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 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 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
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* 26/*
25 * 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
26 * collected in this file. 28 * collected in this file.
27 */ 29 */
28
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 32#include <sproto.h>
33#endif
34 33
35/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
38 */ 37 */
39
40void 38void
41remove_door (object *op) 39remove_door (object *op)
42{ 40{
43 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
44 object *tmp; 43 object *tmp;
45 44 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 45 pos.move (i);
47 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)))
48 { 48 {
49 tmp->speed = 0.1; 49 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
52 } 51 }
52 }
53 53
54 if (op->other_arch) 54 if (op->other_arch)
55 { 55 {
56 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 57 tmp->x = op->x;
58 tmp->y = op->y; 58 tmp->y = op->y;
59 tmp->map = op->map; 59 tmp->map = op->map;
60 tmp->level = op->level; 60 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
62 } 62 }
63 remove_ob (op); 63
64 free_object (op); 64 op->drop_and_destroy ();
65} 65}
66 66
67void 67void
68remove_door2 (object *op) 68remove_door2 (object *op)
69{ 69{
70 int i; 70 int i;
71 object *tmp; 71 object *tmp;
72 72
73 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
74 { 74 {
75 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));
76 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 77 { /* same key both doors */
78 tmp->speed = 0.1; 78 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
81 } 80 }
82 } 81 }
82
83 if (op->other_arch) 83 if (op->other_arch)
84 { 84 {
85 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 86 tmp->x = op->x;
87 tmp->y = op->y; 87 tmp->y = op->y;
88 tmp->map = op->map; 88 tmp->map = op->map;
89 tmp->level = op->level; 89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
91 } 91 }
92 remove_ob (op);
93 free_object (op);
94}
95 92
96/* Will generate a monster according to content 93 op->drop_and_destroy ();
97 * of generator. 94}
98 */ 95
99void 96static void
100generate_monster_inv (object *gen) 97generate_monster (object *gen)
101{ 98{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 99 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 100 return;
130 head = object_create_clone (op); 101
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 103 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 104
142void 105 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 106 // centipedes not generate more centipedes when being asleep.
144{ 107 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 108 return;
166 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);
167 { 133 }
168 op = arch_to_object (at); 134 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
170 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;
171 140
172 if (head != NULL) 141 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 142 }
143 else
144 return;
174 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
175 if (rndm (0, 9)) 152 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 154
178 if (QUERY_FLAG (op, FLAG_FREED)) 155 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 157
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 158 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 160
161 op->destroy ();
200} 162}
201 163
202void 164static void
203remove_force (object *op) 165remove_force (object *op)
204{ 166{
205 if (--op->duration > 0) 167 if (--op->duration > 0)
206 return; 168 return;
207 169
170 if (op->env)
208 switch (op->subtype) 171 switch (op->subtype)
209 { 172 {
210 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
211 if (op->env != NULL) 174 op->env->clr_flag (FLAG_CONFUSED);
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 176
217 default: 177 default:
218 if (op->env != NULL) 178 op->clr_flag (FLAG_APPLIED);
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 179 change_abil (op->env, op);
222 fix_player (op->env); 180 op->env->update_stats ();
223 }
224 } 181 }
225 remove_ob (op);
226 free_object (op);
227}
228 182
229void 183 op->destroy ();
184}
185
186static void
230remove_blindness (object *op) 187remove_blindness (object *op)
231{ 188{
232 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
233 return; 190 return;
234 CLEAR_FLAG (op, FLAG_APPLIED); 191
192 op->clr_flag (FLAG_APPLIED);
193
235 if (op->env != NULL) 194 if (op->env)
236 { 195 {
237 change_abil (op->env, op); 196 change_abil (op->env, op);
238 fix_player (op->env); 197 op->env->update_stats ();
239 } 198 }
240 remove_ob (op);
241 free_object (op);
242}
243 199
244void 200 op->destroy ();
201}
202
203static void
245poison_more (object *op) 204poison_more (object *op)
246{ 205{
247 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)
248 { 207 {
249 remove_ob (op); 208 op->destroy ();
250 free_object (op);
251 return; 209 return;
252 } 210 }
211
253 if (op->stats.food == 1) 212 if (op->stats.food == 1)
254 { 213 {
255 /* 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
256 * will not do anything. 215 * will not do anything.
257 */ 216 */
258 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
259 { 218 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
261 fix_player (op->env); 220 op->env->update_stats ();
262 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.");
263 } 222 }
264 remove_ob (op); 223
265 free_object (op); 224 op->destroy ();
266 return; 225 return;
267 } 226 }
227
268 if (op->env->type == PLAYER) 228 if (op->env->type == PLAYER)
269 { 229 {
270 op->env->stats.food--; 230 op->env->stats.food--;
271 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...");
272 } 232 }
233
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 235}
275 236
276 237
277void 238static void
278move_gate (object *op) 239move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
280 object *tmp; 241 object *tmp;
281 242
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
283 { 244 {
284 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 ());
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 246 op->stats.wc = 0;
288 } 247 }
289 248
290 /* We're going down */
291 if (op->value) 249 if (op->value)
292 { 250 {
251 /* We're going down */
293 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 254 op->stats.wc = 0;
296 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
297 op->value = 0; 256 op->value = 0;
298 else 257 else
299 {
300 op->speed = 0; 258 op->set_speed (0);
301 update_ob_speed (op);
302 } 259 }
303 } 260
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
305 { 262 {
306 op->move_block = 0; 263 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
309 } 266 }
310 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE);
312 return;
313 }
314
315 /* We're going up */
316
317 /* First, lets see if we are already at the top */
318 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
319 {
320
321 /* Check to make sure that only non pickable and non rollable
322 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower
324 * the gate slightly.
325 */
326
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break;
330
331 if (tmp == NULL)
332 {
333 if (op->arch->clone.speed)
334 op->value = 1;
335 else
336 {
337 op->speed = 0;
338 update_ob_speed (op); /* Reached top, let's stop */
339 }
340 return;
341 }
342 }
343
344 if (op->stats.food)
345 { /* The gate is going temporarily down */
346 if (--op->stats.wc <= 0)
347 { /* Gone all the way down? */
348 op->stats.food = 0; /* Then let's try again */
349 op->stats.wc = 0;
350 }
351 } 267 }
352 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
353 { /* The gate is still going up */ 305 { /* The gate is still going up */
354 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
355 308
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
358
359 /* 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.
360 * 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
361 */ 311 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
363 { 313 {
364 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
367
368 if (tmp != NULL)
369 { 317 ;
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
371 { 320 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
373 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 }
376 else
377 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object
379 * off the gate.
380 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 {
383 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385
386 /* If there is a free spot, move the object someplace */
387 if (i != -1)
388 { 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);
389 remove_ob (tmp); 342 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 343 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 344 tmp->move_to (pos);
345 }
392 } 346 }
393 } 347 }
394 }
395 348
396 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
399 break; 352 break;
400 353
401 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
402 if (tmp) 355 if (tmp)
403 {
404 op->stats.food = 1; 356 op->stats.food = 1;
405 }
406 else 357 else
407 { 358 {
408 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
409 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
411 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
412 } 365 }
413 } /* gate is halfway up */ 366 } /* gate is halfway up */
414
415 SET_ANIMATION (op, op->stats.wc);
416 update_object (op, UP_OBJ_CHANGE);
417 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
418} 371}
419 372
420/* hp : how long door is open/closed 373/* hp : how long door is open/closed
421 * maxhp : initial value for hp 374 * maxhp : initial value for hp
422 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
423 */ 376 */
424void 377static void
425move_timed_gate (object *op) 378move_timed_gate (object *op)
426{ 379{
427 int v = op->value; 380 int v = op->value;
428 381
429 if (op->stats.sp) 382 if (op->stats.sp)
430 { 383 {
431 move_gate (op); 384 move_gate (op);
385
432 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 387 op->stats.sp = 0;
434 return; 388 return;
435 } 389 }
390
436 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 392 { /* keep gate down */
438 move_gate (op); 393 move_gate (op);
394
439 if (op->value != v) 395 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 396 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 397 }
445} 398}
446 399
447/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
449 * connected: connected value of detector 402 * connected: connected value of detector
450 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
451 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
452 */ 405 */
453 406static void
454void
455move_detector (object *op) 407move_detector (object *op)
456{ 408{
457 object *tmp; 409 object *tmp;
458 int last = op->value; 410 int last = op->value;
459 int detected; 411 int detected;
460 412
461 detected = 0; 413 detected = 0;
462 414
463 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)
464 { 416 {
465 object *tmp2; 417 object *tmp2;
466 418
467 if (op->stats.hp) 419 if (op->stats.hp)
468 { 420 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 422 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 424 detected = 1;
425
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 427 detected = 1;
475 } 428 }
476 } 429 }
430
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 432 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 434 detected = 1;
483 } 435 }
484 436
485 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
487 { 439 {
488 if (detected && last == 0) 440 if (detected && last == 0)
489 { 441 {
490 op->value = 1; 442 op->value = 1;
491 push_button (op); 443 push_button (op, tmp);
492 } 444 }
445
493 if (!detected && last == 1) 446 if (!detected && last == 1)
494 { 447 {
495 op->value = 0; 448 op->value = 0;
496 push_button (op); 449 push_button (op, tmp);
497 } 450 }
498 } 451 }
499 else 452 else
500 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
501 if (detected && last == 1) 454 if (detected && last == 1)
502 { 455 {
503 op->value = 0; 456 op->value = 0;
504 push_button (op); 457 push_button (op, tmp);
505 } 458 }
459
506 if (!detected && last == 0) 460 if (!detected && last == 0)
507 { 461 {
508 op->value = 1; 462 op->value = 1;
509 push_button (op); 463 push_button (op, tmp);
510 } 464 }
511 } 465 }
512} 466}
513
514 467
515void 468void
516animate_trigger (object *op) 469animate_trigger (object *op)
517{ 470{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
519 { 472 {
520 op->stats.wc = 0; 473 op->stats.wc = 0;
521 check_trigger (op, NULL); 474 check_trigger (op, NULL);
522 } 475 }
523 else 476 else
524 { 477 op->update_anim_frame (op->stats.wc);
525 SET_ANIMATION (op, op->stats.wc);
526 update_object (op, UP_OBJ_FACE);
527 }
528} 478}
529 479
530void 480static void
531move_hole (object *op) 481move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 483 if (op->value)
536 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
537 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
538 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
539 op->stats.wc = 0; 489 op->stats.wc = 0;
540 op->speed = 0; 490 op->set_speed (0);
541 update_ob_speed (op);
542 491
543 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 495 {
547 next = tmp->above; 496 next = tmp->above;
548 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
549 } 498 }
550 } 499 }
551 SET_ANIMATION (op, op->stats.wc); 500 }
552 update_object (op, UP_OBJ_FACE); 501 else
553 return;
554 } 502 {
555 /* We're closing */ 503 /* We're closing */
556 op->move_on = 0; 504 op->move_on = 0;
557 505
558 op->stats.wc++; 506 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
561 SET_ANIMATION (op, op->stats.wc); 509 op->stats.wc = op->anim_frames () - 1;
562 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
567 return; 511 }
568 } 512 }
513
514 op->update_anim_frame (op->stats.wc);
569} 515}
570 516
571 517
572/* 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
573 * 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
593 { 539 {
594 object *payload = op->inv; 540 object *payload = op->inv;
595 541
596 if (payload == NULL) 542 if (payload == NULL)
597 return NULL; 543 return NULL;
598 remove_ob (payload); 544
599 remove_ob (op); 545 payload->remove ();
600 free_object (op); 546 op->destroy ();
601 return payload; 547 return payload;
602 } 548 }
603 549
604 case ARROW: 550 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 551 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 552 op = fix_stopped_arrow (op);
607 return op; 553 return op;
608 554
609 default: 555 default:
610 return op; 556 return op;
619void 565void
620fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
621{ 567{
622 if (map == NULL) 568 if (map == NULL)
623 return; 569 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
625 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 573 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
628} 575}
629 576
630
631object * 577object *
632fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
633{ 579{
634 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
635 { 581 {
636 /* Small chance of breaking */ 582 /* Small chance of breaking */
637 remove_ob (op); 583 op->destroy ();
638 free_object (op);
639 return NULL; 584 return NULL;
640 } 585 }
641 586
587 op->set_speed (0);
642 op->direction = 0; 588 op->direction = 0;
643 op->move_on = 0; 589 op->move_on = 0;
644 op->move_type = 0; 590 op->move_type = 0;
645 op->speed = 0; 591 op->skill = 0; // really?
646 update_ob_speed (op); 592
593 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
650 op->slaying = 0; 597 op->slaying = op->custom_name;
651 op->skill = 0;
652 598
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
663 op->spellarg = NULL; 600 op->custom_name = 0;
664 op->stats.sp = 0; 601 op->stats.sp = 0;
665 op->stats.hp = 0; 602 op->stats.hp = 0;
666 op->stats.grace = 0; 603 op->stats.grace = 0;
667 op->level = 0; 604 op->level = 0;
668 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
669 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
670 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
671 return op; 612 return op;
672} 613}
673 614
674/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
675 * 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
676 * here too. -b.t. 617 * here too. -b.t.
677 * 618 *
678 * 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
679 * from maps or inventories), or NULL if was destroyed. 620 * from maps or inventories), or NULL if was destroyed.
680 */ 621 */
681
682static void 622static void
683stop_arrow (object *op) 623stop_arrow (object *op)
684{ 624{
685 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
686 return; 626 return;
687 627
688 if (op->inv) 628 if (op->inv)
689 { 629 {
630 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 631 object *payload = op->inv;
691 632
692 remove_ob (payload); 633 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 635 op->destroy ();
696 free_object (op);
697 } 636 }
698 else 637 else
699 { 638 {
700 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
701 if (op) 641 if (op)
702 merge_ob (op, NULL); 642 merge_ob (op, 0);
703 } 643 }
704} 644}
705 645
706/* 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.
707 */ 647 */
708
709void 648void
710move_arrow (object *op) 649move_arrow (object *op)
711{ 650{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 651 int was_reflected;
715 maptile *m;
716 652
717 if (op->map == NULL) 653 if (!op->map)
718 { 654 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
720 remove_ob (op); 656 op->destroy ();
721 free_object (op);
722 return; 657 return;
723 } 658 }
724 659
725 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 661 if (op->type == THROWN_OBJ)
731 * 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,
732 * 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
733 * 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,
734 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
735 */ 670 */
736 if (op->inv == NULL) 671 if (!op->inv)
737 { 672 {
738 remove_ob (op); 673 op->destroy ();
739 free_object (op);
740 return; 674 return;
741 } 675 }
676
742 if (op->last_sp-- < 0) 677 if (op->last_sp-- < 0)
743 { 678 {
744 stop_arrow (op); 679 stop_arrow (op);
745 return; 680 return;
746 } 681 }
747 } 682 }
748 683
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
749 /* 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
750 values look rediculous. */ 690 values look ridiculous. */
751 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
752 { 692 {
753 stop_arrow (op); 693 stop_arrow (op);
754 return; 694 return;
755 } 695 }
756 696
757 /* Calculate target map square */ 697 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 698 was_reflected = 0;
761 699
762 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 701
765 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
766 { 703 {
767 stop_arrow (op); 704 stop_arrow (op);
768 return; 705 return;
769 } 706 }
770 707
771 /* 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 */
772 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
773 { 710 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
775 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break;
777 712
778 713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
779 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
781 * move into it. 718 * move into it.
782 */ 719 */
783 720
784 if (tmp != NULL && tmp != op->owner)
785 {
786 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
789 */ 724 */
790
791 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))
792 { 726 {
793
794 int number = op->face->number;
795
796 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
797 op->state = 0; 728 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
806 } 730 }
807 else 731 else
808 { 732 {
809 /* Attack the object. */ 733 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
735
811 if (op == NULL) 736 if (!op)
812 return; 737 return;
813 } 738 }
814 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */
816 739
740 break;
741 }
742 }
817 743
818 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))
819 { 745 {
820 int retry = 0; 746 int retry = 0;
821 747
822 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
823 * 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
824 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
825 * 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
826 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
827 */ 753 */
828 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
829 { 755 {
830 stop_arrow (op); 756 stop_arrow (op);
831 return; 757 return;
832 } 758 }
833 else 759 else
836 if (op->direction & 1) 762 if (op->direction & 1)
837 { 763 {
838 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
839 retry = 1; 765 retry = 1;
840 } 766 }
767
841 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
842 * use this retry here to make this one block 769 * use this retry here to make this one block
843 * that did the same thing. 770 * that did the same thing.
844 */ 771 */
845 while (retry < 2) 772 while (retry < 2)
846 { 773 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 774 retry++;
852 775
853 /* 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
854 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
857 */ 780 */
858 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));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 783
862 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));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 786
866 if (left == right) 787 if (left == right)
867 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
868 else if (left) 789 else if (left)
869 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
870 else if (right) 791 else if (right)
871 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
872 793
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 795 * don't need to retry again.
877 */ 796 */
878 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))
879 break; 799 break;
880
881 } 800 }
801
882 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 803 * stop it from moving.
884 */ 804 */
885 if (retry == 2) 805 if (retry == 2)
886 { 806 {
887 stop_arrow (op); 807 stop_arrow (op);
888 return; 808 return;
889 } 809 }
810
890 /* update object image for new facing */ 811 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
893 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
894 } /* object is reflected */ 815 } /* object is reflected */
895 } /* object ran into a wall */ 816 } /* object ran into a wall */
896 817
897 /* Move the arrow. */ 818 /* Move the arrow. */
898 remove_ob (op); 819 op->move_to (pos);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed.
904 */
905 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907} 820}
908 821
909/* This routine doesnt seem to work for "inanimate" objects that 822static void
910 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */
912
913void
914change_object (object *op) 823change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j;
918
919 if (op->other_arch == NULL) 825 if (!op->other_arch)
920 { 826 {
921 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 ());
922 return; 828 return;
923 } 829 }
924 830
925 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
927 { 833 {
928 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
929 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);
930 else 851 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 } 852 {
955 else
956 {
957 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
958 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
959 free_object (tmp); 856 tmp->destroy ();
960 else 857 else
961 { 858 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 860
964 } 861 if (pos.normalise ())
862 pos.insert (tmp, op);
965 } 863 }
864 }
966 } 865 }
967 free_object (op); 866
867 op->destroy ();
968} 868}
969 869
970void 870void
971move_teleporter (object *op) 871move_teleporter (object *op)
972{ 872{
977 * there is an old multipart teleporter in which the other parts 877 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 878 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 879 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 880 * N times without the speed check.
981 */ 881 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 882 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 883 move_teleporter (op->more);
984 884
985 if (op->head) 885 if (op->head)
986 head = op->head; 886 head = op->head;
987 887
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
990 break; 890 break;
991 891
992 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
994 return; 894 return;
995 895
996 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
997 { 897 {
998 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
999 { 899 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 900 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 901 return;
1002 902
1003 enter_exit (tmp, head); 903 tmp->enter_exit (head);
1004 } 904 }
1005 else 905 else
1006 /* Currently only players can transfer maps */ 906 /* Currently only players can transfer maps */
1007 return; 907 return;
1008 } 908 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 909 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 910 {
1011 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)))
1012 { 912 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 913 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 914 head->destroy ();
1015 free_object (head);
1016 return; 915 return;
1017 } 916 }
917
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 918 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 919 return;
920
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 921 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 922 }
1022 else 923 else
1023 { 924 {
1024 /* Random teleporter */ 925 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 927 return;
928
1027 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1028 } 930 }
1029} 931}
1030
1031 932
1032/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1034 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
1035 can't be generalized. 936 can't be generalized.
1036*/ 937*/
1037 938static void
1038void
1039move_player_changer (object *op) 939move_player_changer (object *op)
1040{ 940{
1041 object *player;
1042 object *walk;
1043 char c;
1044
1045 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1046 return; 942 return;
1047 943
1048 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 945 * needs to be on top.
1050 */ 946 */
1051 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1052 { 948 {
949 object *player = op->above;
950
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 952 return;
1055 player = op->above;
1056 953
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1059 956
1060 fix_player (player); 957 player->update_stats ();
1061 958
1062 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 960 esrv_update_item (UPD_FACE, op->above, op->above);
1064 961
1065 /* update players death & WoR home-position */ 962 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 963 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 964 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 965 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 966 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 967 player->contr->bed_y = EXIT_Y (op);
1072 } 968 }
1073 else 969 else
1074 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));
1075 971
1076 enter_exit (op->above, op); 972 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 973 }
1079} 974}
1080 975
1081/* firewalls fire other spells. 976/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 977 * The direction of the wall is stored in op->stats.sp.
1089 984
1090 if (!op->map) 985 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1092 987
1093 spell = op->inv; 988 spell = op->inv;
989
1094 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 991 spell = op->other_arch;
992
1096 if (!spell) 993 if (!spell)
1097 { 994 {
1098 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);
1099 return; 996 return;
1100 } 997 }
1101 998
1102 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);
1103} 1000}
1104 1001
1105
1106/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1108 * 1004 *
1109 * 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
1110 * 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.
1111 * 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,
1112 * 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,
1113 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1010 */
1115void 1011static void
1116move_player_mover (object *op) 1012move_player_mover (object *op)
1117{ 1013{
1118 object *victim, *nextmover; 1014 int dir = 0;
1119 int dir = op->stats.sp;
1120 sint16 nx, ny;
1121 maptile *m;
1122 1015
1123 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1124 if (!dir)
1125 dir = rndm (1, 8);
1126
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 { 1017 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1130 (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)
1131 { 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 }
1132 1041
1133 if (victim->head) 1042 if (victim->head)
1134 victim = victim->head; 1043 victim = victim->head;
1135 1044
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 {
1138 remove_ob (op);
1139 free_object (op);
1140 return;
1141 }
1142 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir];
1144 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1148 return;
1149 }
1150
1151 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1152 return; 1046 return;
1153 1047
1154 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)
1155 { 1049 {
1156 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1159 {
1160 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 */
1161 }
1162 } 1055 }
1163 1056
1164 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1165 { 1058 {
1166 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1167 if (op->level) 1060 if (op->level)
1168 { 1061 {
1169 /* 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
1170 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1172 * get to this space. 1065 * get to this space.
1173 */ 1066 */
1174 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1069 move_player (victim, dir);
1177 } 1070 }
1178 else 1071 else
1179 return; 1072 return;
1180 } 1073 }
1181 else 1074 else
1182 move_object (victim, dir); 1075 victim->move (dir);
1183 1076
1184 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1186 1079
1187 if (op->attacktype) 1080 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1189
1190 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);
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1083 }
1200 } 1084 }
1201 } 1085 }
1202} 1086}
1203 1087
1213{ 1097{
1214 object *tmp; 1098 object *tmp;
1215 1099
1216 if (!op->other_arch) 1100 if (!op->other_arch)
1217 { 1101 {
1218 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");
1219 return; 1103 return;
1220 } 1104 }
1221 1105
1222 if (op->above == NULL) 1106 if (op->above == NULL)
1223 return; 1107 return;
1108
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1110 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1111 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1112 {
1228 if (op->level <= 0) 1113 if (op->level <= 0)
1229 { 1114 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1115 else
1234 { 1116 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1117 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1118
1237 if (new_nrof >= 1UL << 31) 1119 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1120 new_nrof = 1UL << 31;
1121
1239 tmp->nrof = new_nrof; 1122 tmp->nrof = new_nrof;
1240 } 1123 }
1124
1241 break; 1125 break;
1242 } 1126 }
1243 } 1127 }
1244} 1128}
1245 1129
1246/* move_creator (by peterm) 1130/* move_creator (by peterm)
1247 * 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.
1248 * connected: what will trigger it 1132 * connected: what will trigger it
1249 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1250 * 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
1251 * everytime it's triggered 1135 * everytime it's triggered
1254 * 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.
1255 * 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
1256 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1258*/ 1142*/
1259
1260void 1143void
1261move_creator (object *creator) 1144move_creator (object *creator)
1262{ 1145{
1263 object *new_ob; 1146 object *new_ob;
1264 1147
1265 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1266 { 1149 {
1267 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1268 return; 1151 return;
1269 } 1152 }
1270 1153
1271 if (creator->inv != NULL) 1154 if (creator->inv)
1272 { 1155 {
1273 object *ob; 1156 object *ob;
1274 int i; 1157 int i;
1275 object *ob_to_copy; 1158 object *ob_to_copy;
1276 1159
1277 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1278 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1279 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++)
1280 { 1163 {
1281 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1282 { 1165 {
1283 ob_to_copy = ob; 1166 ob_to_copy = ob;
1284 } 1167 }
1285 } 1168 }
1286 new_ob = object_create_clone (ob_to_copy); 1169
1287 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);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1173 }
1290 else 1174 else
1291 { 1175 {
1292 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1293 { 1177 {
1294 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",
1295 creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1180 return;
1297 } 1181 }
1298 1182
1299 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1185 }
1302 1186
1303 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1304 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))
1305 { 1189 {
1306 free_object (new_ob); 1190 new_ob->destroy ();
1307 return; 1191 return;
1308 } 1192 }
1309 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
1310 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);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1312 return; 1201 return;
1313 1202
1314 if (creator->slaying) 1203 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1205}
1319 1206
1320/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/ 1214 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1215void
1330move_marker (object *op) 1216move_marker (object *op)
1331{ 1217{
1332 object *tmp, *tmp2; 1218 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1219 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1340 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))
1341 { 1225 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 tmp->force_add (op->slaying, op->stats.food);
1343 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)
1344 } 1232 {
1233 op->stats.hp--;
1345 1234
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1235 if (op->stats.hp == 0)
1368 { 1236 {
1369 force->speed = 0.01; 1237 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1238 op->destroy ();
1239 return;
1371 } 1240 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1241 }
1394 } /* if tmp2 == NULL */ 1242 }
1395 } /* if tmp->type == PLAYER */ 1243 }
1396 } /* For all objects on this space */
1397} 1244}
1398 1245
1399int 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
1400process_object (object *op) 1293process_object (object *op)
1401{ 1294{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1403 return 0; 1296 return;
1404 1297
1405 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1299 return;
1407 1300
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1410 return 1; 1303 return;
1411 1304
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1413 { 1306 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1418 1308
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1420 make_sure_seen (op); 1310 make_sure_seen (op);
1421 } 1311 }
1422 1312
1423 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 ))
1424 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1425 change_object (op); 1321 change_object (op);
1426 return 1; 1322 return;
1427 } 1323 }
1428 1324
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1430 generate_monster (op); 1326 generate_monster (op);
1431 1327
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1433 { 1329 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1435 remove_force (op); 1331 remove_force (op);
1436 else 1332 else
1437 { 1333 {
1438 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1335
1441 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1448 1338
1449 free_object (op); 1339 op->drop_and_destroy ();
1450 } 1340 }
1451 1341
1452 return 1; 1342 return;
1343 }
1453 } 1344 }
1454 1345
1455 switch (op->type) 1346 switch (op->type)
1456 { 1347 {
1457 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1458 move_spell_effect (op); 1349 move_spell_effect (op);
1459 return 1; 1350 break;
1460 1351
1461 case ROD: 1352 case ROD:
1462 case HORN: 1353 case HORN:
1463 regenerate_rod (op); 1354 regenerate_rod (op);
1464 return 1; 1355 break;
1465 1356
1466 case FORCE: 1357 case FORCE:
1467 case POTION_EFFECT: 1358 case POTION_EFFECT:
1468 remove_force (op); 1359 remove_force (op);
1469 return 1; 1360 break;
1470 1361
1471 case BLINDNESS: 1362 case BLINDNESS:
1472 remove_blindness (op); 1363 remove_blindness (op);
1473 return 0; 1364 break;
1474 1365
1475 case POISONING: 1366 case POISONING:
1476 poison_more (op); 1367 poison_more (op);
1477 return 0; 1368 break;
1478 1369
1479 case DISEASE: 1370 case DISEASE:
1480 move_disease (op); 1371 move_disease (op);
1481 return 0; 1372 break;
1482 1373
1483 case SYMPTOM: 1374 case SYMPTOM:
1484 move_symptom (op); 1375 move_symptom (op);
1485 return 0; 1376 break;
1486 1377
1487 case THROWN_OBJ: 1378 case THROWN_OBJ:
1488 case ARROW: 1379 case ARROW:
1489 move_arrow (op); 1380 move_arrow (op);
1490 return 0; 1381 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1382
1496 case DOOR: 1383 case DOOR:
1497 remove_door (op); 1384 remove_door (op);
1498 return 0; 1385 break;
1499 1386
1500 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1501 remove_door2 (op); 1388 remove_door2 (op);
1502 return 0; 1389 break;
1503 1390
1504 case TELEPORTER: 1391 case TELEPORTER:
1505 move_teleporter (op); 1392 move_teleporter (op);
1506 return 0; 1393 break;
1507 1394
1508 case GOLEM: 1395 case GOLEM:
1509 move_golem (op); 1396 move_golem (op);
1510 return 0; 1397 break;
1511 1398
1512 case EARTHWALL: 1399 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1401 break;
1515 1402
1516 case FIREWALL: 1403 case FIREWALL:
1517 move_firewall (op); 1404 move_firewall (op);
1518 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1519 animate_turning (op); 1406 animate_turning (op);
1520 return 0; 1407 break;
1521 1408
1522 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1523 do_mood_floor (op); 1410 do_mood_floor (op);
1524 return 0; 1411 break;
1525 1412
1526 case GATE: 1413 case GATE:
1527 move_gate (op); 1414 move_gate (op);
1528 return 0; 1415 break;
1529 1416
1530 case TIMED_GATE: 1417 case TIMED_GATE:
1531 move_timed_gate (op); 1418 move_timed_gate (op);
1532 return 0; 1419 break;
1533 1420
1534 case TRIGGER: 1421 case TRIGGER:
1535 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1425 animate_trigger (op);
1539 return 0; 1426 break;
1540 1427
1541 case DETECTOR: 1428 case DETECTOR:
1542 move_detector (op); 1429 move_detector (op);
1543 1430
1544 case DIRECTOR: 1431 case DIRECTOR:
1545 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1546 animate_turning (op); 1433 animate_turning (op);
1547 return 0; 1434 break;
1548 1435
1549 case HOLE: 1436 case HOLE:
1550 move_hole (op); 1437 move_hole (op);
1551 return 0; 1438 break;
1552 1439
1553 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1441 move_deep_swamp (op);
1555 return 0; 1442 break;
1556 1443
1557 case RUNE: 1444 case RUNE:
1558 case TRAP: 1445 case TRAP:
1559 move_rune (op); 1446 move_rune (op);
1560 return 0; 1447 break;
1561 1448
1562 case PLAYERMOVER: 1449 case PLAYERMOVER:
1563 move_player_mover (op); 1450 move_player_mover (op);
1564 return 0; 1451 break;
1565 1452
1566 case CREATOR: 1453 case CREATOR:
1567 move_creator (op); 1454 move_creator (op);
1568 return 0; 1455 break;
1569 1456
1570 case MARKER: 1457 case MARKER:
1571 move_marker (op); 1458 move_marker (op);
1572 return 0; 1459 break;
1573 1460
1574 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1575 move_player_changer (op); 1462 move_player_changer (op);
1576 return 0; 1463 break;
1577 1464
1578 case PEACEMAKER: 1465 case PEACEMAKER:
1579 move_peacemaker (op); 1466 move_peacemaker (op);
1580 return 0; 1467 break;
1581 }
1582 1468
1583 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 }
1584} 1487}
1488

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines