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 1.16 by root, Tue Dec 12 20:53:03 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 op->remove (); 63
64 op->destroy (0); 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 op->remove (); 92
93 op->destroy (0); 93 op->drop_and_destroy ();
94} 94}
95 95
96/* Will generate a monster according to content 96static void
97 * of generator.
98 */
99void
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 op->remove (); 182
226 op->destroy (0); 183 op->destroy ();
227} 184}
228 185
229void 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 op->remove (); 199
241 op->destroy (0); 200 op->destroy ();
242} 201}
243 202
244void 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 op->remove ();
250 op->destroy (0); 208 op->destroy ();
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 op->remove (); 223
265 op->destroy (0); 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 op->stats.wc = 0; 246 op->stats.wc = 0;
286 } 247 }
287 248
288 /* We're going down */
289 if (op->value) 249 if (op->value)
290 { 250 {
251 /* We're going down */
291 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 254 op->stats.wc = 0;
294 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
295 op->value = 0; 256 op->value = 0;
296 else 257 else
297 {
298 op->speed = 0; 258 op->set_speed (0);
299 update_ob_speed (op);
300 } 259 }
301 } 260
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
303 { 262 {
304 op->move_block = 0; 263 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
307 } 266 }
308 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE);
310 return;
311 }
312
313 /* We're going up */
314
315 /* First, lets see if we are already at the top */
316 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317 {
318
319 /* Check to make sure that only non pickable and non rollable
320 * objects are above the gate. If so, we finish closing the gate,
321 * otherwise, we fall through to the code below which should lower
322 * the gate slightly.
323 */
324
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break;
328
329 if (tmp == NULL)
330 {
331 if (op->arch->clone.speed)
332 op->value = 1;
333 else
334 {
335 op->speed = 0;
336 update_ob_speed (op); /* Reached top, let's stop */
337 }
338 return;
339 }
340 }
341
342 if (op->stats.food)
343 { /* The gate is going temporarily down */
344 if (--op->stats.wc <= 0)
345 { /* Gone all the way down? */
346 op->stats.food = 0; /* Then let's try again */
347 op->stats.wc = 0;
348 }
349 } 267 }
350 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
351 { /* The gate is still going up */ 305 { /* The gate is still going up */
352 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
353 308
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
356
357 /* 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.
358 * 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
359 */ 311 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
361 { 313 {
362 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
365
366 if (tmp != NULL)
367 { 317 ;
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
369 { 320 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
371 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 }
374 else
375 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object
377 * off the gate.
378 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 {
381 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
383
384 /* If there is a free spot, move the object someplace */
385 if (i != -1)
386 { 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);
342 pos.move (i);
343 if (pos.normalise ())
387 tmp->remove (); 344 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 346 }
391 } 347 }
392 }
393 348
394 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
397 break; 352 break;
398 353
399 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
400 if (tmp) 355 if (tmp)
401 {
402 op->stats.food = 1; 356 op->stats.food = 1;
403 }
404 else 357 else
405 { 358 {
406 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
407 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
409 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
410 } 365 }
411 } /* gate is halfway up */ 366 } /* gate is halfway up */
412
413 SET_ANIMATION (op, op->stats.wc);
414 update_object (op, UP_OBJ_CHANGE);
415 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
416} 371}
417 372
418/* hp : how long door is open/closed 373/* hp : how long door is open/closed
419 * maxhp : initial value for hp 374 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
421 */ 376 */
422void 377static void
423move_timed_gate (object *op) 378move_timed_gate (object *op)
424{ 379{
425 int v = op->value; 380 int v = op->value;
426 381
427 if (op->stats.sp) 382 if (op->stats.sp)
428 { 383 {
429 move_gate (op); 384 move_gate (op);
385
430 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 387 op->stats.sp = 0;
432 return; 388 return;
433 } 389 }
390
434 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 392 { /* keep gate down */
436 move_gate (op); 393 move_gate (op);
394
437 if (op->value != v) 395 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 396 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 397 }
443} 398}
444 399
445/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
447 * connected: connected value of detector 402 * connected: connected value of detector
448 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
449 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
450 */ 405 */
451 406static void
452void
453move_detector (object *op) 407move_detector (object *op)
454{ 408{
455 object *tmp; 409 object *tmp;
456 int last = op->value; 410 int last = op->value;
457 int detected; 411 int detected;
458 412
459 detected = 0; 413 detected = 0;
460 414
461 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)
462 { 416 {
463 object *tmp2; 417 object *tmp2;
464 418
465 if (op->stats.hp) 419 if (op->stats.hp)
466 { 420 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 422 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 424 detected = 1;
425
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 427 detected = 1;
473 } 428 }
474 } 429 }
430
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 432 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 434 detected = 1;
481 } 435 }
482 436
483 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
485 { 439 {
486 if (detected && last == 0) 440 if (detected && last == 0)
487 { 441 {
488 op->value = 1; 442 op->value = 1;
489 push_button (op); 443 push_button (op, tmp);
490 } 444 }
445
491 if (!detected && last == 1) 446 if (!detected && last == 1)
492 { 447 {
493 op->value = 0; 448 op->value = 0;
494 push_button (op); 449 push_button (op, tmp);
495 } 450 }
496 } 451 }
497 else 452 else
498 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
499 if (detected && last == 1) 454 if (detected && last == 1)
500 { 455 {
501 op->value = 0; 456 op->value = 0;
502 push_button (op); 457 push_button (op, tmp);
503 } 458 }
459
504 if (!detected && last == 0) 460 if (!detected && last == 0)
505 { 461 {
506 op->value = 1; 462 op->value = 1;
507 push_button (op); 463 push_button (op, tmp);
508 } 464 }
509 } 465 }
510} 466}
511
512 467
513void 468void
514animate_trigger (object *op) 469animate_trigger (object *op)
515{ 470{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
517 { 472 {
518 op->stats.wc = 0; 473 op->stats.wc = 0;
519 check_trigger (op, NULL); 474 check_trigger (op, NULL);
520 } 475 }
521 else 476 else
522 { 477 op->update_anim_frame (op->stats.wc);
523 SET_ANIMATION (op, op->stats.wc);
524 update_object (op, UP_OBJ_FACE);
525 }
526} 478}
527 479
528void 480static void
529move_hole (object *op) 481move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 483 if (op->value)
534 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
535 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
536 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
537 op->stats.wc = 0; 489 op->stats.wc = 0;
538 op->speed = 0; 490 op->set_speed (0);
539 update_ob_speed (op);
540 491
541 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 495 {
545 next = tmp->above; 496 next = tmp->above;
546 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
547 } 498 }
548 } 499 }
549 SET_ANIMATION (op, op->stats.wc); 500 }
550 update_object (op, UP_OBJ_FACE); 501 else
551 return;
552 } 502 {
553 /* We're closing */ 503 /* We're closing */
554 op->move_on = 0; 504 op->move_on = 0;
555 505
556 op->stats.wc++; 506 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
559 SET_ANIMATION (op, op->stats.wc); 509 op->stats.wc = op->anim_frames () - 1;
560 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
565 return; 511 }
566 } 512 }
513
514 op->update_anim_frame (op->stats.wc);
567} 515}
568 516
569 517
570/* 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
571 * 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
591 { 539 {
592 object *payload = op->inv; 540 object *payload = op->inv;
593 541
594 if (payload == NULL) 542 if (payload == NULL)
595 return NULL; 543 return NULL;
544
596 payload->remove (); 545 payload->remove ();
597 op->remove ();
598 op->destroy (0); 546 op->destroy ();
599 return payload; 547 return payload;
600 } 548 }
601 549
602 case ARROW: 550 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED) 551 if (op->has_active_speed ())
604 op = fix_stopped_arrow (op); 552 op = fix_stopped_arrow (op);
605 return op; 553 return op;
606 554
607 default: 555 default:
608 return op; 556 return op;
617void 565void
618fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
619{ 567{
620 if (map == NULL) 568 if (map == NULL)
621 return; 569 return;
622 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
623 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW) 573 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
626} 575}
627 576
628
629object * 577object *
630fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
631{ 579{
632 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
633 { 581 {
634 /* Small chance of breaking */ 582 /* Small chance of breaking */
635 op->remove ();
636 op->destroy (0); 583 op->destroy ();
637 return NULL; 584 return NULL;
638 } 585 }
639 586
587 op->set_speed (0);
640 op->direction = 0; 588 op->direction = 0;
641 op->move_on = 0; 589 op->move_on = 0;
642 op->move_type = 0; 590 op->move_type = 0;
643 op->speed = 0; 591 op->skill = 0; // really?
644 update_ob_speed (op); 592
593 // restore original wc, dam, attacktype and slaying
645 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
648 op->slaying = 0; 597 op->slaying = op->custom_name;
649 op->skill = 0;
650 598
651 if (op->spellarg != NULL)
652 {
653 op->slaying = op->spellarg;
654 free (op->spellarg);
655 op->spellarg = NULL;
656 }
657 else
658 op->slaying = NULL;
659
660 /* Reset these to zero, so that CAN_MERGE will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
661 op->spellarg = NULL; 600 op->custom_name = 0;
662 op->stats.sp = 0; 601 op->stats.sp = 0;
663 op->stats.hp = 0; 602 op->stats.hp = 0;
664 op->stats.grace = 0; 603 op->stats.grace = 0;
665 op->level = 0; 604 op->level = 0;
666 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
667 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
668 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
669 return op; 612 return op;
670} 613}
671 614
672/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
673 * 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
674 * here too. -b.t. 617 * here too. -b.t.
675 * 618 *
676 * 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
677 * from maps or inventories), or NULL if was destroyed. 620 * from maps or inventories), or NULL if was destroyed.
678 */ 621 */
679
680static void 622static void
681stop_arrow (object *op) 623stop_arrow (object *op)
682{ 624{
683 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
684 return; 626 return;
685 627
686 if (op->inv) 628 if (op->inv)
687 { 629 {
630 // replace this by straightforward drop to ground?
688 object *payload = op->inv; 631 object *payload = op->inv;
689 632
690 payload->remove (); 633 payload->owner = 0;
691 clear_owner (payload);
692 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
693 op->remove ();
694 op->destroy (0); 635 op->destroy ();
695 } 636 }
696 else 637 else
697 { 638 {
698 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
699 if (op) 641 if (op)
700 merge_ob (op, NULL); 642 merge_ob (op, 0);
701 } 643 }
702} 644}
703 645
704/* 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.
705 */ 647 */
706
707void 648void
708move_arrow (object *op) 649move_arrow (object *op)
709{ 650{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 651 int was_reflected;
713 maptile *m;
714 652
715 if (op->map == NULL) 653 if (!op->map)
716 { 654 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
718 op->remove ();
719 op->destroy (0); 656 op->destroy ();
720 return; 657 return;
721 } 658 }
722 659
723 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ) 661 if (op->type == THROWN_OBJ)
729 * 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,
730 * 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
731 * 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,
732 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
733 */ 670 */
734 if (op->inv == NULL) 671 if (!op->inv)
735 { 672 {
736 op->remove ();
737 op->destroy (0); 673 op->destroy ();
738 return; 674 return;
739 } 675 }
740 676
741 if (op->last_sp-- < 0) 677 if (op->last_sp-- < 0)
742 { 678 {
743 stop_arrow (op); 679 stop_arrow (op);
744 return; 680 return;
745 } 681 }
746 } 682 }
747 683
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
748 /* 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
749 values look rediculous. */ 690 values look ridiculous. */
750 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
751 { 692 {
752 stop_arrow (op); 693 stop_arrow (op);
753 return; 694 return;
754 } 695 }
755 696
756 /* Calculate target map square */ 697 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 698 was_reflected = 0;
760 699
761 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 701
764 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
765 { 703 {
766 stop_arrow (op); 704 stop_arrow (op);
767 return; 705 return;
768 } 706 }
769 707
770 /* 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 */
771 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
772 { 710 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
774 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break;
776 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
777 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
779 * move into it. 718 * move into it.
780 */ 719 */
781 if (tmp && tmp != op->owner) 720
782 {
783 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
784 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
786 */ 724 */
787 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))
788 { 726 {
789 int number = op->face->number;
790
791 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
792 op->state = 0; 728 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
805 } 730 }
806 else 731 else
807 { 732 {
808 /* Attack the object. */ 733 /* Attack the object. */
809 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
810 735
811 if (!op) 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
817 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 { 745 {
819 int retry = 0; 746 int retry = 0;
820 747
821 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
822 * 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
823 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
824 * 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
825 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
826 */ 753 */
827 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
828 { 755 {
829 stop_arrow (op); 756 stop_arrow (op);
830 return; 757 return;
831 } 758 }
832 else 759 else
835 if (op->direction & 1) 762 if (op->direction & 1)
836 { 763 {
837 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
838 retry = 1; 765 retry = 1;
839 } 766 }
767
840 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
841 * use this retry here to make this one block 769 * use this retry here to make this one block
842 * that did the same thing. 770 * that did the same thing.
843 */ 771 */
844 while (retry < 2) 772 while (retry < 2)
845 { 773 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 774 retry++;
851 775
852 /* 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
853 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
856 */ 780 */
857 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));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 783
861 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));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 786
865 if (left == right) 787 if (left == right)
866 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
867 else if (left) 789 else if (left)
868 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
869 else if (right) 791 else if (right)
870 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
871 793
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again. 795 * don't need to retry again.
876 */ 796 */
877 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))
878 break; 799 break;
879
880 } 800 }
801
881 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 803 * stop it from moving.
883 */ 804 */
884 if (retry == 2) 805 if (retry == 2)
885 { 806 {
886 stop_arrow (op); 807 stop_arrow (op);
887 return; 808 return;
888 } 809 }
810
889 /* update object image for new facing */ 811 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 815 } /* object is reflected */
894 } /* object ran into a wall */ 816 } /* object ran into a wall */
895 817
896 /* Move the arrow. */ 818 /* Move the arrow. */
897 op->remove (); 819 op->move_to (pos);
898 op->x = new_x;
899 op->y = new_y;
900
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed.
903 */
904 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906} 820}
907 821
908/* This routine doesnt seem to work for "inanimate" objects that 822static void
909 * are being carried, ie a held torch leaps from your hands!.
910 * Modified this routine to allow held objects. b.t. */
911
912void
913change_object (object *op) 823change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j;
917
918 if (op->other_arch == NULL) 825 if (!op->other_arch)
919 { 826 {
920 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 ());
921 return; 828 return;
922 } 829 }
923 830
924 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
925 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
926 { 833 {
927 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
928 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);
929 else 851 else
930 op->stats.food = 1; /* so 1 other_arch is made */
931 }
932 env = op->env;
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 tmp = arch_to_object (op->other_arch);
937 if (op->type == LAMP)
938 tmp->stats.food = op->stats.food - 1;
939 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
940 if (env)
941 {
942 tmp->x = env->x, tmp->y = env->y;
943 tmp = insert_ob_in_ob (tmp, env);
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if ((pl = is_player_inv (env)) != NULL)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 } 852 {
954 else
955 {
956 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
957 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
958 tmp->destroy (0); 856 tmp->destroy ();
959 else 857 else
960 { 858 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 860
963 } 861 if (pos.normalise ())
862 pos.insert (tmp, op);
964 } 863 }
864 }
965 } 865 }
866
966 op->destroy (0); 867 op->destroy ();
967} 868}
968 869
969void 870void
970move_teleporter (object *op) 871move_teleporter (object *op)
971{ 872{
976 * there is an old multipart teleporter in which the other parts 877 * there is an old multipart teleporter in which the other parts
977 * have speed, we don't really want to call it twice for the same 878 * have speed, we don't really want to call it twice for the same
978 * function - in fact, as written below, part N would get called 879 * function - in fact, as written below, part N would get called
979 * N times without the speed check. 880 * N times without the speed check.
980 */ 881 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 882 if (op->more && !op->more->has_active_speed ())
982 move_teleporter (op->more); 883 move_teleporter (op->more);
983 884
984 if (op->head) 885 if (op->head)
985 head = op->head; 886 head = op->head;
986 887
987 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
988 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
989 break; 890 break;
990 891
991 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
992 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
993 return; 894 return;
994 895
995 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
996 { 897 {
997 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
998 { 899 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 900 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return; 901 return;
1001 902
1002 enter_exit (tmp, head); 903 tmp->enter_exit (head);
1003 } 904 }
1004 else 905 else
1005 /* Currently only players can transfer maps */ 906 /* Currently only players can transfer maps */
1006 return; 907 return;
1007 } 908 }
1008 else if (EXIT_X (head) || EXIT_Y (head)) 909 else if (EXIT_X (head) || EXIT_Y (head))
1009 { 910 {
1010 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)))
1011 { 912 {
1012 LOG (llevError, "Removed illegal teleporter.\n"); 913 LOG (llevError, "Removed illegal teleporter.\n");
1013 head->remove ();
1014 head->destroy (0); 914 head->destroy ();
1015 return; 915 return;
1016 } 916 }
917
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 918 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return; 919 return;
920
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 921 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 } 922 }
1021 else 923 else
1022 { 924 {
1023 /* Random teleporter */ 925 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 927 return;
928
1026 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1027 } 930 }
1028} 931}
1029
1030 932
1031/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1033 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
1034 can't be generalized. 936 can't be generalized.
1035*/ 937*/
1036 938static void
1037void
1038move_player_changer (object *op) 939move_player_changer (object *op)
1039{ 940{
1040 object *player;
1041 object *walk;
1042 char c;
1043
1044 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1045 return; 942 return;
1046 943
1047 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 945 * needs to be on top.
1049 */ 946 */
1050 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1051 { 948 {
949 object *player = op->above;
950
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 952 return;
1054 player = op->above;
1055 953
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1058 956
1059 fix_player (player); 957 player->update_stats ();
1060 958
1061 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 960 esrv_update_item (UPD_FACE, op->above, op->above);
1063 961
1064 /* update players death & WoR home-position */ 962 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 963 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 964 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 965 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 966 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 967 player->contr->bed_y = EXIT_Y (op);
1071 } 968 }
1072 else 969 else
1073 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));
1074 971
1075 enter_exit (op->above, op); 972 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 973 }
1078} 974}
1079 975
1080/* firewalls fire other spells. 976/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 977 * The direction of the wall is stored in op->stats.sp.
1088 984
1089 if (!op->map) 985 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1091 987
1092 spell = op->inv; 988 spell = op->inv;
989
1093 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 991 spell = op->other_arch;
992
1095 if (!spell) 993 if (!spell)
1096 { 994 {
1097 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);
1098 return; 996 return;
1099 } 997 }
1100 998
1101 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);
1102} 1000}
1103 1001
1104
1105/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1107 * 1004 *
1108 * 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
1109 * 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.
1110 * 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,
1111 * 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,
1112 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1010 */
1114void 1011static void
1115move_player_mover (object *op) 1012move_player_mover (object *op)
1116{ 1013{
1117 object *victim, *nextmover; 1014 int dir = 0;
1118 int dir = op->stats.sp;
1119 sint16 nx, ny;
1120 maptile *m;
1121 1015
1122 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1123 if (!dir)
1124 dir = rndm (1, 8);
1125
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1127 { 1017 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1129 (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)
1130 { 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 }
1131 1041
1132 if (victim->head) 1042 if (victim->head)
1133 victim = victim->head; 1043 victim = victim->head;
1134 1044
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 {
1137 op->remove ();
1138 op->destroy (0);
1139 return;
1140 }
1141 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir];
1143 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1147 return;
1148 }
1149
1150 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1151 return; 1046 return;
1152 1047
1153 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)
1154 { 1049 {
1155 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1158 {
1159 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 */
1160 }
1161 } 1055 }
1162 1056
1163 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1164 { 1058 {
1165 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1166 if (op->level) 1060 if (op->level)
1167 { 1061 {
1168 /* 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
1169 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1171 * get to this space. 1065 * get to this space.
1172 */ 1066 */
1173 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1069 move_player (victim, dir);
1176 } 1070 }
1177 else 1071 else
1178 return; 1072 return;
1179 } 1073 }
1180 else 1074 else
1181 move_object (victim, dir); 1075 victim->move (dir);
1182 1076
1183 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1185 1079
1186 if (op->attacktype) 1080 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1188
1189 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);
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1083 }
1199 } 1084 }
1200 } 1085 }
1201} 1086}
1202 1087
1212{ 1097{
1213 object *tmp; 1098 object *tmp;
1214 1099
1215 if (!op->other_arch) 1100 if (!op->other_arch)
1216 { 1101 {
1217 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");
1218 return; 1103 return;
1219 } 1104 }
1220 1105
1221 if (op->above == NULL) 1106 if (op->above == NULL)
1222 return; 1107 return;
1108
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1110 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1111 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1112 {
1227 if (op->level <= 0) 1113 if (op->level <= 0)
1228 {
1229 tmp->remove ();
1230 tmp->destroy (0); 1114 tmp->destroy ();
1231 }
1232 else 1115 else
1233 { 1116 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1117 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235 1118
1236 if (new_nrof >= 1UL << 31) 1119 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31; 1120 new_nrof = 1UL << 31;
1121
1238 tmp->nrof = new_nrof; 1122 tmp->nrof = new_nrof;
1239 } 1123 }
1124
1240 break; 1125 break;
1241 } 1126 }
1242 } 1127 }
1243} 1128}
1244 1129
1245/* move_creator (by peterm) 1130/* move_creator (by peterm)
1246 * 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.
1247 * connected: what will trigger it 1132 * connected: what will trigger it
1248 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1249 * 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
1250 * everytime it's triggered 1135 * everytime it's triggered
1253 * 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.
1254 * 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
1255 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1256 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1257*/ 1142*/
1258
1259void 1143void
1260move_creator (object *creator) 1144move_creator (object *creator)
1261{ 1145{
1262 object *new_ob; 1146 object *new_ob;
1263 1147
1264 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1265 { 1149 {
1266 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1267 return; 1151 return;
1268 } 1152 }
1269 1153
1270 if (creator->inv != NULL) 1154 if (creator->inv)
1271 { 1155 {
1272 object *ob; 1156 object *ob;
1273 int i; 1157 int i;
1274 object *ob_to_copy; 1158 object *ob_to_copy;
1275 1159
1276 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1277 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1278 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++)
1279 { 1163 {
1280 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1281 { 1165 {
1282 ob_to_copy = ob; 1166 ob_to_copy = ob;
1283 } 1167 }
1284 } 1168 }
1285 new_ob = object_create_clone (ob_to_copy); 1169
1286 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);
1287 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1288 } 1173 }
1289 else 1174 else
1290 { 1175 {
1291 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1292 { 1177 {
1293 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",
1294 creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1295 return; 1180 return;
1296 } 1181 }
1297 1182
1298 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 } 1185 }
1301 1186
1302 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1303 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))
1304 { 1189 {
1305 new_ob->destroy (0); 1190 new_ob->destroy ();
1306 return; 1191 return;
1307 } 1192 }
1308 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
1309 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);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1311 return; 1201 return;
1312 1202
1313 if (creator->slaying) 1203 if (creator->slaying)
1314 {
1315 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1316 }
1317} 1205}
1318 1206
1319/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1320 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1321 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1322 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1326 unless hp was zero to start with, in which case it is infinite.*/ 1214 unless hp was zero to start with, in which case it is infinite.*/
1327
1328void 1215void
1329move_marker (object *op) 1216move_marker (object *op)
1330{ 1217{
1331 object *tmp, *tmp2; 1218 if (object *tmp = op->ms ().player ())
1332
1333 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1334 { 1219 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1339 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))
1340 { 1225 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 tmp->force_add (op->slaying, op->stats.food);
1342 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)
1343 } 1232 {
1233 op->stats.hp--;
1344 1234
1345 if (tmp2)
1346 {
1347 tmp2->remove ();
1348 tmp2->destroy (0);
1349 }
1350
1351 /* cycle through his inventory to look for the MARK we want to
1352 * place
1353 */
1354 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1355 {
1356 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1357 break;
1358 }
1359
1360 /* if we didn't find our own MARK */
1361 if (tmp2 == NULL)
1362 {
1363 object *force = get_archetype (FORCE_NAME);
1364
1365 force->speed = 0;
1366 if (op->stats.food) 1235 if (op->stats.hp == 0)
1367 { 1236 {
1368 force->speed = 0.01; 1237 /* marker expires--granted mark number limit */
1369 force->speed_left = -op->stats.food; 1238 op->destroy ();
1239 return;
1370 } 1240 }
1371 update_ob_speed (force);
1372 /* put in the lock code */
1373 force->slaying = op->slaying;
1374
1375 if (op->lore)
1376 force->lore = op->lore;
1377
1378 insert_ob_in_ob (force, tmp);
1379 if (op->msg)
1380 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1381
1382 if (op->stats.hp > 0)
1383 {
1384 op->stats.hp--;
1385 if (op->stats.hp == 0)
1386 {
1387 /* marker expires--granted mark number limit */
1388 op->remove ();
1389 op->destroy (0);
1390 return;
1391 }
1392 } 1241 }
1393 } /* if tmp2 == NULL */ 1242 }
1394 } /* if tmp->type == PLAYER */ 1243 }
1395 } /* For all objects on this space */
1396} 1244}
1397 1245
1398int 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
1399process_object (object *op) 1293process_object (object *op)
1400{ 1294{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1402 return 0; 1296 return;
1403 1297
1404 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1299 return;
1406 1300
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1409 return 1; 1303 return;
1410 1304
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1412 { 1306 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1417 1308
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1419 make_sure_seen (op); 1310 make_sure_seen (op);
1420 } 1311 }
1421 1312
1422 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 ))
1423 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1424 change_object (op); 1321 change_object (op);
1425 return 1; 1322 return;
1426 } 1323 }
1427 1324
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1429 generate_monster (op); 1326 generate_monster (op);
1430 1327
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1432 { 1329 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1434 remove_force (op); 1331 remove_force (op);
1435 else 1332 else
1436 { 1333 {
1437 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1438 object *pl = is_player_inv (op);
1439 1335
1440 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1447 1338
1448 op->destroy (0); 1339 op->drop_and_destroy ();
1449 } 1340 }
1450 1341
1451 return 1; 1342 return;
1343 }
1452 } 1344 }
1453 1345
1454 switch (op->type) 1346 switch (op->type)
1455 { 1347 {
1456 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1457 move_spell_effect (op); 1349 move_spell_effect (op);
1458 return 1; 1350 break;
1459 1351
1460 case ROD: 1352 case ROD:
1461 case HORN: 1353 case HORN:
1462 regenerate_rod (op); 1354 regenerate_rod (op);
1463 return 1; 1355 break;
1464 1356
1465 case FORCE: 1357 case FORCE:
1466 case POTION_EFFECT: 1358 case POTION_EFFECT:
1467 remove_force (op); 1359 remove_force (op);
1468 return 1; 1360 break;
1469 1361
1470 case BLINDNESS: 1362 case BLINDNESS:
1471 remove_blindness (op); 1363 remove_blindness (op);
1472 return 0; 1364 break;
1473 1365
1474 case POISONING: 1366 case POISONING:
1475 poison_more (op); 1367 poison_more (op);
1476 return 0; 1368 break;
1477 1369
1478 case DISEASE: 1370 case DISEASE:
1479 move_disease (op); 1371 move_disease (op);
1480 return 0; 1372 break;
1481 1373
1482 case SYMPTOM: 1374 case SYMPTOM:
1483 move_symptom (op); 1375 move_symptom (op);
1484 return 0; 1376 break;
1485 1377
1486 case THROWN_OBJ: 1378 case THROWN_OBJ:
1487 case ARROW: 1379 case ARROW:
1488 move_arrow (op); 1380 move_arrow (op);
1489 return 0; 1381 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1382
1495 case DOOR: 1383 case DOOR:
1496 remove_door (op); 1384 remove_door (op);
1497 return 0; 1385 break;
1498 1386
1499 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1500 remove_door2 (op); 1388 remove_door2 (op);
1501 return 0; 1389 break;
1502 1390
1503 case TELEPORTER: 1391 case TELEPORTER:
1504 move_teleporter (op); 1392 move_teleporter (op);
1505 return 0; 1393 break;
1506 1394
1507 case GOLEM: 1395 case GOLEM:
1508 move_golem (op); 1396 move_golem (op);
1509 return 0; 1397 break;
1510 1398
1511 case EARTHWALL: 1399 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1401 break;
1514 1402
1515 case FIREWALL: 1403 case FIREWALL:
1516 move_firewall (op); 1404 move_firewall (op);
1517 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1518 animate_turning (op); 1406 animate_turning (op);
1519 return 0; 1407 break;
1520 1408
1521 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1522 do_mood_floor (op); 1410 do_mood_floor (op);
1523 return 0; 1411 break;
1524 1412
1525 case GATE: 1413 case GATE:
1526 move_gate (op); 1414 move_gate (op);
1527 return 0; 1415 break;
1528 1416
1529 case TIMED_GATE: 1417 case TIMED_GATE:
1530 move_timed_gate (op); 1418 move_timed_gate (op);
1531 return 0; 1419 break;
1532 1420
1533 case TRIGGER: 1421 case TRIGGER:
1534 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1425 animate_trigger (op);
1538 return 0; 1426 break;
1539 1427
1540 case DETECTOR: 1428 case DETECTOR:
1541 move_detector (op); 1429 move_detector (op);
1542 1430
1543 case DIRECTOR: 1431 case DIRECTOR:
1544 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1545 animate_turning (op); 1433 animate_turning (op);
1546 return 0; 1434 break;
1547 1435
1548 case HOLE: 1436 case HOLE:
1549 move_hole (op); 1437 move_hole (op);
1550 return 0; 1438 break;
1551 1439
1552 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1441 move_deep_swamp (op);
1554 return 0; 1442 break;
1555 1443
1556 case RUNE: 1444 case RUNE:
1557 case TRAP: 1445 case TRAP:
1558 move_rune (op); 1446 move_rune (op);
1559 return 0; 1447 break;
1560 1448
1561 case PLAYERMOVER: 1449 case PLAYERMOVER:
1562 move_player_mover (op); 1450 move_player_mover (op);
1563 return 0; 1451 break;
1564 1452
1565 case CREATOR: 1453 case CREATOR:
1566 move_creator (op); 1454 move_creator (op);
1567 return 0; 1455 break;
1568 1456
1569 case MARKER: 1457 case MARKER:
1570 move_marker (op); 1458 move_marker (op);
1571 return 0; 1459 break;
1572 1460
1573 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1574 move_player_changer (op); 1462 move_player_changer (op);
1575 return 0; 1463 break;
1576 1464
1577 case PEACEMAKER: 1465 case PEACEMAKER:
1578 move_peacemaker (op); 1466 move_peacemaker (op);
1579 return 0; 1467 break;
1580 }
1581 1468
1582 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 }
1583} 1487}
1488

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines