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Comparing deliantra/server/server/time.C (file contents):
Revision 1.19 by root, Mon Dec 18 03:00:02 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 63
64 op->destroy (); 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 92
93 op->destroy (); 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 (head->has_random_items ())
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))
179 return;
180 if (op->has_random_items ()) 155 if (op->has_random_items ())
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 }
225 182
226 op->destroy (); 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;
234 191
235 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
236 193
237 if (op->env != NULL) 194 if (op->env)
238 { 195 {
239 change_abil (op->env, op); 196 change_abil (op->env, op);
240 fix_player (op->env); 197 op->env->update_stats ();
241 } 198 }
242 199
243 op->destroy (); 200 op->destroy ();
244} 201}
245 202
246void 203static void
247poison_more (object *op) 204poison_more (object *op)
248{ 205{
249 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)
250 { 207 {
251 op->destroy (); 208 op->destroy ();
252 return; 209 return;
253 } 210 }
254 211
255 if (op->stats.food == 1) 212 if (op->stats.food == 1)
256 { 213 {
257 /* 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
258 * will not do anything. 215 * will not do anything.
259 */ 216 */
260 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
261 { 218 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
263 fix_player (op->env); 220 op->env->update_stats ();
264 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.");
265 } 222 }
266 223
267 op->destroy (); 224 op->destroy ();
268 return; 225 return;
271 if (op->env->type == PLAYER) 228 if (op->env->type == PLAYER)
272 { 229 {
273 op->env->stats.food--; 230 op->env->stats.food--;
274 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...");
275 } 232 }
233
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 235}
278 236
279 237
280void 238static void
281move_gate (object *op) 239move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
283 object *tmp; 241 object *tmp;
284 242
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
286 { 244 {
287 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 ());
288 op->stats.wc = 0; 246 op->stats.wc = 0;
289 } 247 }
290 248
291 /* We're going down */
292 if (op->value) 249 if (op->value)
293 { 250 {
251 /* We're going down */
294 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 254 op->stats.wc = 0;
297 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
298 op->value = 0; 256 op->value = 0;
299 else 257 else
300 {
301 op->speed = 0; 258 op->set_speed (0);
302 update_ob_speed (op);
303 } 259 }
304 } 260
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
306 { 262 {
307 op->move_block = 0; 263 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
310 } 266 }
311 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE);
313 return;
314 }
315
316 /* We're going up */
317
318 /* First, lets see if we are already at the top */
319 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
320 {
321
322 /* Check to make sure that only non pickable and non rollable
323 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower
325 * the gate slightly.
326 */
327
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break;
331
332 if (tmp == NULL)
333 {
334 if (op->arch->clone.speed)
335 op->value = 1;
336 else
337 {
338 op->speed = 0;
339 update_ob_speed (op); /* Reached top, let's stop */
340 }
341 return;
342 }
343 }
344
345 if (op->stats.food)
346 { /* The gate is going temporarily down */
347 if (--op->stats.wc <= 0)
348 { /* Gone all the way down? */
349 op->stats.food = 0; /* Then let's try again */
350 op->stats.wc = 0;
351 }
352 } 267 }
353 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
354 { /* The gate is still going up */ 305 { /* The gate is still going up */
355 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
356 308
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
359
360 /* 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.
361 * 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
362 */ 311 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
364 { 313 {
365 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
368
369 if (tmp != NULL)
370 { 317 ;
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
372 { 320 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
374 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 }
377 else
378 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object
380 * off the gate.
381 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 {
384 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
386
387 /* If there is a free spot, move the object someplace */
388 if (i != -1)
389 { 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 ())
390 tmp->remove (); 344 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 346 }
394 } 347 }
395 }
396 348
397 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
399 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])
400 break; 352 break;
401 353
402 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
403 if (tmp) 355 if (tmp)
404 {
405 op->stats.food = 1; 356 op->stats.food = 1;
406 }
407 else 357 else
408 { 358 {
409 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
410 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
412 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
413 } 365 }
414 } /* gate is halfway up */ 366 } /* gate is halfway up */
415
416 SET_ANIMATION (op, op->stats.wc);
417 update_object (op, UP_OBJ_CHANGE);
418 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
419} 371}
420 372
421/* hp : how long door is open/closed 373/* hp : how long door is open/closed
422 * maxhp : initial value for hp 374 * maxhp : initial value for hp
423 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
424 */ 376 */
425void 377static void
426move_timed_gate (object *op) 378move_timed_gate (object *op)
427{ 379{
428 int v = op->value; 380 int v = op->value;
429 381
430 if (op->stats.sp) 382 if (op->stats.sp)
431 { 383 {
432 move_gate (op); 384 move_gate (op);
385
433 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 387 op->stats.sp = 0;
435 return; 388 return;
436 } 389 }
390
437 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 392 { /* keep gate down */
439 move_gate (op); 393 move_gate (op);
394
440 if (op->value != v) 395 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 396 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 397 }
446} 398}
447 399
448/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
450 * connected: connected value of detector 402 * connected: connected value of detector
451 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
452 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
453 */ 405 */
454 406static void
455void
456move_detector (object *op) 407move_detector (object *op)
457{ 408{
458 object *tmp; 409 object *tmp;
459 int last = op->value; 410 int last = op->value;
460 int detected; 411 int detected;
461 412
462 detected = 0; 413 detected = 0;
463 414
464 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)
465 { 416 {
466 object *tmp2; 417 object *tmp2;
467 418
468 if (op->stats.hp) 419 if (op->stats.hp)
469 { 420 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 422 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 424 detected = 1;
425
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 427 detected = 1;
476 } 428 }
477 } 429 }
430
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 432 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 434 detected = 1;
484 } 435 }
485 436
486 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
488 { 439 {
489 if (detected && last == 0) 440 if (detected && last == 0)
490 { 441 {
491 op->value = 1; 442 op->value = 1;
492 push_button (op); 443 push_button (op, tmp);
493 } 444 }
445
494 if (!detected && last == 1) 446 if (!detected && last == 1)
495 { 447 {
496 op->value = 0; 448 op->value = 0;
497 push_button (op); 449 push_button (op, tmp);
498 } 450 }
499 } 451 }
500 else 452 else
501 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
502 if (detected && last == 1) 454 if (detected && last == 1)
503 { 455 {
504 op->value = 0; 456 op->value = 0;
505 push_button (op); 457 push_button (op, tmp);
506 } 458 }
459
507 if (!detected && last == 0) 460 if (!detected && last == 0)
508 { 461 {
509 op->value = 1; 462 op->value = 1;
510 push_button (op); 463 push_button (op, tmp);
511 } 464 }
512 } 465 }
513} 466}
514
515 467
516void 468void
517animate_trigger (object *op) 469animate_trigger (object *op)
518{ 470{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
520 { 472 {
521 op->stats.wc = 0; 473 op->stats.wc = 0;
522 check_trigger (op, NULL); 474 check_trigger (op, NULL);
523 } 475 }
524 else 476 else
525 { 477 op->update_anim_frame (op->stats.wc);
526 SET_ANIMATION (op, op->stats.wc);
527 update_object (op, UP_OBJ_FACE);
528 }
529} 478}
530 479
531void 480static void
532move_hole (object *op) 481move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 483 if (op->value)
537 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
538 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
539 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
540 op->stats.wc = 0; 489 op->stats.wc = 0;
541 op->speed = 0; 490 op->set_speed (0);
542 update_ob_speed (op);
543 491
544 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 495 {
548 next = tmp->above; 496 next = tmp->above;
549 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
550 } 498 }
551 } 499 }
552 SET_ANIMATION (op, op->stats.wc); 500 }
553 update_object (op, UP_OBJ_FACE); 501 else
554 return;
555 } 502 {
556 /* We're closing */ 503 /* We're closing */
557 op->move_on = 0; 504 op->move_on = 0;
558 505
559 op->stats.wc++; 506 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
562 SET_ANIMATION (op, op->stats.wc); 509 op->stats.wc = op->anim_frames () - 1;
563 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
568 return; 511 }
569 } 512 }
513
514 op->update_anim_frame (op->stats.wc);
570} 515}
571 516
572 517
573/* 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
574 * 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
594 { 539 {
595 object *payload = op->inv; 540 object *payload = op->inv;
596 541
597 if (payload == NULL) 542 if (payload == NULL)
598 return NULL; 543 return NULL;
544
599 payload->remove (); 545 payload->remove ();
600 op->destroy (); 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 op->destroy (); 583 op->destroy ();
638 return NULL; 584 return NULL;
639 } 585 }
640 586
587 op->set_speed (0);
641 op->direction = 0; 588 op->direction = 0;
642 op->move_on = 0; 589 op->move_on = 0;
643 op->move_type = 0; 590 op->move_type = 0;
644 op->speed = 0; 591 op->skill = 0; // really?
645 update_ob_speed (op); 592
593 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
649 op->slaying = 0; 597 op->slaying = op->custom_name;
650 op->skill = 0;
651 598
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that object::can_merge will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 600 op->custom_name = 0;
663 op->stats.sp = 0; 601 op->stats.sp = 0;
664 op->stats.hp = 0; 602 op->stats.hp = 0;
665 op->stats.grace = 0; 603 op->stats.grace = 0;
666 op->level = 0; 604 op->level = 0;
667 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
668 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
669 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
670 return op; 612 return op;
671} 613}
672 614
673/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
674 * 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
675 * here too. -b.t. 617 * here too. -b.t.
676 * 618 *
677 * 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
678 * from maps or inventories), or NULL if was destroyed. 620 * from maps or inventories), or NULL if was destroyed.
679 */ 621 */
680
681static void 622static void
682stop_arrow (object *op) 623stop_arrow (object *op)
683{ 624{
684 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
685 return; 626 return;
686 627
687 if (op->inv) 628 if (op->inv)
688 { 629 {
630 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 631 object *payload = op->inv;
690 632
691 payload->remove ();
692 payload->owner = 0; 633 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 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->destroy (); 656 op->destroy ();
719 return; 657 return;
720 } 658 }
721 659
722 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
728 * 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,
729 * 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
730 * 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,
731 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
732 */ 670 */
733 if (op->inv == NULL) 671 if (!op->inv)
734 { 672 {
735 op->destroy (); 673 op->destroy ();
736 return; 674 return;
737 } 675 }
738 676
741 stop_arrow (op); 679 stop_arrow (op);
742 return; 680 return;
743 } 681 }
744 } 682 }
745 683
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
746 /* 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
747 values look rediculous. */ 690 values look ridiculous. */
748 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
749 { 692 {
750 stop_arrow (op); 693 stop_arrow (op);
751 return; 694 return;
752 } 695 }
753 696
754 /* Calculate target map square */ 697 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 698 was_reflected = 0;
758 699
759 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 701
762 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
763 { 703 {
764 stop_arrow (op); 704 stop_arrow (op);
765 return; 705 return;
766 } 706 }
767 707
768 /* 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 */
769 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
770 { 710 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
772 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break;
774 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
775 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
777 * move into it. 718 * move into it.
778 */ 719 */
779 if (tmp && tmp != op->owner) 720
780 {
781 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
782 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
784 */ 724 */
785 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))
786 { 726 {
787 int number = op->face->number;
788
789 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
790 op->state = 0; 728 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
803 } 730 }
804 else 731 else
805 { 732 {
806 /* Attack the object. */ 733 /* Attack the object. */
807 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
808 735
809 if (!op) 736 if (!op)
810 return; 737 return;
811 } 738 }
812 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */
814 739
815 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))
816 { 745 {
817 int retry = 0; 746 int retry = 0;
818 747
819 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
820 * 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
821 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
822 * 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
823 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
824 */ 753 */
825 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
826 { 755 {
827 stop_arrow (op); 756 stop_arrow (op);
828 return; 757 return;
829 } 758 }
830 else 759 else
833 if (op->direction & 1) 762 if (op->direction & 1)
834 { 763 {
835 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
836 retry = 1; 765 retry = 1;
837 } 766 }
767
838 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
839 * use this retry here to make this one block 769 * use this retry here to make this one block
840 * that did the same thing. 770 * that did the same thing.
841 */ 771 */
842 while (retry < 2) 772 while (retry < 2)
843 { 773 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 774 retry++;
849 775
850 /* 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
851 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
854 */ 780 */
855 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));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 783
859 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));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 786
863 if (left == right) 787 if (left == right)
864 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
865 else if (left) 789 else if (left)
866 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
867 else if (right) 791 else if (right)
868 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
869 793
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* 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 -
873 * don't need to retry again. 795 * don't need to retry again.
874 */ 796 */
875 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))
876 break; 799 break;
877
878 } 800 }
801
879 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 803 * stop it from moving.
881 */ 804 */
882 if (retry == 2) 805 if (retry == 2)
883 { 806 {
884 stop_arrow (op); 807 stop_arrow (op);
885 return; 808 return;
886 } 809 }
810
887 /* update object image for new facing */ 811 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 815 } /* object is reflected */
892 } /* object ran into a wall */ 816 } /* object ran into a wall */
893 817
894 /* Move the arrow. */ 818 /* Move the arrow. */
895 op->remove (); 819 op->move_to (pos);
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed.
901 */
902 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904} 820}
905 821
906/* This routine doesnt seem to work for "inanimate" objects that 822static void
907 * are being carried, ie a held torch leaps from your hands!.
908 * Modified this routine to allow held objects. b.t. */
909
910void
911change_object (object *op) 823change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j;
915
916 if (op->other_arch == NULL) 825 if (!op->other_arch)
917 { 826 {
918 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 ());
919 return; 828 return;
920 } 829 }
921 830
922 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
923 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
924 { 833 {
925 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
926 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);
927 else 851 else
928 op->stats.food = 1; /* so 1 other_arch is made */
929 }
930 env = op->env;
931 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++)
933 {
934 tmp = arch_to_object (op->other_arch);
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env)
939 {
940 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env);
942 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below.
945 */
946 if ((pl = is_player_inv (env)) != NULL)
947 {
948 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp);
950 }
951 } 852 {
952 else
953 {
954 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
955 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
956 tmp->destroy (); 856 tmp->destroy ();
957 else 857 else
958 { 858 {
959 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
960 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
961 } 863 }
962 } 864 }
963 } 865 }
964 866
965 op->destroy (); 867 op->destroy ();
975 * there is an old multipart teleporter in which the other parts 877 * there is an old multipart teleporter in which the other parts
976 * 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
977 * function - in fact, as written below, part N would get called 879 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 880 * N times without the speed check.
979 */ 881 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 882 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 883 move_teleporter (op->more);
982 884
983 if (op->head) 885 if (op->head)
984 head = op->head; 886 head = op->head;
985 887
986 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
987 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
988 break; 890 break;
989 891
990 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
991 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
992 return; 894 return;
993 895
994 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
995 { 897 {
996 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
997 { 899 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 900 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 901 return;
1000 902
1001 enter_exit (tmp, head); 903 tmp->enter_exit (head);
1002 } 904 }
1003 else 905 else
1004 /* Currently only players can transfer maps */ 906 /* Currently only players can transfer maps */
1005 return; 907 return;
1006 } 908 }
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 return;
1139 }
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 tmp->destroy (); 1114 tmp->destroy ();
1229 else 1115 else
1230 { 1116 {
1239 break; 1125 break;
1240 } 1126 }
1241 } 1127 }
1242} 1128}
1243 1129
1244/* move_creator (by peterm) 1130/* move_creator (by peterm)
1245 * 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.
1246 * connected: what will trigger it 1132 * connected: what will trigger it
1247 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1248 * 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
1249 * everytime it's triggered 1135 * everytime it's triggered
1252 * 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.
1253 * 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
1254 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1255 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1256*/ 1142*/
1257
1258void 1143void
1259move_creator (object *creator) 1144move_creator (object *creator)
1260{ 1145{
1261 object *new_ob; 1146 object *new_ob;
1262 1147
1263 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1264 { 1149 {
1265 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1266 return; 1151 return;
1267 } 1152 }
1268 1153
1269 if (creator->inv != NULL) 1154 if (creator->inv)
1270 { 1155 {
1271 object *ob; 1156 object *ob;
1272 int i; 1157 int i;
1273 object *ob_to_copy; 1158 object *ob_to_copy;
1274 1159
1275 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1276 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1277 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++)
1278 { 1163 {
1279 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1280 { 1165 {
1281 ob_to_copy = ob; 1166 ob_to_copy = ob;
1282 } 1167 }
1283 } 1168 }
1284 new_ob = object_create_clone (ob_to_copy); 1169
1285 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);
1286 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1287 } 1173 }
1288 else 1174 else
1289 { 1175 {
1290 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1291 { 1177 {
1292 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",
1293 creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1180 return;
1295 } 1181 }
1296 1182
1297 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1299 } 1185 }
1300 1186
1301 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1302 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))
1303 { 1189 {
1304 new_ob->destroy (); 1190 new_ob->destroy ();
1305 return; 1191 return;
1306 } 1192 }
1307 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
1308 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);
1309 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1310 return; 1201 return;
1311 1202
1312 if (creator->slaying) 1203 if (creator->slaying)
1313 {
1314 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1315 }
1316} 1205}
1317 1206
1318/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1319 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1320 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1321 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1325 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.*/
1326
1327void 1215void
1328move_marker (object *op) 1216move_marker (object *op)
1329{ 1217{
1330 object *tmp, *tmp2; 1218 if (object *tmp = op->ms ().player ())
1331
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 { 1219 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1338 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))
1339 { 1225 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 tmp->force_add (op->slaying, op->stats.food);
1341 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)
1342 } 1232 {
1233 op->stats.hp--;
1343 1234
1344 if (tmp2)
1345 tmp2->destroy ();
1346
1347 /* cycle through his inventory to look for the MARK we want to
1348 * place
1349 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break;
1354 }
1355
1356 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL)
1358 {
1359 object *force = get_archetype (FORCE_NAME);
1360
1361 force->speed = 0;
1362 if (op->stats.food) 1235 if (op->stats.hp == 0)
1363 { 1236 {
1364 force->speed = 0.01; 1237 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1238 op->destroy ();
1239 return;
1366 } 1240 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1241 }
1388 } /* if tmp2 == NULL */ 1242 }
1389 } /* if tmp->type == PLAYER */ 1243 }
1390 } /* For all objects on this space */
1391} 1244}
1392 1245
1393int 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
1394process_object (object *op) 1293process_object (object *op)
1395{ 1294{
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1397 return 0; 1296 return;
1398 1297
1399 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1400 return 0; 1299 return;
1401 1300
1402 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1404 return 1; 1303 return;
1405 1304
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1407 { 1306 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1412 1308
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1414 make_sure_seen (op); 1310 make_sure_seen (op);
1415 } 1311 }
1416 1312
1417 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 ))
1418 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1419 change_object (op); 1321 change_object (op);
1420 return 1; 1322 return;
1421 } 1323 }
1422 1324
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1424 generate_monster (op); 1326 generate_monster (op);
1425 1327
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1427 { 1329 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1429 remove_force (op); 1331 remove_force (op);
1430 else 1332 else
1431 { 1333 {
1432 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1433 object *pl = is_player_inv (op);
1434 1335
1435 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1442 1338
1443 op->destroy (); 1339 op->drop_and_destroy ();
1444 } 1340 }
1445 1341
1446 return 1; 1342 return;
1343 }
1447 } 1344 }
1448 1345
1449 switch (op->type) 1346 switch (op->type)
1450 { 1347 {
1451 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1452 move_spell_effect (op); 1349 move_spell_effect (op);
1453 return 1; 1350 break;
1454 1351
1455 case ROD: 1352 case ROD:
1456 case HORN: 1353 case HORN:
1457 regenerate_rod (op); 1354 regenerate_rod (op);
1458 return 1; 1355 break;
1459 1356
1460 case FORCE: 1357 case FORCE:
1461 case POTION_EFFECT: 1358 case POTION_EFFECT:
1462 remove_force (op); 1359 remove_force (op);
1463 return 1; 1360 break;
1464 1361
1465 case BLINDNESS: 1362 case BLINDNESS:
1466 remove_blindness (op); 1363 remove_blindness (op);
1467 return 0; 1364 break;
1468 1365
1469 case POISONING: 1366 case POISONING:
1470 poison_more (op); 1367 poison_more (op);
1471 return 0; 1368 break;
1472 1369
1473 case DISEASE: 1370 case DISEASE:
1474 move_disease (op); 1371 move_disease (op);
1475 return 0; 1372 break;
1476 1373
1477 case SYMPTOM: 1374 case SYMPTOM:
1478 move_symptom (op); 1375 move_symptom (op);
1479 return 0; 1376 break;
1480 1377
1481 case THROWN_OBJ: 1378 case THROWN_OBJ:
1482 case ARROW: 1379 case ARROW:
1483 move_arrow (op); 1380 move_arrow (op);
1484 return 0; 1381 break;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0;
1489 1382
1490 case DOOR: 1383 case DOOR:
1491 remove_door (op); 1384 remove_door (op);
1492 return 0; 1385 break;
1493 1386
1494 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1495 remove_door2 (op); 1388 remove_door2 (op);
1496 return 0; 1389 break;
1497 1390
1498 case TELEPORTER: 1391 case TELEPORTER:
1499 move_teleporter (op); 1392 move_teleporter (op);
1500 return 0; 1393 break;
1501 1394
1502 case GOLEM: 1395 case GOLEM:
1503 move_golem (op); 1396 move_golem (op);
1504 return 0; 1397 break;
1505 1398
1506 case EARTHWALL: 1399 case EARTHWALL:
1507 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1508 return 0; 1401 break;
1509 1402
1510 case FIREWALL: 1403 case FIREWALL:
1511 move_firewall (op); 1404 move_firewall (op);
1512 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1513 animate_turning (op); 1406 animate_turning (op);
1514 return 0; 1407 break;
1515 1408
1516 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1517 do_mood_floor (op); 1410 do_mood_floor (op);
1518 return 0; 1411 break;
1519 1412
1520 case GATE: 1413 case GATE:
1521 move_gate (op); 1414 move_gate (op);
1522 return 0; 1415 break;
1523 1416
1524 case TIMED_GATE: 1417 case TIMED_GATE:
1525 move_timed_gate (op); 1418 move_timed_gate (op);
1526 return 0; 1419 break;
1527 1420
1528 case TRIGGER: 1421 case TRIGGER:
1529 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1530 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1531 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1532 animate_trigger (op); 1425 animate_trigger (op);
1533 return 0; 1426 break;
1534 1427
1535 case DETECTOR: 1428 case DETECTOR:
1536 move_detector (op); 1429 move_detector (op);
1537 1430
1538 case DIRECTOR: 1431 case DIRECTOR:
1539 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1540 animate_turning (op); 1433 animate_turning (op);
1541 return 0; 1434 break;
1542 1435
1543 case HOLE: 1436 case HOLE:
1544 move_hole (op); 1437 move_hole (op);
1545 return 0; 1438 break;
1546 1439
1547 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1548 move_deep_swamp (op); 1441 move_deep_swamp (op);
1549 return 0; 1442 break;
1550 1443
1551 case RUNE: 1444 case RUNE:
1552 case TRAP: 1445 case TRAP:
1553 move_rune (op); 1446 move_rune (op);
1554 return 0; 1447 break;
1555 1448
1556 case PLAYERMOVER: 1449 case PLAYERMOVER:
1557 move_player_mover (op); 1450 move_player_mover (op);
1558 return 0; 1451 break;
1559 1452
1560 case CREATOR: 1453 case CREATOR:
1561 move_creator (op); 1454 move_creator (op);
1562 return 0; 1455 break;
1563 1456
1564 case MARKER: 1457 case MARKER:
1565 move_marker (op); 1458 move_marker (op);
1566 return 0; 1459 break;
1567 1460
1568 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1569 move_player_changer (op); 1462 move_player_changer (op);
1570 return 0; 1463 break;
1571 1464
1572 case PEACEMAKER: 1465 case PEACEMAKER:
1573 move_peacemaker (op); 1466 move_peacemaker (op);
1574 return 0; 1467 break;
1575 }
1576 1468
1577 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 }
1578} 1487}
1488

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