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Comparing deliantra/server/server/time.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.124 by root, Sun Jan 29 02:47:06 2017 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 (©) 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 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 remove_ob (op); 62
64 free_object (op); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 remove_ob (op);
93 free_object (op);
94}
95 91
96/* Will generate a monster according to content 92 op->drop_and_destroy ();
97 * of generator. 93}
98 */ 94
99void 95static void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
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) 98 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; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 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; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 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; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
168 op = arch_to_object (at); 133 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
170 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
171 139
172 if (head != NULL) 140 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 141 }
142 else
143 return;
174 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 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}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL) 173 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"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL) 177 op->clr_flag (FLAG_APPLIED);
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 remove_ob (op);
226 free_object (op);
227}
228 181
229void 182 op->destroy ();
183}
184
185static void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 CLEAR_FLAG (op, FLAG_APPLIED); 190
191 op->clr_flag (FLAG_APPLIED);
192
235 if (op->env != NULL) 193 if (op->env)
236 { 194 {
237 change_abil (op->env, op); 195 change_abil (op->env, op);
238 fix_player (op->env); 196 op->env->update_stats ();
239 } 197 }
240 remove_ob (op);
241 free_object (op);
242}
243 198
244void 199 op->destroy ();
200}
201
202static void
245poison_more (object *op) 203poison_more (object *op)
246{ 204{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
248 {
249 remove_ob (op);
250 free_object (op);
251 return;
252 } 206 {
207 op->destroy ();
208 return;
209 }
210
253 if (op->stats.food == 1) 211 if (op->stats.food == 1)
254 { 212 {
255 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 214 * will not do anything.
257 */ 215 */
258 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
259 { 217 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
261 fix_player (op->env); 219 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 221 }
264 remove_ob (op); 222
265 free_object (op); 223 op->destroy ();
266 return; 224 return;
267 } 225 }
226
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237static void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 243 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 245 op->stats.wc = 0;
288 } 246 }
289 247
290 /* We're going down */ 248 /* We're going down */
291 if (op->value) 249 if (op->value)
292 { 250 {
293 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 253 op->stats.wc = 0;
296 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
297 op->value = 0; 255 op->value = 0;
298 else 256 else
299 {
300 op->speed = 0; 257 op->set_speed (0);
301 update_ob_speed (op);
302 } 258 }
303 } 259
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 261 {
306 op->move_block = 0; 262 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
309 } 265 }
266
310 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
312 return; 269 return;
313 } 270 }
314 271
315 /* We're going up */ 272 /* We're going up */
316 273
317 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
318 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
319 { 276 {
320
321 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
322 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 280 * the gate slightly.
325 */ 281 */
326 282
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
329 break; 285 break;
330 286
331 if (tmp == NULL) 287 if (!tmp)
332 { 288 {
333 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
334 op->value = 1; 290 op->value = 1;
335 else 291 else
336 {
337 op->speed = 0; 292 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 293
339 }
340 return; 294 return;
341 } 295 }
342 } 296 }
343 297
344 if (op->stats.food) 298 if (op->stats.food)
351 } 305 }
352 else 306 else
353 { /* The gate is still going up */ 307 { /* The gate is still going up */
354 op->stats.wc++; 308 op->stats.wc++;
355 309
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 312
359 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
360 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
361 */ 315 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 317 {
364 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
367
368 if (tmp != NULL)
369 { 321 ;
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
371 { 326 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
373 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 332 }
376 else
377 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
379 * off the gate. 335 * off the gate.
380 */ 336 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
382 { 338 {
383 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
385 341
386 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
387 if (i != -1) 343 if (i > 0)
388 { 344 {
345 mapxy pos (tmp);
389 remove_ob (tmp); 346 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
392 } 349 }
393 } 350 }
394 } 351 }
395 352
396 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
399 break; 356 break;
400 357
401 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
402 if (tmp) 359 if (tmp)
403 {
404 op->stats.food = 1; 360 op->stats.food = 1;
405 }
406 else 361 else
407 { 362 {
408 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
409 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
412 } 368 }
413 } /* gate is halfway up */ 369 } /* gate is halfway up */
414 370
415 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
419 375
420/* hp : how long door is open/closed 376/* hp : how long door is open/closed
421 * maxhp : initial value for hp 377 * maxhp : initial value for hp
422 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
423 */ 379 */
424void 380static void
425move_timed_gate (object *op) 381move_timed_gate (object *op)
426{ 382{
427 int v = op->value; 383 int v = op->value;
428 384
429 if (op->stats.sp) 385 if (op->stats.sp)
430 { 386 {
431 move_gate (op); 387 move_gate (op);
388
432 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 390 op->stats.sp = 0;
434 return; 391 return;
435 } 392 }
393
436 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 395 { /* keep gate down */
438 move_gate (op); 396 move_gate (op);
397
439 if (op->value != v) 398 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 399 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 400 }
445} 401}
446 402
447/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
449 * connected: connected value of detector 405 * connected: connected value of detector
450 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
451 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
452 */ 408 */
453 409static void
454void
455move_detector (object *op) 410move_detector (object *op)
456{ 411{
457 object *tmp; 412 object *tmp;
458 int last = op->value; 413 int last = op->value;
459 int detected; 414 int detected;
460 415
461 detected = 0; 416 detected = 0;
462 417
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 419 {
465 object *tmp2; 420 object *tmp2;
466 421
467 if (op->stats.hp) 422 if (op->stats.hp)
468 { 423 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 425 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 427 detected = 1;
428
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 430 detected = 1;
475 } 431 }
476 } 432 }
433
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 435 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 437 detected = 1;
483 } 438 }
484 439
485 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
487 { 442 {
488 if (detected && last == 0) 443 if (detected && last == 0)
489 { 444 {
490 op->value = 1; 445 op->value = 1;
491 push_button (op); 446 push_button (op, tmp);
492 } 447 }
448
493 if (!detected && last == 1) 449 if (!detected && last == 1)
494 { 450 {
495 op->value = 0; 451 op->value = 0;
496 push_button (op); 452 push_button (op, tmp);
497 } 453 }
498 } 454 }
499 else 455 else
500 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
501 if (detected && last == 1) 457 if (detected && last == 1)
502 { 458 {
503 op->value = 0; 459 op->value = 0;
504 push_button (op); 460 push_button (op, tmp);
505 } 461 }
462
506 if (!detected && last == 0) 463 if (!detected && last == 0)
507 { 464 {
508 op->value = 1; 465 op->value = 1;
509 push_button (op); 466 push_button (op, tmp);
510 } 467 }
511 } 468 }
512} 469}
513
514 470
515void 471void
516animate_trigger (object *op) 472animate_trigger (object *op)
517{ 473{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
526 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
527 } 483 }
528} 484}
529 485
530void 486static void
531move_hole (object *op) 487move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 489 if (op->value)
536 { /* We're opening */ 490 { /* We're opening */
537 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
539 op->stats.wc = 0; 493 op->stats.wc = 0;
540 op->speed = 0; 494 op->set_speed (0);
541 update_ob_speed (op);
542 495
543 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 499 {
547 next = tmp->above; 500 next = tmp->above;
548 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
549 } 502 }
550 } 503 }
504
551 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
553 return; 507 return;
554 } 508 }
509
555 /* We're closing */ 510 /* We're closing */
556 op->move_on = 0; 511 op->move_on = 0;
557 512
558 op->stats.wc++; 513 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
561 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 521}
570 522
571 523
572/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
573 * may or may not have been removed from maps or inventories. It will not 525 * may or may not have been removed from maps or inventories. It will not
593 { 545 {
594 object *payload = op->inv; 546 object *payload = op->inv;
595 547
596 if (payload == NULL) 548 if (payload == NULL)
597 return NULL; 549 return NULL;
598 remove_ob (payload); 550
599 remove_ob (op); 551 payload->remove ();
600 free_object (op); 552 op->destroy ();
601 return payload; 553 return payload;
602 } 554 }
603 555
604 case ARROW: 556 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
607 return op; 559 return op;
608 560
609 default: 561 default:
610 return op; 562 return op;
619void 571void
620fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
621{ 573{
622 if (map == NULL) 574 if (map == NULL)
623 return; 575 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
625 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 579 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
628} 581}
629 582
630
631object * 583object *
632fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
633{ 585{
634 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
635 { 587 {
636 /* Small chance of breaking */ 588 /* Small chance of breaking */
637 remove_ob (op); 589 op->destroy ();
638 free_object (op);
639 return NULL; 590 return NULL;
640 } 591 }
641 592
593 op->set_speed (0);
642 op->direction = 0; 594 op->direction = 0;
643 op->move_on = 0; 595 op->move_on = 0;
644 op->move_type = 0; 596 op->move_type = 0;
645 op->speed = 0; 597 op->skill = 0; // really?
646 update_ob_speed (op); 598
599 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
650 op->slaying = 0; 603 op->slaying = op->custom_name;
651 op->skill = 0;
652 604
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
663 op->spellarg = NULL; 606 op->custom_name = 0;
664 op->stats.sp = 0; 607 op->stats.sp = 0;
665 op->stats.hp = 0; 608 op->stats.hp = 0;
666 op->stats.grace = 0; 609 op->stats.grace = 0;
667 op->level = 0; 610 op->level = 0;
668 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
670 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
671 return op; 618 return op;
672} 619}
673 620
674/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 623 * here too. -b.t.
677 * 624 *
678 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
680 */ 627 */
681
682static void 628static void
683stop_arrow (object *op) 629stop_arrow (object *op)
684{ 630{
685 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
686 return; 632 return;
687 633
688 if (op->inv) 634 if (op->inv)
689 { 635 {
636 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 637 object *payload = op->inv;
691 638
692 remove_ob (payload); 639 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 641 op->destroy ();
696 free_object (op);
697 } 642 }
698 else 643 else
699 { 644 {
700 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
701 if (op) 647 if (op)
702 merge_ob (op, NULL); 648 merge_ob (op, 0);
703 } 649 }
704} 650}
705 651
706/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
707 */ 653 */
708
709void 654void
710move_arrow (object *op) 655move_arrow (object *op)
711{ 656{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 657 int was_reflected;
715 maptile *m;
716 658
717 if (op->map == NULL) 659 if (!op->map)
718 { 660 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
720 remove_ob (op); 662 op->destroy ();
721 free_object (op);
722 return; 663 return;
723 } 664 }
724 665
725 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
731 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
732 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
733 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
735 */ 676 */
736 if (op->inv == NULL) 677 if (!op->inv)
737 { 678 {
738 remove_ob (op); 679 op->destroy ();
739 free_object (op);
740 return; 680 return;
741 } 681 }
682
742 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
743 { 684 {
744 stop_arrow (op); 685 stop_arrow (op);
745 return; 686 return;
746 } 687 }
747 } 688 }
748 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
749 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
750 values look rediculous. */ 696 values look ridiculous. */
751 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
752 { 698 {
753 stop_arrow (op); 699 stop_arrow (op);
754 return; 700 return;
755 } 701 }
756 702
757 /* Calculate target map square */ 703 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 704 was_reflected = 0;
761 705
762 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 707
765 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
766 { 709 {
767 stop_arrow (op); 710 stop_arrow (op);
768 return; 711 return;
769 } 712 }
770 713
771 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
773 { 716 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
775 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break;
777 718
778 719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
721 {
779 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
781 * move into it. 724 * move into it.
782 */ 725 */
783 726
784 if (tmp != NULL && tmp != op->owner)
785 {
786 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
789 */ 730 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
792 { 732 {
793
794 int number = op->face->number;
795
796 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
797 op->state = 0; 734 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
806 } 736 }
807 else 737 else
808 { 738 {
809 /* Attack the object. */ 739 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741
811 if (op == NULL) 742 if (!op)
812 return; 743 return;
813 } 744 }
814 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */
816 745
746 break;
747 }
748 }
817 749
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
819 { 751 {
820 int retry = 0; 752 int retry = 0;
821 753
822 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
824 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
825 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
826 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
827 */ 759 */
828 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
829 { 761 {
830 stop_arrow (op); 762 stop_arrow (op);
831 return; 763 return;
832 } 764 }
833 else 765 else
836 if (op->direction & 1) 768 if (op->direction & 1)
837 { 769 {
838 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
839 retry = 1; 771 retry = 1;
840 } 772 }
773
841 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
842 * use this retry here to make this one block 775 * use this retry here to make this one block
843 * that did the same thing. 776 * that did the same thing.
844 */ 777 */
845 while (retry < 2) 778 while (retry < 2)
846 { 779 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 780 retry++;
852 781
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
854 * over a corner in a tiled map, it is possible that 783 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
857 */ 786 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 789
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 792
866 if (left == right) 793 if (left == right)
867 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
868 else if (left) 795 else if (left)
869 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
870 else if (right) 797 else if (right)
871 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
872 799
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 800 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 801 * don't need to retry again.
877 */ 802 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 805 break;
880
881 } 806 }
807
882 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 809 * stop it from moving.
884 */ 810 */
885 if (retry == 2) 811 if (retry == 2)
886 { 812 {
887 stop_arrow (op); 813 stop_arrow (op);
888 return; 814 return;
889 } 815 }
816
890 /* update object image for new facing */ 817 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 819 if (op->has_anim ())
893 SET_ANIMATION (op, op->direction); 820 op->set_anim_frame (op->direction);
894 } /* object is reflected */ 821 } /* object is reflected */
895 } /* object ran into a wall */ 822 } /* object ran into a wall */
896 823
897 /* Move the arrow. */ 824 /* Move the arrow. */
898 remove_ob (op); 825 op->move_to (pos);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed.
904 */
905 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907} 826}
908 827
909/* This routine doesnt seem to work for "inanimate" objects that 828static void
910 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */
912
913void
914change_object (object *op) 829change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j;
918
919 if (op->other_arch == NULL) 831 if (!op->other_arch)
920 { 832 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 834 return;
923 } 835 }
924 836
925 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
927 { 839 {
928 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
929 return; 841 return;
842
843 op->stats.food = 1; /* so 1 other_arch is made */
844 }
845
846 object *env = op->env;
847
848 op->remove ();
849 for (int i = 0; i < op->stats.food; i++)
850 {
851 object *tmp = op->other_arch->instance ();
852
853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
855 if (env)
856 env->insert (tmp);
930 else 857 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 } 858 {
955 else
956 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
958 if (j == -1) /* No free spot */ 861 if (j < 0) /* No free spot */
959 free_object (tmp); 862 tmp->destroy ();
960 else 863 else
961 { 864 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 865 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 866
964 } 867 if (pos.normalise ())
868 pos.insert (tmp, op);
965 } 869 }
870 }
966 } 871 }
967 free_object (op); 872
873 op->destroy ();
968} 874}
969 875
970void 876void
971move_teleporter (object *op) 877move_teleporter (object *op)
972{ 878{
977 * there is an old multipart teleporter in which the other parts 883 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 884 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 885 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 886 * N times without the speed check.
981 */ 887 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 888 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 889 move_teleporter (op->more);
984 890
985 if (op->head) 891 if (op->head)
986 head = op->head; 892 head = op->head;
987 893
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
990 break; 896 break;
991 897
992 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
994 return; 900 return;
995 901
996 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
997 { 903 {
998 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
999 { 905 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 906 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 907 return;
1002 908
1003 enter_exit (tmp, head); 909 tmp->enter_exit (head);
1004 } 910 }
1005 else 911 else
1006 /* Currently only players can transfer maps */ 912 /* Currently only players can transfer maps */
1007 return; 913 return;
1008 } 914 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 915 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 916 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 917 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 918 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 919 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 920 head->destroy ();
1015 free_object (head);
1016 return; 921 return;
1017 } 922 }
923
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 924 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 925 return;
926
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 927 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 928 }
1022 else 929 else
1023 { 930 {
1024 /* Random teleporter */ 931 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 933 return;
934
1027 teleport (head, TELEPORTER, tmp); 935 teleport (head, TELEPORTER, tmp);
1028 } 936 }
1029} 937}
1030
1031 938
1032/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 942 can't be generalized.
1036*/ 943*/
1037 944static void
1038void
1039move_player_changer (object *op) 945move_player_changer (object *op)
1040{ 946{
1041 object *player;
1042 object *walk;
1043 char c;
1044
1045 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
1046 return; 948 return;
1047 949
1048 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 951 * needs to be on top.
1050 */ 952 */
1051 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
1052 { 954 {
955 object *player = op->above;
956
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 958 return;
1055 player = op->above;
1056 959
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
1059 962
1060 fix_player (player); 963 player->update_stats ();
1061 964
1062 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 966 esrv_update_item (UPD_FACE, op->above, op->above);
1064 967
1065 /* update players death & WoR home-position */ 968 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 969 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 970 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 971 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 972 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 973 player->contr->bed_y = EXIT_Y (op);
1072 } 974 }
1073 else 975 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 976 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 977
1076 enter_exit (op->above, op); 978 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 979 }
1079} 980}
1080 981
1081/* firewalls fire other spells. 982/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 983 * The direction of the wall is stored in op->stats.sp.
1089 990
1090 if (!op->map) 991 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 992 return; /* dm has created a firewall in his inventory */
1092 993
1093 spell = op->inv; 994 spell = op->inv;
995
1094 if (!spell || spell->type != SPELL) 996 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 997 spell = op->other_arch;
998
1096 if (!spell) 999 if (!spell)
1097 { 1000 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1001 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1002 return;
1100 } 1003 }
1101 1004
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1006}
1104 1007
1105
1106/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1108 * 1010 *
1109 * a player mover finds any players that are sitting on it. It 1011 * a player mover finds any players that are sitting on it. It
1110 * moves them in the op->stats.sp direction. speed is how often it'll move. 1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1111 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1112 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1014 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1113 * it'll paralyze the victim for hp*his speed/op->speed 1015 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1016 */
1115void 1017static void
1116move_player_mover (object *op) 1018move_player_mover (object *op)
1117{ 1019{
1118 object *victim, *nextmover; 1020 int dir = 0;
1119 int dir = op->stats.sp;
1120 sint16 nx, ny;
1121 maptile *m;
1122 1021
1123 /* Determine direction now for random movers so we do the right thing */ 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1124 if (!dir)
1125 dir = rndm (1, 8);
1126
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 { 1023 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1130 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1131 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1132 1047
1133 if (victim->head) 1048 if (victim->head)
1134 victim = victim->head; 1049 victim = victim->head;
1135 1050
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 {
1138 remove_ob (op);
1139 free_object (op);
1140 return;
1141 }
1142 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir];
1144 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1148 return;
1149 }
1150
1151 if (should_director_abort (op, victim)) 1051 if (should_director_abort (op, victim))
1152 return; 1052 return;
1153 1053
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1055 {
1156 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1057 nextmover->speed_left = -.99f;
1058
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1061 }
1163 1062
1164 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1165 { 1064 {
1166 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1167 if (op->level) 1066 if (op->level)
1168 { 1067 {
1169 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1170 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1172 * get to this space. 1071 * get to this space.
1173 */ 1072 */
1174 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1074 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1075 move_player (victim, dir);
1177 } 1076 }
1178 else 1077 else
1179 return; 1078 return;
1180 } 1079 }
1181 else 1080 else
1182 move_object (victim, dir); 1081 victim->move (dir);
1183 1082
1184 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1186 1085
1187 if (op->attacktype) 1086 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1089 }
1200 } 1090 }
1201 } 1091 }
1202} 1092}
1203 1093
1213{ 1103{
1214 object *tmp; 1104 object *tmp;
1215 1105
1216 if (!op->other_arch) 1106 if (!op->other_arch)
1217 { 1107 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1108 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1109 return;
1220 } 1110 }
1221 1111
1222 if (op->above == NULL) 1112 if (op->above == NULL)
1223 return; 1113 return;
1114
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1115 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1116 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1117 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1118 {
1228 if (op->level <= 0) 1119 if (op->level <= 0)
1229 { 1120 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1121 else
1234 { 1122 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1123 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1124
1237 if (new_nrof >= 1UL << 31) 1125 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1126 new_nrof = 1UL << 31;
1127
1239 tmp->nrof = new_nrof; 1128 tmp->nrof = new_nrof;
1240 } 1129 }
1130
1241 break; 1131 break;
1242 } 1132 }
1243 } 1133 }
1244} 1134}
1245 1135
1246/* move_creator (by peterm) 1136/* move_creator (by peterm)
1247 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1248 * connected: what will trigger it 1138 * connected: what will trigger it
1249 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1250 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1251 * everytime it's triggered 1141 * everytime it's triggered
1254 * has to make sure that there is in fact space for the object. 1144 * has to make sure that there is in fact space for the object.
1255 * It should really do this for small objects also, but there is 1145 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1146 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1147 * outside of the map which would cause the server to crash
1258*/ 1148*/
1259
1260void 1149void
1261move_creator (object *creator) 1150move_creator (object *creator)
1262{ 1151{
1263 object *new_ob; 1152 object *new_ob;
1264 1153
1265 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1266 { 1155 {
1267 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1268 return; 1157 return;
1269 } 1158 }
1270 1159
1271 if (creator->inv != NULL) 1160 if (creator->inv)
1272 { 1161 {
1273 object *ob; 1162 object *ob;
1274 int i; 1163 int i;
1275 object *ob_to_copy; 1164 object *ob_to_copy;
1276 1165
1277 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1278 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1279 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1280 { 1169 {
1281 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1282 { 1171 {
1283 ob_to_copy = ob; 1172 ob_to_copy = ob;
1284 } 1173 }
1285 } 1174 }
1286 new_ob = object_create_clone (ob_to_copy); 1175
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1179 }
1290 else 1180 else
1291 { 1181 {
1292 if (creator->other_arch == NULL) 1182 if (!creator->other_arch)
1293 { 1183 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1184 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1185 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1186 return;
1297 } 1187 }
1298 1188
1299 new_ob = object_create_arch (creator->other_arch); 1189 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1190 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1191 }
1302 1192
1303 /* Make sure this multipart object fits */ 1193 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1194 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 {
1306 free_object (new_ob);
1307 return;
1308 } 1195 {
1196 new_ob->destroy ();
1197 return;
1198 }
1199
1200 // for now lets try to identify everything generated here, it mostly
1201 // happens automated, so this will at least fix many identify-experience holes
1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1309 1204
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1312 return; 1207 return;
1313 1208
1314 if (creator->slaying) 1209 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1211}
1319 1212
1320/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/ 1220 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1221void
1330move_marker (object *op) 1222move_marker (object *op)
1331{ 1223{
1332 object *tmp, *tmp2; 1224 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1225 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1341 { 1231 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1232 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1233
1234 if (op->msg)
1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1236
1237 if (op->stats.hp > 0)
1344 } 1238 {
1239 op->stats.hp--;
1345 1240
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1241 if (op->stats.hp == 0)
1368 { 1242 {
1369 force->speed = 0.01; 1243 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1244 op->destroy ();
1245 return;
1371 } 1246 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1247 }
1394 } /* if tmp2 == NULL */ 1248 }
1395 } /* if tmp->type == PLAYER */ 1249 }
1396 } /* For all objects on this space */
1397} 1250}
1398 1251
1399int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1400process_object (object *op) 1299process_object (object *op)
1401{ 1300{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1403 return 0; 1302 return;
1404 1303
1405 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1305 return;
1407 1306
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1410 return 1; 1309 return;
1411 1310
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1413 { 1312 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1418 1314
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1420 make_sure_seen (op); 1316 make_sure_seen (op);
1421 } 1317 }
1422 1318
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1424 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1425 change_object (op); 1327 change_object (op);
1426 return 1; 1328 return;
1427 } 1329 }
1428 1330
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1430 generate_monster (op); 1332 generate_monster (op);
1431 1333
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1433 { 1335 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1435 remove_force (op); 1337 remove_force (op);
1436 else 1338 else
1437 { 1339 {
1438 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1341
1441 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1448 1344
1449 free_object (op); 1345 op->drop_and_destroy ();
1450 } 1346 }
1451 1347
1452 return 1; 1348 return;
1349 }
1453 } 1350 }
1454 1351
1455 switch (op->type) 1352 switch (op->type)
1456 { 1353 {
1457 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1458 move_spell_effect (op); 1355 move_spell_effect (op);
1459 return 1; 1356 break;
1460 1357
1461 case ROD: 1358 case ROD:
1462 case HORN: 1359 case HORN:
1463 regenerate_rod (op); 1360 regenerate_rod (op);
1464 return 1; 1361 break;
1465 1362
1466 case FORCE: 1363 case FORCE:
1467 case POTION_EFFECT: 1364 case POTION_EFFECT:
1468 remove_force (op); 1365 remove_force (op);
1469 return 1; 1366 break;
1470 1367
1471 case BLINDNESS: 1368 case BLINDNESS:
1472 remove_blindness (op); 1369 remove_blindness (op);
1473 return 0; 1370 break;
1474 1371
1475 case POISONING: 1372 case POISONING:
1476 poison_more (op); 1373 poison_more (op);
1477 return 0; 1374 break;
1478 1375
1479 case DISEASE: 1376 case DISEASE:
1480 move_disease (op); 1377 move_disease (op);
1481 return 0; 1378 break;
1482 1379
1483 case SYMPTOM: 1380 case SYMPTOM:
1484 move_symptom (op); 1381 move_symptom (op);
1485 return 0; 1382 break;
1486 1383
1487 case THROWN_OBJ: 1384 case THROWN_OBJ:
1488 case ARROW: 1385 case ARROW:
1489 move_arrow (op); 1386 move_arrow (op);
1490 return 0; 1387 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1388
1496 case DOOR: 1389 case DOOR:
1497 remove_door (op); 1390 remove_door (op);
1498 return 0; 1391 break;
1499 1392
1500 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1501 remove_door2 (op); 1394 remove_door2 (op);
1502 return 0; 1395 break;
1503 1396
1504 case TELEPORTER: 1397 case TELEPORTER:
1505 move_teleporter (op); 1398 move_teleporter (op);
1506 return 0; 1399 break;
1507 1400
1508 case GOLEM: 1401 case GOLEM:
1509 move_golem (op); 1402 move_golem (op);
1510 return 0; 1403 break;
1511 1404
1512 case EARTHWALL: 1405 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1407 break;
1515 1408
1516 case FIREWALL: 1409 case FIREWALL:
1517 move_firewall (op); 1410 move_firewall (op);
1518 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1519 animate_turning (op); 1412 animate_turning (op);
1520 return 0; 1413 break;
1521 1414
1522 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1523 do_mood_floor (op); 1416 do_mood_floor (op);
1524 return 0; 1417 break;
1525 1418
1526 case GATE: 1419 case GATE:
1527 move_gate (op); 1420 move_gate (op);
1528 return 0; 1421 break;
1529 1422
1530 case TIMED_GATE: 1423 case TIMED_GATE:
1531 move_timed_gate (op); 1424 move_timed_gate (op);
1532 return 0; 1425 break;
1533 1426
1534 case TRIGGER: 1427 case TRIGGER:
1535 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1431 animate_trigger (op);
1539 return 0; 1432 break;
1540 1433
1541 case DETECTOR: 1434 case DETECTOR:
1542 move_detector (op); 1435 move_detector (op);
1543 1436
1544 case DIRECTOR: 1437 case DIRECTOR:
1545 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1546 animate_turning (op); 1439 animate_turning (op);
1547 return 0; 1440 break;
1548 1441
1549 case HOLE: 1442 case HOLE:
1550 move_hole (op); 1443 move_hole (op);
1551 return 0; 1444 break;
1552 1445
1553 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1447 move_deep_swamp (op);
1555 return 0; 1448 break;
1556 1449
1557 case RUNE: 1450 case RUNE:
1558 case TRAP: 1451 case TRAP:
1559 move_rune (op); 1452 move_rune (op);
1560 return 0; 1453 break;
1561 1454
1562 case PLAYERMOVER: 1455 case PLAYERMOVER:
1563 move_player_mover (op); 1456 move_player_mover (op);
1564 return 0; 1457 break;
1565 1458
1566 case CREATOR: 1459 case CREATOR:
1567 move_creator (op); 1460 move_creator (op);
1568 return 0; 1461 break;
1569 1462
1570 case MARKER: 1463 case MARKER:
1571 move_marker (op); 1464 move_marker (op);
1572 return 0; 1465 break;
1573 1466
1574 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1575 move_player_changer (op); 1468 move_player_changer (op);
1576 return 0; 1469 break;
1577 1470
1578 case PEACEMAKER: 1471 case PEACEMAKER:
1579 move_peacemaker (op); 1472 move_peacemaker (op);
1580 return 0; 1473 break;
1581 }
1582 1474
1583 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1584} 1493}
1494

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