 op->destroy ();
745 free_object (op);
746 return; 674 return;
747 } 675 }
676
748 if (op->last_sp-- < 0) 677 if (op->last_sp-- < 0)
749 { 678 {
750 stop_arrow (op); 679 stop_arrow (op);
751 return; 680 return;
752 } 681 }
753 } 682 }
754 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
755 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
756 values look rediculous. */ 690 values look ridiculous. */
757 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
758 { 692 {
759 stop_arrow (op); 693 stop_arrow (op);
760 return; 694 return;
761 } 695 }
762 696
763 /* Calculate target map square */ 697 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 698 was_reflected = 0;
767 699
768 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 701
771 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
772 { 703 {
773 stop_arrow (op); 704 stop_arrow (op);
774 return; 705 return;
775 } 706 }
776 707
777 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
779 { 710 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break;
783 712
784 713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
785 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
787 * move into it. 718 * move into it.
788 */ 719 */
789 720
790 if (tmp != NULL && tmp != op->owner)
791 {
792 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
795 */ 724 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
798 { 726 {
799
800 int number = op->face->number;
801
802 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
803 op->state = 0; 728 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
812 } 730 }
813 else 731 else
814 { 732 {
815 /* Attack the object. */ 733 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
735
817 if (op == NULL) 736 if (!op)
818 return; 737 return;
819 } 738 }
820 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */
822 739
740 break;
741 }
742 }
823 743
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
825 { 745 {
826 int retry = 0; 746 int retry = 0;
827 747
828 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
830 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
831 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
832 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
833 */ 753 */
834 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
835 { 755 {
836 stop_arrow (op); 756 stop_arrow (op);
837 return; 757 return;
838 } 758 }
839 else 759 else
842 if (op->direction & 1) 762 if (op->direction & 1)
843 { 763 {
844 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
845 retry = 1; 765 retry = 1;
846 } 766 }
767
847 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
848 * use this retry here to make this one block 769 * use this retry here to make this one block
849 * that did the same thing. 770 * that did the same thing.
850 */ 771 */
851 while (retry < 2) 772 while (retry < 2)
852 { 773 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 774 retry++;
858 775
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
860 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
863 */ 780 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 783
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 786
872 if (left == right) 787 if (left == right)
873 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
874 else if (left) 789 else if (left)
875 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
876 else if (right) 791 else if (right)
877 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
878 793
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again. 795 * don't need to retry again.
883 */ 796 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
885 break; 799 break;
886
887 } 800 }
801
888 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 803 * stop it from moving.
890 */ 804 */
891 if (retry == 2) 805 if (retry == 2)
892 { 806 {
893 stop_arrow (op); 807 stop_arrow (op);
894 return; 808 return;
895 } 809 }
810
896 /* update object image for new facing */ 811 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
899 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
900 } /* object is reflected */ 815 } /* object is reflected */
901 } /* object ran into a wall */ 816 } /* object ran into a wall */
902 817
903 /* Move the arrow. */ 818 /* Move the arrow. */
904 remove_ob (op); 819 op->move_to (pos);
905 op->x = new_x;
906 op->y = new_y;
907
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed.
910 */
911 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913} 820}
914 821
915/* This routine doesnt seem to work for "inanimate" objects that 822static void
916 * are being carried, ie a held torch leaps from your hands!.
917 * Modified this routine to allow held objects. b.t. */
918
919void
920change_object (object *op) 823change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j;
924
925 if (op->other_arch == NULL) 825 if (!op->other_arch)
926 { 826 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
928 return; 828 return;
929 } 829 }
930 830
931 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
933 { 833 {
934 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
935 return; 835 return;
836
837 op->stats.food = 1; /* so 1 other_arch is made */
838 }
839
840 object *env = op->env;
841
842 op->remove ();
843 for (int i = 0; i < op->stats.food; i++)
844 {
845 object *tmp = op->other_arch->instance ();
846
847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
849 if (env)
850 env->insert (tmp);
936 else 851 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 } 852 {
961 else
962 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
964 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
965 free_object (tmp); 856 tmp->destroy ();
966 else 857 else
967 { 858 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 860
970 } 861 if (pos.normalise ())
862 pos.insert (tmp, op);
971 } 863 }
864 }
972 } 865 }
973 free_object (op); 866
867 op->destroy ();
974} 868}
975 869
976void 870void
977move_teleporter (object *op) 871move_teleporter (object *op)
978{ 872{
983 * there is an old multipart teleporter in which the other parts 877 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 878 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 879 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 880 * N times without the speed check.
987 */ 881 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 882 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 883 move_teleporter (op->more);
990 884
991 if (op->head) 885 if (op->head)
992 head = op->head; 886 head = op->head;
993 887
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
996 break; 890 break;
997 891
998 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
1000 return; 894 return;
1001 895
1002 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
1003 { 897 {
1004 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
1005 { 899 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 900 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 901 return;
1008 902
1009 enter_exit (tmp, head); 903 tmp->enter_exit (head);
1010 } 904 }
1011 else 905 else
1012 /* Currently only players can transfer maps */ 906 /* Currently only players can transfer maps */
1013 return; 907 return;
1014 } 908 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 909 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 910 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 911 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 { 912 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 913 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 914 head->destroy ();
1021 free_object (head);
1022 return; 915 return;
1023 } 916 }
917
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 918 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 919 return;
920
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 921 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 922 }
1028 else 923 else
1029 { 924 {
1030 /* Random teleporter */ 925 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 927 return;
928
1033 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1034 } 930 }
1035} 931}
1036
1037 932
1038/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
1041 can't be generalized. 936 can't be generalized.
1042*/ 937*/
1043 938static void
1044void
1045move_player_changer (object *op) 939move_player_changer (object *op)
1046{ 940{
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1052 return; 942 return;
1053 943
1054 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 945 * needs to be on top.
1056 */ 946 */
1057 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1058 { 948 {
949 object *player = op->above;
950
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 952 return;
1061 player = op->above;
1062 953
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1065 956
1066 fix_player (player); 957 player->update_stats ();
1067 958
1068 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 960 esrv_update_item (UPD_FACE, op->above, op->above);
1070 961
1071 /* update players death & WoR home-position */ 962 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 963 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 964 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 965 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 966 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 967 player->contr->bed_y = EXIT_Y (op);
1078 } 968 }
1079 else 969 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 970 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 971
1082 enter_exit (op->above, op); 972 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 973 }
1085} 974}
1086 975
1087/* firewalls fire other spells. 976/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 977 * The direction of the wall is stored in op->stats.sp.
1095 984
1096 if (!op->map) 985 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1098 987
1099 spell = op->inv; 988 spell = op->inv;
989
1100 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 991 spell = op->other_arch;
992
1102 if (!spell) 993 if (!spell)
1103 { 994 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 995 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 996 return;
1106 } 997 }
1107 998
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109} 1000}
1110 1001
1111
1112/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1114 * 1004 *
1115 * a player mover finds any players that are sitting on it. It 1005 * a player mover finds any players that are sitting on it. It
1116 * moves them in the op->stats.sp direction. speed is how often it'll move. 1006 * moves them in the op->stats.sp direction. speed is how often it'll move.
1117 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1007 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1118 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1008 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1119 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1010 */
1121void 1011static void
1122move_player_mover (object *op) 1012move_player_mover (object *op)
1123{ 1013{
1124 object *victim, *nextmover; 1014 int dir = 0;
1125 int dir = op->stats.sp;
1126 sint16 nx, ny;
1127 mapstruct *m;
1128 1015
1129 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1130 if (!dir)
1131 dir = rndm (1, 8);
1132
1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1134 { 1017 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1136 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1137 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1138 1041
1139 if (victim->head) 1042 if (victim->head)
1140 victim = victim->head; 1043 victim = victim->head;
1141 1044
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 {
1144 remove_ob (op);
1145 free_object (op);
1146 return;
1147 }
1148 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir];
1150 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1154 return;
1155 }
1156
1157 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1158 return; 1046 return;
1159 1047
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1161 { 1049 {
1162 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1167 }
1168 } 1055 }
1169 1056
1170 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1171 { 1058 {
1172 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1173 if (op->level) 1060 if (op->level)
1174 { 1061 {
1175 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1176 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1178 * get to this space. 1065 * get to this space.
1179 */ 1066 */
1180 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1069 move_player (victim, dir);
1183 } 1070 }
1184 else 1071 else
1185 return; 1072 return;
1186 } 1073 }
1187 else 1074 else
1188 move_object (victim, dir); 1075 victim->move (dir);
1189 1076
1190 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1192 1079
1193 if (op->attacktype) 1080 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1195
1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1083 }
1206 } 1084 }
1207 } 1085 }
1208} 1086}
1209 1087
1219{ 1097{
1220 object *tmp; 1098 object *tmp;
1221 1099
1222 if (!op->other_arch) 1100 if (!op->other_arch)
1223 { 1101 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1102 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1225 return; 1103 return;
1226 } 1104 }
1227 1105
1228 if (op->above == NULL) 1106 if (op->above == NULL)
1229 return; 1107 return;
1108
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1110 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1111 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1112 {
1234 if (op->level <= 0) 1113 if (op->level <= 0)
1235 { 1114 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1115 else
1240 { 1116 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1117 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1118
1243 if (new_nrof >= 1UL << 31) 1119 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1120 new_nrof = 1UL << 31;
1121
1245 tmp->nrof = new_nrof; 1122 tmp->nrof = new_nrof;
1246 } 1123 }
1124
1247 break; 1125 break;
1248 } 1126 }
1249 } 1127 }
1250} 1128}
1251 1129
1252/* move_creator (by peterm) 1130/* move_creator (by peterm)
1253 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1254 * connected: what will trigger it 1132 * connected: what will trigger it
1255 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1256 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1257 * everytime it's triggered 1135 * everytime it's triggered
1260 * has to make sure that there is in fact space for the object. 1138 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is 1139 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1264*/ 1142*/
1265
1266void 1143void
1267move_creator (object *creator) 1144move_creator (object *creator)
1268{ 1145{
1269 object *new_ob; 1146 object *new_ob;
1270 1147
1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1272 { 1149 {
1273 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1274 return; 1151 return;
1275 } 1152 }
1276 1153
1277 if (creator->inv != NULL) 1154 if (creator->inv)
1278 { 1155 {
1279 object *ob; 1156 object *ob;
1280 int i; 1157 int i;
1281 object *ob_to_copy; 1158 object *ob_to_copy;
1282 1159
1283 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1284 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1286 { 1163 {
1287 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1288 { 1165 {
1289 ob_to_copy = ob; 1166 ob_to_copy = ob;
1290 } 1167 }
1291 } 1168 }
1292 new_ob = object_create_clone (ob_to_copy); 1169
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1173 }
1296 else 1174 else
1297 { 1175 {
1298 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1299 { 1177 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1180 return;
1303 } 1181 }
1304 1182
1305 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1185 }
1308 1186
1309 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1188 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1311 { 1189 {
1312 free_object (new_ob); 1190 new_ob->destroy ();
1313 return; 1191 return;
1314 } 1192 }
1315 1193
1194 // for now lets try to identify everything generated here, it mostly
1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1198
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1318 return; 1201 return;
1319 1202
1320 if (creator->slaying) 1203 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1205}
1325 1206
1326/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1214 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1215void
1336move_marker (object *op) 1216move_marker (object *op)
1337{ 1217{
1338 object *tmp, *tmp2; 1218 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1219 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1347 { 1225 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1227
1228 if (op->msg)
1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1230
1231 if (op->stats.hp > 0)
1350 } 1232 {
1233 op->stats.hp--;
1351 1234
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1235 if (op->stats.hp == 0)
1374 { 1236 {
1375 force->speed = 0.01; 1237 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1238 op->destroy ();
1239 return;
1377 } 1240 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1241 }
1400 } /* if tmp2 == NULL */ 1242 }
1401 } /* if tmp->type == PLAYER */ 1243 }
1402 } /* For all objects on this space */
1403} 1244}
1404 1245
1405int 1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1292void
1406process_object (object *op) 1293process_object (object *op)
1407{ 1294{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1409 return 0; 1296 return;
1410 1297
1411 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1299 return;
1413 1300
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1416 return 1; 1303 return;
1417 1304
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1419 { 1306 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1424 1308
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1426 make_sure_seen (op); 1310 make_sure_seen (op);
1427 } 1311 }
1428 1312
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1313 if (ecb_expect_false (
1314 op->flag [FLAG_GENERATOR]
1315 || op->flag [FLAG_CHANGING]
1316 || op->flag [FLAG_IS_USED_UP]
1317 ))
1430 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1431 change_object (op); 1321 change_object (op);
1432 return 1; 1322 return;
1433 } 1323 }
1434 1324
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1436 generate_monster (op); 1326 generate_monster (op);
1437 1327
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1439 { 1329 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1441 remove_force (op); 1331 remove_force (op);
1442 else 1332 else
1443 { 1333 {
1444 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1445 object *pl = is_player_inv (op);
1446 1335
1447 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1448 esrv_del_item (pl->contr, op->count);
1449
1450 remove_ob (op);
1451
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1454 1338
1455 free_object (op); 1339 op->drop_and_destroy ();
1456 } 1340 }
1457 1341
1458 return 1; 1342 return;
1343 }
1459 } 1344 }
1460 1345
1461 switch (op->type) 1346 switch (op->type)
1462 { 1347 {
1463 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1464 move_spell_effect (op); 1349 move_spell_effect (op);
1465 return 1; 1350 break;
1466 1351
1467 case ROD: 1352 case ROD:
1468 case HORN: 1353 case HORN:
1469 regenerate_rod (op); 1354 regenerate_rod (op);
1470 return 1; 1355 break;
1471 1356
1472 case FORCE: 1357 case FORCE:
1473 case POTION_EFFECT: 1358 case POTION_EFFECT:
1474 remove_force (op); 1359 remove_force (op);
1475 return 1; 1360 break;
1476 1361
1477 case BLINDNESS: 1362 case BLINDNESS:
1478 remove_blindness (op); 1363 remove_blindness (op);
1479 return 0; 1364 break;
1480 1365
1481 case POISONING: 1366 case POISONING:
1482 poison_more (op); 1367 poison_more (op);
1483 return 0; 1368 break;
1484 1369
1485 case DISEASE: 1370 case DISEASE:
1486 move_disease (op); 1371 move_disease (op);
1487 return 0; 1372 break;
1488 1373
1489 case SYMPTOM: 1374 case SYMPTOM:
1490 move_symptom (op); 1375 move_symptom (op);
1491 return 0; 1376 break;
1492 1377
1493 case THROWN_OBJ: 1378 case THROWN_OBJ:
1494 case ARROW: 1379 case ARROW:
1495 move_arrow (op); 1380 move_arrow (op);
1496 return 0; 1381 break;
1497
1498 case LIGHTNING: /* It now moves twice as fast */
1499 move_bolt (op);
1500 return 0;
1501 1382
1502 case DOOR: 1383 case DOOR:
1503 remove_door (op); 1384 remove_door (op);
1504 return 0; 1385 break;
1505 1386
1506 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1507 remove_door2 (op); 1388 remove_door2 (op);
1508 return 0; 1389 break;
1509 1390
1510 case TELEPORTER: 1391 case TELEPORTER:
1511 move_teleporter (op); 1392 move_teleporter (op);
1512 return 0; 1393 break;
1513 1394
1514 case GOLEM: 1395 case GOLEM:
1515 move_golem (op); 1396 move_golem (op);
1516 return 0; 1397 break;
1517 1398
1518 case EARTHWALL: 1399 case EARTHWALL:
1519 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1520 return 0; 1401 break;
1521 1402
1522 case FIREWALL: 1403 case FIREWALL:
1523 move_firewall (op); 1404 move_firewall (op);
1524 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1525 animate_turning (op); 1406 animate_turning (op);
1526 return 0; 1407 break;
1527 1408
1528 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1529 do_mood_floor (op); 1410 do_mood_floor (op);
1530 return 0; 1411 break;
1531 1412
1532 case GATE: 1413 case GATE:
1533 move_gate (op); 1414 move_gate (op);
1534 return 0; 1415 break;
1535 1416
1536 case TIMED_GATE: 1417 case TIMED_GATE:
1537 move_timed_gate (op); 1418 move_timed_gate (op);
1538 return 0; 1419 break;
1539 1420
1540 case TRIGGER: 1421 case TRIGGER:
1541 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1542 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1543 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1544 animate_trigger (op); 1425 animate_trigger (op);
1545 return 0; 1426 break;
1546 1427
1547 case DETECTOR: 1428 case DETECTOR:
1548 move_detector (op); 1429 move_detector (op);
1549 1430
1550 case DIRECTOR: 1431 case DIRECTOR:
1551 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1552 animate_turning (op); 1433 animate_turning (op);
1553 return 0; 1434 break;
1554 1435
1555 case HOLE: 1436 case HOLE:
1556 move_hole (op); 1437 move_hole (op);
1557 return 0; 1438 break;
1558 1439
1559 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1560 move_deep_swamp (op); 1441 move_deep_swamp (op);
1561 return 0; 1442 break;
1562 1443
1563 case RUNE: 1444 case RUNE:
1564 case TRAP: 1445 case TRAP:
1565 move_rune (op); 1446 move_rune (op);
1566 return 0; 1447 break;
1567 1448
1568 case PLAYERMOVER: 1449 case PLAYERMOVER:
1569 move_player_mover (op); 1450 move_player_mover (op);
1570 return 0; 1451 break;
1571 1452
1572 case CREATOR: 1453 case CREATOR:
1573 move_creator (op); 1454 move_creator (op);
1574 return 0; 1455 break;
1575 1456
1576 case MARKER: 1457 case MARKER:
1577 move_marker (op); 1458 move_marker (op);
1578 return 0; 1459 break;
1579 1460
1580 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1581 move_player_changer (op); 1462 move_player_changer (op);
1582 return 0; 1463 break;
1583 1464
1584 case PEACEMAKER: 1465 case PEACEMAKER:
1585 move_peacemaker (op); 1466 move_peacemaker (op);
1586 return 0; 1467 break;
1587 }
1588 1468
1589 return 0; 1469 case PLAYER:
1470 // players have their own speed-management, so undo the --speed_left
1471 ++op->speed_left;
1472 break;
1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1590} 1487}
1488

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