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Comparing deliantra/server/server/time.C (file contents):
Revision 1.3 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.3 2006/08/27 15:24:22 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 25
29/* 26/*
30 * 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
31 * collected in this file. 28 * collected in this file.
32 */ 29 */
33
34#include <global.h> 30#include <global.h>
35#include <spells.h> 31#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 32#include <sproto.h>
38#endif
39 33
40/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
43 */ 37 */
44 38void
45void remove_door(object *op) { 39remove_door (object *op)
40{
41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
43 object *tmp;
44 mapxy pos (op);
45 pos.move (i);
46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 {
49 tmp->set_speed (0.1f);
50 tmp->speed_left = -0.2f;
51 }
52 }
53
54 if (op->other_arch)
55 {
56 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0);
62 }
63
64 op->drop_and_destroy ();
65}
66
67void
68remove_door2 (object *op)
69{
46 int i; 70 int i;
47 object *tmp; 71 object *tmp;
72
48 for(i=1;i<9;i+=2) 73 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
50 tmp->speed = 0.1; 78 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 79 tmp->speed_left = -0.2f;
80 }
53 } 81 }
54 82
55 if(op->other_arch) 83 if (op->other_arch)
56 { 84 {
57 tmp=arch_to_object(op->other_arch); 85 tmp = op->other_arch->instance ();
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 90 insert_ob_in_map (tmp, op->map, op, 0);
60 } 91 }
61 remove_ob(op);
62 free_object(op);
63}
64 92
65void remove_door2(object *op) { 93 op->drop_and_destroy ();
94}
95
96static void
97generate_monster (object *gen)
98{
99 if (!gen->map)
100 return;
101
102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
103 return;
104
105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
110 object *op;
66 int i; 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);
133 }
134 else if (gen->other_arch)
135 {
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;
140
141 op = gen->other_arch->instance ();
142 }
143 else
144 return;
145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
152 if (rndm (0, 9))
153 generate_artifact (op, gen->map->difficulty);
154
155 if (op->has_random_items ())
156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
157
158 return;
159 }
160
161 op->destroy ();
162}
163
164static void
165remove_force (object *op)
166{
167 if (--op->duration > 0)
168 return;
169
170 if (op->env)
171 switch (op->subtype)
172 {
173 case FORCE_CONFUSION:
174 op->env->clr_flag (FLAG_CONFUSED);
175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
176
177 default:
178 op->clr_flag (FLAG_APPLIED);
179 change_abil (op->env, op);
180 op->env->update_stats ();
181 }
182
183 op->destroy ();
184}
185
186static void
187remove_blindness (object *op)
188{
189 if (--op->stats.food > 0)
190 return;
191
192 op->clr_flag (FLAG_APPLIED);
193
194 if (op->env)
195 {
196 change_abil (op->env, op);
197 op->env->update_stats ();
198 }
199
200 op->destroy ();
201}
202
203static void
204poison_more (object *op)
205{
206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
207 {
208 op->destroy ();
209 return;
210 }
211
212 if (op->stats.food == 1)
213 {
214 /* need to unapply the object before update_stats is called, else fix_player
215 * will not do anything.
216 */
217 if (op->env->type == PLAYER)
218 {
219 op->clr_flag (FLAG_APPLIED);
220 op->env->update_stats ();
221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
222 }
223
224 op->destroy ();
225 return;
226 }
227
228 if (op->env->type == PLAYER)
229 {
230 op->env->stats.food--;
231 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
232 }
233
234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
235}
236
237
238static void
239move_gate (object *op)
240{ /* 1 = going down, 0 = going up */
67 object *tmp; 241 object *tmp;
68 for(i=1;i<9;i+=2) { 242
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 } 244 {
75 } 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
76 if(op->other_arch) 246 op->stats.wc = 0;
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 } 247 }
187 248
188 default: 249 if (op->value)
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 } 250 {
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc,
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0;
249 }
250
251 /* We're going down */ 251 /* We're going down */
252 if(op->value) { 252 if (--op->stats.wc <= 0)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 254 op->stats.wc = 0;
255 if(op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
256 op->value=0; 256 op->value = 0;
257 else { 257 else
258 op->speed = 0; 258 op->set_speed (0);
259 update_ob_speed(op); 259 }
260 } 260
261 } 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 262 {
263 op->move_block = 0; 263 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
266 } 266 }
267 SET_ANIMATION(op, op->stats.wc); 267 }
268 update_object(op,UP_OBJ_CHANGE); 268 else
269 return;
270 } 269 {
271
272 /* We're going up */ 270 /* We're going up */
273 271
274 /* First, lets see if we are already at the top */ 272 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 273 if (op->stats.wc == op->anim_frames () - 1)
276 274 {
277 /* Check to make sure that only non pickable and non rollable 275 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 276 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 277 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 278 * the gate slightly.
281 */ 279 */
282 280
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 281 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 283 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 284
289 if (tmp==NULL) { 285 if (!tmp)
290 if(op->arch->clone.speed) 286 {
291 op->value=1; 287 if (op->arch->has_active_speed ())
292 else { 288 op->value = 1;
293 op->speed = 0; 289 else
294 update_ob_speed(op); /* Reached top, let's stop */ 290 op->set_speed (0);
295 }
296 return;
297 }
298 }
299 291
300 if(op->stats.food) { /* The gate is going temporarily down */ 292 return;
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 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? */
302 op->stats.food=0; /* Then let's try again */ 300 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 301 op->stats.wc = 0;
304 } 302 }
303 }
304 else
305 } else { /* The gate is still going up */ 305 { /* The gate is still going up */
306 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
307 308
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1;
310
311 /* 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.
312 * 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
313 */ 311 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 312 if (op->stats.wc >= op->anim_frames () / 2)
313 {
315 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
317 ;
318 318
319 if(tmp!=NULL) { 319 if (tmp)
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 320 {
321 if (tmp->flag [FLAG_ALIVE])
322 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 324 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 325
324 "You are crushed by the %s!",op->name); 326 if (tmp->type == PLAYER)
325 } else 327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
326 /* If the object is not alive, and the object either can 329 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 330 * be picked up or the object rolls, move the object
328 * off the gate. 331 * off the gate.
329 */ 332 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 334 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 335 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 337
336 /* If there is a free spot, move the object someplace */ 338 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 339 if (i > 0)
338 remove_ob(tmp); 340 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 341 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 342 pos.move (i);
341 } 343 if (pos.normalise ())
342 } 344 tmp->move_to (pos);
343 } 345 }
346 }
347 }
344 348
345 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 352 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 353
352 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
353 if(tmp) { 355 if (tmp)
354 op->stats.food=1; 356 op->stats.food = 1;
355 } else { 357 else
356 op->move_block = MOVE_ALL; 358 {
357 if(!op->arch->clone.stats.ac) 359 op->move_block = MOVE_ALL;
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 360
361 if (!op->arch->stats.ac)
362 op->set_flag (FLAG_BLOCKSVIEW);
363
359 update_all_los(op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
365 }
366 } /* gate is halfway up */
367 } /* gate is going up */
360 } 368 }
361 } /* gate is halfway up */
362 369
363 SET_ANIMATION(op, op->stats.wc); 370 op->update_anim_frame (op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE);
365 } /* gate is going up */
366} 371}
367 372
368/* hp : how long door is open/closed 373/* hp : how long door is open/closed
369 * maxhp : initial value for hp 374 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
371 */ 376 */
377static void
372void move_timed_gate(object *op) 378move_timed_gate (object *op)
373{ 379{
374 int v = op->value; 380 int v = op->value;
375 381
376 if (op->stats.sp) { 382 if (op->stats.sp)
383 {
377 move_gate(op); 384 move_gate (op);
385
378 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 387 op->stats.sp = 0;
380 return; 388 return;
381 } 389 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 390
391 if (--op->stats.hp <= 0)
392 { /* keep gate down */
383 move_gate(op); 393 move_gate (op);
384 if (op->value != v) { /* ready ? */ 394
385 op->speed = 0; 395 if (op->value != v)
386 update_ob_speed(op); 396 op->set_speed (0);
387 }
388 } 397 }
389} 398}
390 399
391/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
393 * connected: connected value of detector 402 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
396 */ 405 */
397 406static void
398void move_detector(object *op) 407move_detector (object *op)
399{ 408{
400 object *tmp; 409 object *tmp;
401 int last = op->value; 410 int last = op->value;
402 int detected; 411 int detected;
412
403 detected = 0; 413 detected = 0;
404 414
405 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)
416 {
406 object *tmp2; 417 object *tmp2;
407 if(op->stats.hp) { 418
419 if (op->stats.hp)
420 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 422 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 423 if (op->slaying && op->slaying == tmp->name)
411 } 424 detected = 1;
412 } 425
426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
427 detected = 1;
428 }
429 }
430
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 431 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 432 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 434 detected = 1;
418 } 435 }
419 436
420 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 438 if (op->stats.sp == 1)
439 {
422 if(detected && last == 0) { 440 if (detected && last == 0)
441 {
423 op->value = 1; 442 op->value = 1;
424 push_button(op); 443 push_button (op, tmp);
425 } 444 }
445
426 if(!detected && last == 1) { 446 if (!detected && last == 1)
447 {
427 op->value = 0; 448 op->value = 0;
428 push_button(op); 449 push_button (op, tmp);
429 } 450 }
430 } 451 }
431 else { /* in this case, we unset buttons */ 452 else
453 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 454 if (detected && last == 1)
455 {
433 op->value = 0; 456 op->value = 0;
434 push_button(op); 457 push_button (op, tmp);
435 } 458 }
459
436 if(!detected && last == 0) { 460 if (!detected && last == 0)
461 {
437 op->value = 1; 462 op->value = 1;
438 push_button(op); 463 push_button (op, tmp);
439 } 464 }
440 } 465 }
441} 466}
442 467
443 468void
444void animate_trigger (object *op) 469animate_trigger (object *op)
445{ 470{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
472 {
447 op->stats.wc = 0; 473 op->stats.wc = 0;
448 check_trigger(op,NULL); 474 check_trigger (op, NULL);
449 } else {
450 SET_ANIMATION(op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE);
452 } 475 }
476 else
477 op->update_anim_frame (op->stats.wc);
453} 478}
454 479
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 480static void
456 object *next,*tmp; 481move_hole (object *op)
457 482{ /* 1 = opening, 0 = closing */
483 if (op->value)
484 {
458 if(op->value) { /* We're opening */ 485 /* We're opening */
459 if(--op->stats.wc<=0) { /* Opened, let's stop */
460 op->stats.wc=0; 486 op->stats.wc--;
461 op->speed = 0; 487 if (op->stats.wc <= 0)
462 update_ob_speed(op); 488 { /* Opened, let's stop */
489 op->stats.wc = 0;
490 op->set_speed (0);
463 491
464 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 494 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 495 {
468 move_apply(op,tmp,tmp); 496 next = tmp->above;
497 move_apply (op, tmp, tmp);
498 }
499 }
469 } 500 }
470 } 501 else
471 SET_ANIMATION(op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE);
473 return;
474 } 502 {
475 /* We're closing */ 503 /* We're closing */
476 op->move_on = 0; 504 op->move_on = 0;
477 505
478 op->stats.wc++; 506 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 507 if (op->stats.wc >= op->anim_frames ())
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 508 {
481 SET_ANIMATION(op, op->stats.wc); 509 op->stats.wc = op->anim_frames () - 1;
482 update_object(op,UP_OBJ_FACE); 510 op->set_speed (0); /* closed, let's stop */
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 511 }
484 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 } 512 }
513
514 op->update_anim_frame (op->stats.wc);
488} 515}
489 516
490 517
491/* 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
492 * 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
498 * it, NULL is returned. 525 * it, NULL is returned.
499 * 526 *
500 * fix_stopped_item() should be used if the stopped item should be put on 527 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 528 * the map.
502 */ 529 */
530object *
503object *stop_item (object *op) 531stop_item (object *op)
504{ 532{
505 if (op->map == NULL) 533 if (op->map == NULL)
534 return op;
535
536 switch (op->type)
537 {
538 case THROWN_OBJ:
539 {
540 object *payload = op->inv;
541
542 if (payload == NULL)
543 return NULL;
544
545 payload->remove ();
546 op->destroy ();
547 return payload;
548 }
549
550 case ARROW:
551 if (op->has_active_speed ())
552 op = fix_stopped_arrow (op);
506 return op; 553 return op;
507 554
508 switch (op->type)
509 {
510 case THROWN_OBJ:
511 {
512 object *payload = op->inv;
513 if (payload == NULL)
514 return NULL;
515 remove_ob (payload);
516 remove_ob (op);
517 free_object (op);
518 return payload;
519 }
520
521 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op);
524 return op;
525
526 default: 555 default:
527 return op; 556 return op;
528 } 557 }
529} 558}
530 559
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 560/* fix_stopped_item() - put stopped item where stop_item() had found it.
532 * Inserts item into the old map, or merges it if it already is on the map. 561 * Inserts item into the old map, or merges it if it already is on the map.
533 * 562 *
534 * 'map' must be the value of op->map before stop_item() was called. 563 * 'map' must be the value of op->map before stop_item() was called.
535 */ 564 */
565void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
537{ 567{
538 if (map == NULL) 568 if (map == NULL)
539 return; 569 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
541 insert_ob_in_map (op, map, originator,0); 572 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 573 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
544} 575}
545 576
546 577object *
547object *fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
548{ 579{
549 if(rndm(0, 99) < op->stats.food) { 580 if (rndm (0, 99) < op->stats.food)
581 {
550 /* Small chance of breaking */ 582 /* Small chance of breaking */
551 remove_ob (op); 583 op->destroy ();
552 free_object(op);
553 return NULL; 584 return NULL;
554 } 585 }
555 586
587 op->set_speed (0);
556 op->direction=0; 588 op->direction = 0;
557 op->move_on=0; 589 op->move_on = 0;
558 op->move_type=0; 590 op->move_type = 0;
559 op->speed = 0; 591 op->skill = 0; // really?
560 update_ob_speed(op); 592
593 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 595 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 597 op->slaying = op->custom_name;
565 FREE_AND_CLEAR_STR(op->slaying);
566 598
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) {
571 op->slaying = add_string(op->spellarg);
572 free(op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
578 op->spellarg = NULL; 600 op->custom_name = 0;
579 op->stats.sp = 0; 601 op->stats.sp = 0;
580 op->stats.hp = 0; 602 op->stats.hp = 0;
581 op->stats.grace = 0; 603 op->stats.grace = 0;
582 op->level = 0; 604 op->level = 0;
583 op->face=op->arch->clone.face; 605 op->face = op->arch->face;
584 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
585 update_object (op,UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
586 return op; 612 return op;
587} 613}
588 614
589/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
590 * 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
591 * here too. -b.t. 617 * here too. -b.t.
592 * 618 *
593 * 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
594 * from maps or inventories), or NULL if was destroyed. 620 * from maps or inventories), or NULL if was destroyed.
595 */ 621 */
596 622static void
597static void stop_arrow (object *op) 623stop_arrow (object *op)
598{ 624{
599 /* Lauwenmark: Handle for plugin stop event */ 625 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 626 return;
627
601 if (op->inv) { 628 if (op->inv)
629 {
630 // replace this by straightforward drop to ground?
602 object *payload = op->inv; 631 object *payload = op->inv;
603 remove_ob (payload); 632
604 clear_owner(payload); 633 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 634 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 635 op->destroy ();
607 free_object (op); 636 }
608 } else { 637 else
638 {
609 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
610 if (op) 641 if (op)
611 merge_ob (op, NULL); 642 merge_ob (op, 0);
612 } 643 }
613} 644}
614 645
615/* 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.
616 */ 647 */
617 648void
618void move_arrow(object *op) { 649move_arrow (object *op)
619 object *tmp; 650{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 651 int was_reflected;
622 mapstruct *m;
623 652
624 if(op->map==NULL) { 653 if (!op->map)
625 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op);
627 free_object(op);
628 return;
629 } 654 {
655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
656 op->destroy ();
657 return;
658 }
630 659
631 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 661 if (op->type == THROWN_OBJ)
662 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 663 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 664 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 665 * left over remnants on the map. Where this currently happens
636 * 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,
637 * 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
638 * 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,
639 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
640 */ 670 */
641 if (op->inv == NULL) { 671 if (!op->inv)
642 remove_ob(op); 672 {
643 free_object(op); 673 op->destroy ();
674 return;
675 }
676
677 if (op->last_sp-- < 0)
678 {
679 stop_arrow (op);
680 return;
681 }
682 }
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
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look ridiculous. */
691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
692 {
693 stop_arrow (op);
694 return;
695 }
696
697 /* Calculate target map square */
698 was_reflected = 0;
699
700 mapxy pos (op); pos.move (op->direction);
701
702 if (!pos.normalise ())
703 {
704 stop_arrow (op);
705 return;
706 }
707
708 /* only need to look for living creatures if this flag is set */
709 if (pos->flags () & P_IS_ALIVE)
710 {
711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
716 /* Not really fair, but don't let monsters hit themselves with
717 * their own arrow - this can be because they fire it then
718 * move into it.
719 */
720
721 /* Found living object, but it is reflecting the missile. Update
722 * as below. (Note that for living creatures there is a small
723 * chance that reflect_missile fails.)
724 */
725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
726 {
727 op->direction = absdir (op->direction + 4);
728 update_turn_face (op);
729 was_reflected = 1; /* skip normal movement calculations */
730 }
731 else
732 {
733 /* Attack the object. */
734 op = hit_with_arrow (op, tmp);
735
736 if (!op)
737 return;
738 }
739
740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
745 {
746 int retry = 0;
747
748 /* if the object doesn't reflect, stop the arrow from moving
749 * note that this code will now catch cases where a monster is
750 * on a wall but has reflecting - the arrow won't reflect.
751 * Mapmakers shouldn't put monsters on top of wall in the first
752 * place, so I don't consider that a problem.
753 */
754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
755 {
756 stop_arrow (op);
757 return;
758 }
759 else
760 {
761 /* If one of the major directions (n,s,e,w), just reverse it */
762 if (op->direction & 1)
763 {
764 op->direction = absdir (op->direction + 4);
765 retry = 1;
766 }
767
768 /* There were two blocks with identical code -
769 * use this retry here to make this one block
770 * that did the same thing.
771 */
772 while (retry < 2)
773 {
774 retry++;
775
776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
777 * over a corner in a tiled map, it is possible that
778 * op->direction is within an adjacent map but either
779 * op->direction-1 or op->direction+1 does not exist.
780 */
781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
783
784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
786
787 if (left == right)
788 op->direction = absdir (op->direction + 4);
789 else if (left)
790 op->direction = absdir (op->direction + 2);
791 else if (right)
792 op->direction = absdir (op->direction - 2);
793
794 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again.
796 */
797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
799 break;
800 }
801
802 /* Couldn't find a direction to move the arrow to - just
803 * stop it from moving.
804 */
805 if (retry == 2)
806 {
807 stop_arrow (op);
808 return;
809 }
810
811 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */
813 if (op->has_anim ())
814 op->set_anim_frame (op->direction);
815 } /* object is reflected */
816 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->move_to (pos);
820}
821
822static void
823change_object (object *op)
824{ /* Doesn`t handle linked objs yet */
825 if (!op->other_arch)
826 {
827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
828 return;
829 }
830
831 /* In non-living items only change when food value is 0 */
832 if (!op->flag [FLAG_ALIVE])
833 {
834 if (op->stats.food-- > 0)
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);
851 else
852 {
853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
855 if (j < 0) /* No free spot */
856 tmp->destroy ();
857 else
858 {
859 mapxy pos (op); pos.move (j);
860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
863 }
864 }
865 }
866
867 op->destroy ();
868}
869
870void
871move_teleporter (object *op)
872{
873 object *tmp, *head = op;
874
875 /* if this is a multipart teleporter, handle the other parts
876 * The check for speed isn't strictly needed - basically, if
877 * there is an old multipart teleporter in which the other parts
878 * have speed, we don't really want to call it twice for the same
879 * function - in fact, as written below, part N would get called
880 * N times without the speed check.
881 */
882 if (op->more && !op->more->has_active_speed ())
883 move_teleporter (op->more);
884
885 if (op->head)
886 head = op->head;
887
888 for (tmp = op->above; tmp; tmp = tmp->above)
889 if (!tmp->flag [FLAG_IS_FLOOR])
890 break;
891
892 /* If nothing above us to move, nothing to do */
893 if (!tmp || tmp->flag [FLAG_WIZPASS])
894 return;
895
896 if (EXIT_PATH (head))
897 {
898 if (tmp->type == PLAYER)
899 {
900 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 901 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 902
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 903 tmp->enter_exit (head);
653 values look rediculous. */ 904 }
654 if (op->speed < 0.5 && op->type==ARROW) {
655 stop_arrow(op);
656 return;
657 }
658
659 /* Calculate target map square */
660 new_x = op->x + DIRX(op);
661 new_y = op->y + DIRY(op);
662 was_reflected = 0;
663
664 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
666
667 if (mflags & P_OUT_OF_MAP) {
668 stop_arrow(op);
669 return;
670 }
671
672 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) {
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
676
677
678 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then
680 * move into it.
681 */
682
683 if (tmp != NULL && tmp != op->owner) {
684 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.)
687 */
688
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4);
695 op->state = 0;
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */
703 }
704 else { 905 else
705 /* Attack the object. */
706 op = hit_with_arrow (op, tmp);
707 if (op == NULL)
708 return;
709 }
710 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */
712
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
715 int retry=0;
716
717 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem.
722 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
724 stop_arrow (op);
725 return;
726 } else {
727 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) {
729 op->direction=absdir(op->direction+4);
730 retry=1;
731 }
732 /* There were two blocks with identical code -
733 * use this retry here to make this one block
734 * that did the same thing.
735 */
736 while (retry<2) {
737 int left, right, mflags;
738 mapstruct *m1;
739 sint16 x1, y1;
740
741 retry++;
742
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
744 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist.
747 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
749 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
751
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
753 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
755
756 if(left==right)
757 op->direction=absdir(op->direction+4);
758 else if(left)
759 op->direction=absdir(op->direction+2);
760 else if(right)
761 op->direction=absdir(op->direction-2);
762
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
764
765 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again.
767 */
768 if (!(mflags & P_OUT_OF_MAP) &&
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
770
771 }
772 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving.
774 */
775 if (retry==2) {
776 stop_arrow (op);
777 return;
778 }
779 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op))
782 SET_ANIMATION(op, op->direction);
783 } /* object is reflected */
784 } /* object ran into a wall */
785
786 /* Move the arrow. */
787 remove_ob (op);
788 op->x = new_x;
789 op->y = new_y;
790
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed.
793 */
794 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0);
796}
797
798/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */
801
802void change_object(object *op) { /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl;
804 int i,j;
805
806 if(op->other_arch==NULL) {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
808 return;
809 }
810
811 /* In non-living items only change when food value is 0 */
812 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
813 if(op->stats.food-- > 0) return;
814 else op->stats.food=1; /* so 1 other_arch is made */
815 }
816 env=op->env;
817 remove_ob(op);
818 for(i=0;i<NROFNEWOBJS(op);i++) {
819 tmp=arch_to_object(op->other_arch);
820 if (op->type == LAMP)
821 tmp->stats.food = op->stats.food-1;
822 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
823 if(env) {
824 tmp->x=env->x,tmp->y=env->y;
825 tmp=insert_ob_in_ob(tmp,env);
826 /* If this object is the players inventory, we need to tell the
827 * client of the change. Insert_ob_in_map takes care of the
828 * updating the client, so we don't need to do that below.
829 */
830 if ((pl=is_player_inv(env))!=NULL) {
831 esrv_del_item(pl->contr, op->count);
832 esrv_send_item(pl, tmp);
833 }
834 } else {
835 j=find_first_free_spot(tmp,op->map,op->x,op->y);
836 if (j==-1) /* No free spot */
837 free_object(tmp);
838 else {
839 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
840 insert_ob_in_map(tmp,op->map,op,0);
841 }
842 }
843 }
844 free_object(op);
845}
846
847void move_teleporter(object *op) {
848 object *tmp, *head=op;
849
850 /* if this is a multipart teleporter, handle the other parts
851 * The check for speed isn't strictly needed - basically, if
852 * there is an old multipart teleporter in which the other parts
853 * have speed, we don't really want to call it twice for the same
854 * function - in fact, as written below, part N would get called
855 * N times without the speed check.
856 */
857 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
858
859 if (op->head) head=op->head;
860
861 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
862 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
863
864 /* If nothing above us to move, nothing to do */
865 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
866
867 if(EXIT_PATH(head)) {
868 if(tmp->type==PLAYER) {
869 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
870 return;
871
872 enter_exit(tmp, head);
873 }
874 else
875 /* Currently only players can transfer maps */ 906 /* Currently only players can transfer maps */
876 return; 907 return;
877 } 908 }
878 else if(EXIT_X(head)||EXIT_Y(head)) { 909 else if (EXIT_X (head) || EXIT_Y (head))
910 {
879 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)))
912 {
880 LOG(llevError, "Removed illegal teleporter.\n"); 913 LOG (llevError, "Removed illegal teleporter.\n");
881 remove_ob(head); 914 head->destroy ();
882 free_object(head);
883 return; 915 return;
884 } 916 }
917
885 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 918 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
886 return; 919 return;
920
887 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 921 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
922 }
923 else
888 } 924 {
889 else {
890 /* Random teleporter */ 925 /* Random teleporter */
891 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
892 return; 927 return;
928
893 teleport(head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
894 } 930 }
895} 931}
896
897 932
898/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
899 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
900 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
901 can't be generalized. 936 can't be generalized.
902*/ 937*/
903 938static void
904void move_player_changer(object *op) { 939move_player_changer (object *op)
905 object *player; 940{
906 object *walk;
907 char c;
908
909 if (!op->above || !EXIT_PATH(op)) return; 941 if (!op->above || !EXIT_PATH (op))
942 return;
910 943
911 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
912 * needs to be on top. 945 * needs to be on top.
913 */ 946 */
914 if(op->above->type==PLAYER) { 947 if (op->above->type == PLAYER)
948 {
949 object *player = op->above;
950
915 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
916 return; 952 return;
917 player=op->above; 953
918 for(walk=op->inv;walk!=NULL;walk=walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
919 apply_changes_to_player(player,walk); 955 apply_changes_to_player (player, walk);
920 956
921 fix_player(player); 957 player->update_stats ();
958
922 esrv_send_inventory(op->above,op->above); 959 esrv_send_inventory (op->above, op->above);
923 esrv_update_item(UPD_FACE, op->above, op->above); 960 esrv_update_item (UPD_FACE, op->above, op->above);
924 961
925 /* update players death & WoR home-position */ 962 /* update players death & WoR home-position */
926 sscanf(EXIT_PATH(op), "%c", &c); 963 if (*EXIT_PATH (op) == '/')
927 if (c == '/') { 964 {
928 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 965 player->contr->savebed_map = EXIT_PATH (op);
929 player->contr->bed_x = EXIT_X(op); 966 player->contr->bed_x = EXIT_X (op);
930 player->contr->bed_y = EXIT_Y(op); 967 player->contr->bed_y = EXIT_Y (op);
931 } 968 }
932 else 969 else
933 LOG(llevDebug,
934 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 970 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
935 EXIT_PATH(op)); 971
936 972 op->above->enter_exit (op);
937 enter_exit(op->above,op);
938 save_player(player, 1);
939 } 973 }
940} 974}
941 975
942/* firewalls fire other spells. 976/* firewalls fire other spells.
943 * The direction of the wall is stored in op->stats.sp. 977 * The direction of the wall is stored in op->stats.sp.
944 * walls can have hp, so they can be torn down. 978 * walls can have hp, so they can be torn down.
945 */ 979 */
980void
946void move_firewall(object *op) { 981move_firewall (object *op)
982{
947 object *spell; 983 object *spell;
948 984
949 if ( ! op->map) 985 if (!op->map)
950 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
951 987
952 spell = op->inv; 988 spell = op->inv;
953 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 989
990 if (!spell || spell->type != SPELL)
991 spell = op->other_arch;
992
954 if (!spell) { 993 if (!spell)
955 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
956 op->name, op->map->name, op->x, op->y);
957 return;
958 } 994 {
995 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
996 return;
997 }
959 998
960 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);
961} 1000}
962 1001
963
964/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
965 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
966 * 1004 *
967 * 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
968 * 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.
969 * 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,
970 * 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,
971 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
972 */ 1010 */
1011static void
973void move_player_mover(object *op) { 1012move_player_mover (object *op)
974 object *victim, *nextmover; 1013{
975 int dir = op->stats.sp; 1014 int dir = 0;
976 sint16 nx, ny;
977 mapstruct *m;
978 1015
979 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
980 if (!dir) dir=rndm(1, 8); 1017 {
981 1018 if (victim->flag [FLAG_ALIVE]
982 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1019 && !victim->flag [FLAG_WIZPASS]
983 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
984 (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)
1023 {
1024 op->destroy ();
1025 return;
1026 }
985 1027
986 if (victim->head) victim = victim->head; 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);
987 1032
988 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1033 sint16 nx = op->x + DIRX (dir);
989 remove_ob(op); 1034 sint16 ny = op->y + DIRY (dir);
990 free_object(op); 1035 maptile *m = op->map;
991 return;
992 }
993 nx = op->x+freearr_x[dir];
994 ny = op->y+freearr_y[dir];
995 m = op->map;
996 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
997 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
998 m->path, op->x, op->y); 1039 return;
999 return ; 1040 }
1000 } 1041
1001 1042 if (victim->head)
1043 victim = victim->head;
1044
1002 if (should_director_abort(op, victim)) return ; 1045 if (should_director_abort (op, victim))
1046 return;
1003 1047
1004 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)
1049 {
1005 if(nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1006 nextmover->speed_left=-.99; 1051 nextmover->speed_left = -.99f;
1007 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1052
1053 if (nextmover->flag [FLAG_ALIVE])
1008 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 */
1009 } 1055 }
1010 }
1011 1056
1012 if(victim->type==PLAYER) { 1057 if (victim->type == PLAYER)
1058 {
1013 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1014 if(op->level) { 1060 if (op->level)
1061 {
1015 /* 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
1016 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1017 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1018 * get to this space. 1065 * get to this space.
1019 */ 1066 */
1020 victim->contr->fire_on=0; 1067 victim->contr->fire_on = 0;
1021 victim->speed_left=-FABS(victim->speed); 1068 victim->speed_left = 1.f;
1022 move_player(victim, dir); 1069 move_player (victim, dir);
1023 } 1070 }
1024 else return; 1071 else
1025 } 1072 return;
1026 else move_object(victim,dir); 1073 }
1074 else
1075 victim->move (dir);
1027 1076
1028 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1077 if (!op->stats.maxsp && op->attacktype)
1078 op->stats.maxsp = 2;
1029 1079
1030 if(op->attacktype) { /* flag to paralyze the player */ 1080 if (op->attacktype)
1031 1081 { /* flag to paralyze the player */
1032 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);
1033 /* Not sure why, but for some chars on metalforge, they 1083 }
1034 * would sometimes get -inf speed_left, and from the 1084 }
1035 * description, it could only happen here, so just put
1036 * a lower sanity limit. My only guess is that the
1037 * mover has 0 speed.
1038 */
1039 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1040 }
1041 }
1042 } 1085 }
1043} 1086}
1044 1087
1045/* 1088/*
1046 * Will duplicate a specified object placed on top of it. 1089 * Will duplicate a specified object placed on top of it.
1047 * connected: what will trigger it. 1090 * connected: what will trigger it.
1048 * level: multiplier. 0 to destroy. 1091 * level: multiplier. 0 to destroy.
1049 * other_arch: the object to look for and duplicate. 1092 * other_arch: the object to look for and duplicate.
1050 */ 1093 */
1051 1094
1095void
1052void move_duplicator(object *op) { 1096move_duplicator (object *op)
1097{
1053 object *tmp; 1098 object *tmp;
1054 1099
1055 if ( !op->other_arch ) { 1100 if (!op->other_arch)
1101 {
1056 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");
1057 return; 1103 return;
1058 } 1104 }
1059 1105
1060 if (op->above == NULL) 1106 if (op->above == NULL)
1061 return; 1107 return;
1108
1062 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1063 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1110 {
1111 if (op->other_arch->archname == tmp->arch->archname)
1112 {
1064 if (op->level <= 0) { 1113 if (op->level <= 0)
1065 remove_ob(tmp); 1114 tmp->destroy ();
1066 free_object(tmp); 1115 else
1067 } else { 1116 {
1068 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1117 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1069 if (new_nrof >= 1UL<<31) 1118
1070 new_nrof = 1UL<<31; 1119 if (new_nrof >= 1UL << 31)
1071 tmp->nrof = new_nrof; 1120 new_nrof = 1UL << 31;
1121
1122 tmp->nrof = new_nrof;
1123 }
1124
1125 break;
1126 }
1072 } 1127 }
1073 break;
1074 }
1075 }
1076} 1128}
1077 1129
1078/* move_creator (by peterm) 1130/* move_creator (by peterm)
1079 * 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.
1080 * connected: what will trigger it 1132 * connected: what will trigger it
1081 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1082 * 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
1083 * everytime it's triggered 1135 * everytime it's triggered
1086 * 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.
1087 * 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
1088 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1089 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1090*/ 1142*/
1091 1143void
1092void move_creator(object *creator) { 1144move_creator (object *creator)
1145{
1093 object *new_ob; 1146 object *new_ob;
1094 1147
1095 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1149 {
1096 creator->stats.hp=-1; 1150 creator->stats.hp = -1;
1097 return; 1151 return;
1152 }
1153
1154 if (creator->inv)
1098 } 1155 {
1099
1100 if (creator->inv != NULL) {
1101 object *ob; 1156 object *ob;
1102 int i; 1157 int i;
1103 object *ob_to_copy; 1158 object *ob_to_copy;
1104 1159
1105 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1106 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1107 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++)
1163 {
1108 if (rndm(0, i) == 0) { 1164 if (rndm (0, i) == 0)
1109 ob_to_copy = ob; 1165 {
1166 ob_to_copy = ob;
1167 }
1168 }
1169
1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1110 } 1173 }
1111 } 1174 else
1112 new_ob = object_create_clone(ob_to_copy); 1175 {
1113 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1176 if (!creator->other_arch)
1114 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1177 {
1115 } else { 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1116 if (creator->other_arch == NULL) { 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1117 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y);
1118 return; 1180 return;
1119 } 1181 }
1120 1182
1121 new_ob = object_create_arch(creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1122 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1123 } 1185 }
1124 1186
1125 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1126 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))
1127 free_object(new_ob);
1128 return;
1129 } 1189 {
1190 new_ob->destroy ();
1191 return;
1192 }
1130 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
1131 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);
1132 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1133 return; 1201 return;
1134 1202
1135 if (creator->slaying) { 1203 if (creator->slaying)
1136 FREE_AND_COPY(new_ob->name, creator->slaying); 1204 new_ob->name = new_ob->title = creator->slaying;
1137 FREE_AND_COPY(new_ob->title, creator->slaying);
1138 }
1139} 1205}
1140 1206
1141/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1142 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1143 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1144 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1145 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1146 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1147 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1148 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.*/
1149 1215void
1150void move_marker(object *op) { 1216move_marker (object *op)
1151 object *tmp,*tmp2; 1217{
1152 1218 if (object *tmp = op->ms ().player ())
1153 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1219 {
1154 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1155
1156 if ( quest_on_activate(op, tmp->contr) )
1157 return;
1158
1159 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1160 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1221 if (object *force = tmp->force_find (op->name))
1161 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1225 {
1226 tmp->force_add (op->slaying, op->stats.food);
1227
1228 if (op->msg)
1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1230
1231 if (op->stats.hp > 0)
1232 {
1233 op->stats.hp--;
1234
1235 if (op->stats.hp == 0)
1236 {
1237 /* marker expires--granted mark number limit */
1238 op->destroy ();
1239 return;
1240 }
1241 }
1242 }
1162 } 1243 }
1163
1164 if(tmp2) {
1165 remove_ob(tmp2);
1166 free_object(tmp2);
1167 }
1168
1169 /* cycle through his inventory to look for the MARK we want to
1170 * place
1171 */
1172 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1173 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1174 }
1175
1176 /* if we didn't find our own MARK */
1177 if(tmp2==NULL) {
1178 object *force = get_archetype(FORCE_NAME);
1179
1180 force->speed = 0;
1181 if(op->stats.food) {
1182 force->speed = 0.01;
1183 force->speed_left = -op->stats.food;
1184 }
1185 update_ob_speed (force);
1186 /* put in the lock code */
1187 force->slaying = add_string(op->slaying);
1188
1189 if ( op->lore )
1190 force->lore = add_string( op->lore );
1191
1192 insert_ob_in_ob(force,tmp);
1193 if(op->msg)
1194 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1195
1196 if(op->stats.hp > 0) {
1197 op->stats.hp--;
1198 if(op->stats.hp==0) {
1199 /* marker expires--granted mark number limit */
1200 remove_ob(op);
1201 free_object(op);
1202 return;
1203 }
1204 }
1205 } /* if tmp2 == NULL */
1206 } /* if tmp->type == PLAYER */
1207 } /* For all objects on this space */
1208} 1244}
1209
1210int process_object(object *op) {
1211 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1212 return 0;
1213 1245
1214 if (INVOKE_OBJECT (TICK, op)) 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);
1215 return 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 }
1216 1278
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1279 // lamps and torches on maps don't use up their fuel
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1280 if (op->is_on_map ())
1219 return 1; 1281 return;
1220 1282
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1283 if (op->stats.food > 0)
1222 if (op->type == PLAYER) 1284 {
1223 animate_object(op, op->facing); 1285 op->stats.food--;
1224 else 1286 return;
1225 animate_object(op, op->direction); 1287 }
1226 1288
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1289 apply_lamp (op, false);
1290}
1291
1292void
1293process_object (object *op)
1294{
1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1296 return;
1297
1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1299 return;
1300
1301 if (op->flag [FLAG_MONSTER])
1302 if (move_monster (op) || op->flag [FLAG_FREED])
1303 return;
1304
1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1306 {
1307 animate_object (op, op->contr ? op->facing : op->direction);
1308
1309 if (op->flag [FLAG_SEE_ANYWHERE])
1228 make_sure_seen(op); 1310 make_sure_seen (op);
1311 }
1312
1313 if (ecb_expect_false (
1314 op->flag [FLAG_GENERATOR]
1315 || op->flag [FLAG_CHANGING]
1316 || op->flag [FLAG_IS_USED_UP]
1317 ))
1229 } 1318 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1231 change_object(op); 1321 change_object (op);
1232 return 1; 1322 return;
1233 } 1323 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1324
1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1235 generate_monster(op); 1326 generate_monster (op);
1236 1327
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1238 if(QUERY_FLAG(op, FLAG_APPLIED)) 1329 {
1330 if (op->flag [FLAG_APPLIED])
1239 remove_force(op); 1331 remove_force (op);
1240 else { 1332 else
1241 /* IF necessary, delete the item from the players inventory */ 1333 {
1242 object *pl=is_player_inv(op); 1334 op->remove (); // TODO: really necessary?
1243 if (pl) 1335
1244 esrv_del_item(pl->contr, op->count); 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1245 remove_ob(op); 1337 make_sure_not_seen (op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1338
1247 make_sure_not_seen(op); 1339 op->drop_and_destroy ();
1248 free_object(op); 1340 }
1249 } 1341
1250 return 1; 1342 return;
1343 }
1251 } 1344 }
1345
1252 switch(op->type) { 1346 switch (op->type)
1253 case TRANSPORT: 1347 {
1254 /* Transports are directed by players - thus, their
1255 * speed is reduced when the player moves them about.
1256 * So give them back there speed here, since process_objects()
1257 * has decremented it.
1258 */
1259 if (op->speed_left < 0.0) op->speed_left += 1.0;
1260 return 1;
1261
1262 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1263 move_spell_effect(op); 1349 move_spell_effect (op);
1264 return 1; 1350 break;
1265 1351
1266 case ROD: 1352 case ROD:
1267 case HORN: 1353 case HORN:
1268 regenerate_rod(op); 1354 regenerate_rod (op);
1269 return 1; 1355 break;
1270 1356
1271 case FORCE: 1357 case FORCE:
1272 case POTION_EFFECT: 1358 case POTION_EFFECT:
1273 remove_force(op); 1359 remove_force (op);
1274 return 1; 1360 break;
1275 1361
1276 case BLINDNESS: 1362 case BLINDNESS:
1277 remove_blindness(op); 1363 remove_blindness (op);
1278 return 0; 1364 break;
1279 1365
1280 case POISONING: 1366 case POISONING:
1281 poison_more(op); 1367 poison_more (op);
1282 return 0; 1368 break;
1283 1369
1284 case DISEASE: 1370 case DISEASE:
1285 move_disease(op); 1371 move_disease (op);
1286 return 0; 1372 break;
1287 1373
1288 case SYMPTOM: 1374 case SYMPTOM:
1289 move_symptom(op); 1375 move_symptom (op);
1290 return 0; 1376 break;
1291 1377
1292 case THROWN_OBJ: 1378 case THROWN_OBJ:
1293 case ARROW: 1379 case ARROW:
1294 move_arrow(op); 1380 move_arrow (op);
1295 return 0; 1381 break;
1296 1382
1297 case LIGHTNING: /* It now moves twice as fast */ 1383 case DOOR:
1298 move_bolt(op);
1299 return 0;
1300
1301 case DOOR:
1302 remove_door(op); 1384 remove_door (op);
1303 return 0; 1385 break;
1304 1386
1305 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1306 remove_door2(op); 1388 remove_door2 (op);
1307 return 0; 1389 break;
1308 1390
1309 case TELEPORTER: 1391 case TELEPORTER:
1310 move_teleporter(op); 1392 move_teleporter (op);
1311 return 0; 1393 break;
1312 1394
1313 case GOLEM: 1395 case GOLEM:
1314 move_golem(op); 1396 move_golem (op);
1315 return 0; 1397 break;
1316 1398
1317 case EARTHWALL: 1399 case EARTHWALL:
1318 hit_player(op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1319 return 0; 1401 break;
1320 1402
1321 case FIREWALL: 1403 case FIREWALL:
1322 move_firewall(op); 1404 move_firewall (op);
1323 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1324 animate_turning(op); 1406 animate_turning (op);
1325 return 0; 1407 break;
1326 1408
1327 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1328 do_mood_floor(op, op); 1410 do_mood_floor (op);
1329 return 0; 1411 break;
1330 1412
1331 case GATE: 1413 case GATE:
1332 move_gate(op); 1414 move_gate (op);
1333 return 0; 1415 break;
1334 1416
1335 case TIMED_GATE: 1417 case TIMED_GATE:
1336 move_timed_gate(op); 1418 move_timed_gate (op);
1337 return 0; 1419 break;
1338 1420
1339 case TRIGGER: 1421 case TRIGGER:
1340 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1341 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1342 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1343 animate_trigger(op); 1425 animate_trigger (op);
1344 return 0; 1426 break;
1345 1427
1346 case DETECTOR: 1428 case DETECTOR:
1347 move_detector(op); 1429 move_detector (op);
1348 1430
1349 case DIRECTOR: 1431 case DIRECTOR:
1350 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1351 animate_turning(op); 1433 animate_turning (op);
1352 return 0; 1434 break;
1353 1435
1354 case HOLE: 1436 case HOLE:
1355 move_hole(op); 1437 move_hole (op);
1356 return 0; 1438 break;
1357 1439
1358 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1359 move_deep_swamp(op); 1441 move_deep_swamp (op);
1360 return 0; 1442 break;
1361 1443
1362 case RUNE: 1444 case RUNE:
1363 case TRAP: 1445 case TRAP:
1364 move_rune(op); 1446 move_rune (op);
1365 return 0; 1447 break;
1366 1448
1367 case PLAYERMOVER: 1449 case PLAYERMOVER:
1368 move_player_mover(op); 1450 move_player_mover (op);
1369 return 0; 1451 break;
1370 1452
1371 case CREATOR: 1453 case CREATOR:
1372 move_creator(op); 1454 move_creator (op);
1373 return 0; 1455 break;
1374 1456
1375 case MARKER: 1457 case MARKER:
1376 move_marker(op); 1458 move_marker (op);
1377 return 0; 1459 break;
1378 1460
1379 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1380 move_player_changer(op); 1462 move_player_changer (op);
1381 return 0; 1463 break;
1382 1464
1383 case PEACEMAKER: 1465 case PEACEMAKER:
1384 move_peacemaker(op); 1466 move_peacemaker (op);
1385 return 0; 1467 break;
1386 }
1387 1468
1388 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 }
1389} 1487}
1488

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