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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 1.48 by root, Sat May 12 21:56:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
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 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
58 tmp->y = op->y; 54 tmp->y = op->y;
59 tmp->map = op->map; 55 tmp->map = op->map;
60 tmp->level = op->level; 56 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 57 insert_ob_in_map (tmp, op->map, op, 0);
62 } 58 }
63 remove_ob (op); 59
64 free_object (op); 60 op->destroy ();
65} 61}
66 62
67void 63void
68remove_door2 (object *op) 64remove_door2 (object *op)
69{ 65{
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
88 tmp->map = op->map; 84 tmp->map = op->map;
89 tmp->level = op->level; 85 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 86 insert_ob_in_map (tmp, op->map, op, 0);
91 } 87 }
92 remove_ob (op);
93 free_object (op);
94}
95 88
96/* Will generate a monster according to content 89 op->destroy ();
97 * of generator. 90}
98 */ 91
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
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) 95 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; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
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;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
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;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
197 else 120 else
198 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
199 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 remove_ob (op); 167
226 free_object (op); 168 op->destroy ();
227} 169}
228 170
229void 171void
230remove_blindness (object *op) 172remove_blindness (object *op)
231{ 173{
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
176
234 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
178
235 if (op->env != NULL) 179 if (op->env)
236 { 180 {
237 change_abil (op->env, op); 181 change_abil (op->env, op);
238 fix_player (op->env); 182 op->env->update_stats ();
239 } 183 }
240 remove_ob (op); 184
241 free_object (op); 185 op->destroy ();
242} 186}
243 187
244void 188void
245poison_more (object *op) 189poison_more (object *op)
246{ 190{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 192 {
249 remove_ob (op); 193 op->destroy ();
250 free_object (op);
251 return; 194 return;
252 } 195 }
196
253 if (op->stats.food == 1) 197 if (op->stats.food == 1)
254 { 198 {
255 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 200 * will not do anything.
257 */ 201 */
258 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
259 { 203 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 205 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 207 }
264 remove_ob (op); 208
265 free_object (op); 209 op->destroy ();
266 return; 210 return;
267 } 211 }
212
268 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
269 { 214 {
270 op->env->stats.food--; 215 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 217 }
218
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 220}
275 221
276 222
277void 223void
278move_gate (object *op) 224move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
280 object *tmp; 226 object *tmp;
281 227
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 229 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 231 op->stats.wc = 0;
288 } 232 }
289 233
290 /* We're going down */ 234 /* We're going down */
291 if (op->value) 235 if (op->value)
294 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 239 op->stats.wc = 0;
296 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
297 op->value = 0; 241 op->value = 0;
298 else 242 else
299 {
300 op->speed = 0; 243 op->set_speed (0);
301 update_ob_speed (op);
302 } 244 }
303 } 245
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 247 {
306 op->move_block = 0; 248 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
309 } 251 }
252
310 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
312 return; 255 return;
313 } 256 }
314 257
331 if (tmp == NULL) 274 if (tmp == NULL)
332 { 275 {
333 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
334 op->value = 1; 277 op->value = 1;
335 else 278 else
336 {
337 op->speed = 0; 279 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 280
339 }
340 return; 281 return;
341 } 282 }
342 } 283 }
343 284
344 if (op->stats.food) 285 if (op->stats.food)
361 */ 302 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 304 {
364 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
367 309
368 if (tmp != NULL) 310 if (tmp)
369 { 311 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 313 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
373 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 318 }
376 else 319 else
377 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385 328
386 /* If there is a free spot, move the object someplace */ 329 /* If there is a free spot, move the object someplace */
387 if (i != -1) 330 if (i != -1)
388 { 331 {
389 remove_ob (tmp); 332 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 334 insert_ob_in_map (tmp, op->map, op, 0);
392 } 335 }
393 } 336 }
394 } 337 }
435 } 378 }
436 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 380 { /* keep gate down */
438 move_gate (op); 381 move_gate (op);
439 if (op->value != v) 382 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 383 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 384 }
445} 385}
446 386
447/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
458 int last = op->value; 398 int last = op->value;
459 int detected; 399 int detected;
460 400
461 detected = 0; 401 detected = 0;
462 402
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
464 { 404 {
465 object *tmp2; 405 object *tmp2;
466 406
467 if (op->stats.hp) 407 if (op->stats.hp)
468 { 408 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 410 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 412 detected = 1;
413
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 415 detected = 1;
475 } 416 }
476 } 417 }
418
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 420 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 422 detected = 1;
483 } 423 }
484 424
485 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
535 if (op->value) 475 if (op->value)
536 { /* We're opening */ 476 { /* We're opening */
537 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
539 op->stats.wc = 0; 479 op->stats.wc = 0;
540 op->speed = 0; 480 op->set_speed (0);
541 update_ob_speed (op);
542 481
543 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 485 {
547 next = tmp->above; 486 next = tmp->above;
548 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
549 } 488 }
550 } 489 }
490
551 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
553 return; 493 return;
554 } 494 }
555 /* We're closing */ 495 /* We're closing */
556 op->move_on = 0; 496 op->move_on = 0;
557 497
558 op->stats.wc++; 498 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
561 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 506}
570 507
571 508
572/* stop_item() returns a pointer to the stopped object. The stopped object 509/* 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 510 * may or may not have been removed from maps or inventories. It will not
593 { 530 {
594 object *payload = op->inv; 531 object *payload = op->inv;
595 532
596 if (payload == NULL) 533 if (payload == NULL)
597 return NULL; 534 return NULL;
598 remove_ob (payload); 535 payload->remove ();
599 remove_ob (op); 536 op->destroy ();
600 free_object (op);
601 return payload; 537 return payload;
602 } 538 }
603 539
604 case ARROW: 540 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
607 return op; 543 return op;
608 544
609 default: 545 default:
610 return op; 546 return op;
619void 555void
620fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
621{ 557{
622 if (map == NULL) 558 if (map == NULL)
623 return; 559 return;
560
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 563 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
628} 565}
629 566
630
631object * 567object *
632fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
633{ 569{
634 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
635 { 571 {
636 /* Small chance of breaking */ 572 /* Small chance of breaking */
637 remove_ob (op); 573 op->destroy ();
638 free_object (op);
639 return NULL; 574 return NULL;
640 } 575 }
641 576
577 op->set_speed (0);
642 op->direction = 0; 578 op->direction = 0;
643 op->move_on = 0; 579 op->move_on = 0;
644 op->move_type = 0; 580 op->move_type = 0;
645 op->speed = 0; 581 op->skill = 0; // really?
646 update_ob_speed (op); 582
583 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 587
653 if (op->spellarg != NULL) 588 if (op->spellarg)
654 { 589 {
655 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
656 free (op->spellarg); 591 free (op->spellarg);
657 op->spellarg = NULL; 592 op->spellarg = 0;
658 } 593 }
659 else 594 else
660 op->slaying = NULL; 595 op->slaying = 0;
661 596
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 598 op->spellarg = NULL;
664 op->stats.sp = 0; 599 op->stats.sp = 0;
665 op->stats.hp = 0; 600 op->stats.hp = 0;
666 op->stats.grace = 0; 601 op->stats.grace = 0;
667 op->level = 0; 602 op->level = 0;
668 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
671 return op; 606 return op;
672} 607}
673 608
674/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 611 * here too. -b.t.
677 * 612 *
678 * Returns a pointer to the stopped object (which will have been removed 613 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
680 */ 615 */
681
682static void 616static void
683stop_arrow (object *op) 617stop_arrow (object *op)
684{ 618{
685 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
686 return; 620 return;
687 621
688 if (op->inv) 622 if (op->inv)
689 { 623 {
690 object *payload = op->inv; 624 object *payload = op->inv;
691 625
692 remove_ob (payload); 626 payload->remove ();
693 clear_owner (payload); 627 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 628 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 629 op->destroy ();
696 free_object (op);
697 } 630 }
698 else 631 else
699 { 632 {
700 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
701 if (op) 635 if (op)
702 merge_ob (op, NULL); 636 merge_ob (op, 0);
703 } 637 }
704} 638}
705 639
706/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 641 */
708
709void 642void
710move_arrow (object *op) 643move_arrow (object *op)
711{ 644{
712 object *tmp; 645 object *tmp;
713 sint16 new_x, new_y; 646 sint16 new_x, new_y;
715 maptile *m; 648 maptile *m;
716 649
717 if (op->map == NULL) 650 if (op->map == NULL)
718 { 651 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 653 op->destroy ();
721 free_object (op);
722 return; 654 return;
723 } 655 }
724 656
725 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 658 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 665 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
735 */ 667 */
736 if (op->inv == NULL) 668 if (op->inv == NULL)
737 { 669 {
738 remove_ob (op); 670 op->destroy ();
739 free_object (op);
740 return; 671 return;
741 } 672 }
673
742 if (op->last_sp-- < 0) 674 if (op->last_sp-- < 0)
743 { 675 {
744 stop_arrow (op); 676 stop_arrow (op);
745 return; 677 return;
746 } 678 }
769 } 701 }
770 702
771 /* only need to look for living creatures if this flag is set */ 703 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 704 if (mflags & P_IS_ALIVE)
773 { 705 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 708 break;
777
778 709
779 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
781 * move into it. 712 * move into it.
782 */ 713 */
783
784 if (tmp != NULL && tmp != op->owner) 714 if (tmp && tmp != op->owner)
785 { 715 {
786 /* Found living object, but it is reflecting the missile. Update 716 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
789 */ 719 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 721 {
793
794 int number = op->face->number; 722 int number = op->face;
795 723
796 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
797 op->state = 0; 725 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 */ 726 was_reflected = 1; /* skip normal movement calculations */
806 } 727 }
807 else 728 else
808 { 729 {
809 /* Attack the object. */ 730 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 731 op = hit_with_arrow (op, tmp);
732
811 if (op == NULL) 733 if (!op)
812 return; 734 return;
813 } 735 }
814 } /* if this is not hitting its owner */ 736 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 737 } /* if there is something alive on this space */
816
817 738
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 740 {
820 int retry = 0; 741 int retry = 0;
821 742
893 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 815 } /* object is reflected */
895 } /* object ran into a wall */ 816 } /* object ran into a wall */
896 817
897 /* Move the arrow. */ 818 /* Move the arrow. */
898 remove_ob (op); 819 op->remove ();
899 op->x = new_x; 820 op->x = new_x;
900 op->y = new_y; 821 op->y = new_y;
901 822
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
911 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
912 833
913void 834void
914change_object (object *op) 835change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 836{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 837 int i, j;
918 838
919 if (op->other_arch == NULL) 839 if (op->other_arch == NULL)
920 { 840 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 if (op->stats.food-- > 0) 848 if (op->stats.food-- > 0)
929 return; 849 return;
930 else 850 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 851 op->stats.food = 1; /* so 1 other_arch is made */
932 } 852 }
853
854 object *pl = op->in_player ();
933 env = op->env; 855 object *env = op->env;
934 remove_ob (op); 856
857 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 859 {
937 tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861
938 if (op->type == LAMP) 862 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 866 if (env)
942 { 867 {
943 tmp->x = env->x, tmp->y = env->y; 868 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 869 tmp = insert_ob_in_ob (tmp, env);
870
945 /* If this object is the players inventory, we need to tell the 871 /* 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 872 * 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. 873 * updating the client, so we don't need to do that below.
948 */ 874 */
949 if ((pl = is_player_inv (env)) != NULL) 875 if (pl)
950 { 876 {
951 esrv_del_item (pl->contr, op->count); 877 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 878 esrv_send_item (pl, tmp);
953 } 879 }
954 } 880 }
955 else 881 else
956 { 882 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 883 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 884 if (j == -1) /* No free spot */
959 free_object (tmp); 885 tmp->destroy ();
960 else 886 else
961 { 887 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0); 889 insert_ob_in_map (tmp, op->map, op, 0);
964 } 890 }
965 } 891 }
966 } 892 }
967 free_object (op); 893
894 op->destroy ();
968} 895}
969 896
970void 897void
971move_teleporter (object *op) 898move_teleporter (object *op)
972{ 899{
977 * there is an old multipart teleporter in which the other parts 904 * 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 905 * 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 906 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 907 * N times without the speed check.
981 */ 908 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 910 move_teleporter (op->more);
984 911
985 if (op->head) 912 if (op->head)
986 head = op->head; 913 head = op->head;
987 914
998 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
999 { 926 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 928 return;
1002 929
1003 enter_exit (tmp, head); 930 tmp->enter_exit (head);
1004 } 931 }
1005 else 932 else
1006 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
1007 return; 934 return;
1008 } 935 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 936 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 937 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 939 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 941 head->destroy ();
1015 free_object (head);
1016 return; 942 return;
1017 } 943 }
944
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 946 return;
947
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 949 }
1022 else 950 else
1023 { 951 {
1024 /* Random teleporter */ 952 /* Random teleporter */
1032/* This object will teleport someone to a different map 960/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 961 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 962 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 963 can't be generalized.
1036*/ 964*/
1037
1038void 965void
1039move_player_changer (object *op) 966move_player_changer (object *op)
1040{ 967{
1041 object *player; 968 object *player;
1042 object *walk; 969 object *walk;
1043 char c;
1044 970
1045 if (!op->above || !EXIT_PATH (op)) 971 if (!op->above || !EXIT_PATH (op))
1046 return; 972 return;
1047 973
1048 /* This isn't all that great - means that the player_mover 974 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 975 * needs to be on top.
1050 */ 976 */
1051 if (op->above->type == PLAYER) 977 if (op->above->type == PLAYER)
1052 { 978 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 980 return;
981
1055 player = op->above; 982 player = op->above;
1056 983
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 984 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 985 apply_changes_to_player (player, walk);
1059 986
1060 fix_player (player); 987 player->update_stats ();
1061 988
1062 esrv_send_inventory (op->above, op->above); 989 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 990 esrv_update_item (UPD_FACE, op->above, op->above);
1064 991
1065 /* update players death & WoR home-position */ 992 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 993 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 994 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 995 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 996 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 997 player->contr->bed_y = EXIT_Y (op);
1072 } 998 }
1073 else 999 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1000 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 1001
1076 enter_exit (op->above, op); 1002 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 1003 }
1079} 1004}
1080 1005
1081/* firewalls fire other spells. 1006/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1007 * The direction of the wall is stored in op->stats.sp.
1089 1014
1090 if (!op->map) 1015 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1016 return; /* dm has created a firewall in his inventory */
1092 1017
1093 spell = op->inv; 1018 spell = op->inv;
1019
1094 if (!spell || spell->type != SPELL) 1020 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1021 spell = &op->other_arch->clone;
1022
1096 if (!spell) 1023 if (!spell)
1097 { 1024 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1026 return;
1100 } 1027 }
1101 1028
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1029 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1030}
1104
1105 1031
1106/* move_player_mover: this function takes a "player mover" as an 1032/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1033 * argument, and performs the function of a player mover, which is:
1108 * 1034 *
1109 * a player mover finds any players that are sitting on it. It 1035 * a player mover finds any players that are sitting on it. It
1122 1048
1123 /* Determine direction now for random movers so we do the right thing */ 1049 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1050 if (!dir)
1125 dir = rndm (1, 8); 1051 dir = rndm (1, 8);
1126 1052
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1053 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 { 1054 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1056 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1057 {
1132 1058
1133 if (victim->head) 1059 if (victim->head)
1134 victim = victim->head; 1060 victim = victim->head;
1135 1061
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1062 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1063 {
1138 remove_ob (op); 1064 op->remove ();
1139 free_object (op);
1140 return; 1065 return;
1141 } 1066 }
1067
1142 nx = op->x + freearr_x[dir]; 1068 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1069 ny = op->y + freearr_y[dir];
1144 m = op->map; 1070 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1071 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1072 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1073 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; 1074 return;
1149 } 1075 }
1150 1076
1151 if (should_director_abort (op, victim)) 1077 if (should_director_abort (op, victim))
1152 return; 1078 return;
1153 1079
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1080 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1155 { 1081 {
1156 if (nextmover->type == PLAYERMOVER) 1082 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1083 nextmover->speed_left = -.99;
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 { 1085 {
1213{ 1139{
1214 object *tmp; 1140 object *tmp;
1215 1141
1216 if (!op->other_arch) 1142 if (!op->other_arch)
1217 { 1143 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1144 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1145 return;
1220 } 1146 }
1221 1147
1222 if (op->above == NULL) 1148 if (op->above == NULL)
1223 return; 1149 return;
1150
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1151 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1152 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1153 if (op->other_arch->name == tmp->arch->name)
1227 { 1154 {
1228 if (op->level <= 0) 1155 if (op->level <= 0)
1229 { 1156 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1157 else
1234 { 1158 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1159 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1160
1237 if (new_nrof >= 1UL << 31) 1161 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1162 new_nrof = 1UL << 31;
1163
1239 tmp->nrof = new_nrof; 1164 tmp->nrof = new_nrof;
1240 } 1165 }
1166
1241 break; 1167 break;
1242 } 1168 }
1243 } 1169 }
1244} 1170}
1245 1171
1289 } 1215 }
1290 else 1216 else
1291 { 1217 {
1292 if (creator->other_arch == NULL) 1218 if (creator->other_arch == NULL)
1293 { 1219 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1220 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1221 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1222 return;
1297 } 1223 }
1298 1224
1299 new_ob = object_create_arch (creator->other_arch); 1225 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1226 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1227 }
1302 1228
1303 /* Make sure this multipart object fits */ 1229 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1230 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 { 1231 {
1306 free_object (new_ob); 1232 new_ob->destroy ();
1307 return; 1233 return;
1308 } 1234 }
1309 1235
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1236 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1237 if (QUERY_FLAG (new_ob, FLAG_FREED))
1323 with a specific code as the slaying field. 1249 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1250 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1251 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1252 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.*/ 1253 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1254void
1330move_marker (object *op) 1255move_marker (object *op)
1331{ 1256{
1257 if (object *tmp = op->ms ().player ())
1258 {
1332 object *tmp, *tmp2; 1259 object *tmp2;
1333 1260
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1261 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1262 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1263 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1341 { 1264 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1265 tmp2->destroy ();
1343 break; 1266 break;
1344 } 1267 }
1345 1268
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 1269 /* cycle through his inventory to look for the MARK we want to
1353 * place 1270 * place
1354 */ 1271 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1272 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1273 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1274 break;
1359 }
1360 1275
1361 /* if we didn't find our own MARK */ 1276 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1277 if (!tmp2)
1363 { 1278 {
1364 object *force = get_archetype (FORCE_NAME); 1279 object *force = get_archetype (FORCE_NAME);
1365 1280
1366 force->speed = 0;
1367 if (op->stats.food) 1281 if (op->stats.food)
1282 {
1283 force->set_speed (0.01);
1284 force->speed_left = -op->stats.food;
1285 }
1286 else
1287 force->set_speed (0);
1288
1289 /* put in the lock code */
1290 force->slaying = op->slaying;
1291
1292 if (op->lore)
1293 force->lore = op->lore;
1294
1295 insert_ob_in_ob (force, tmp);
1296 if (op->msg)
1297 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1298
1299 if (op->stats.hp > 0)
1300 {
1301 op->stats.hp--;
1302 if (op->stats.hp == 0)
1368 { 1303 {
1369 force->speed = 0.01; 1304 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1305 op->destroy ();
1306 return;
1371 } 1307 }
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 } 1308 }
1394 } /* if tmp2 == NULL */ 1309 }
1395 } /* if tmp->type == PLAYER */ 1310 }
1396 } /* For all objects on this space */
1397} 1311}
1398 1312
1399int 1313int
1400process_object (object *op) 1314process_object (object *op)
1401{ 1315{
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1324 return 1;
1411 1325
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1327 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1328 animate_object (op, op->contr ? op->facing : op->direction);
1418 1329
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1331 make_sure_seen (op);
1421 } 1332 }
1422 1333
1433 { 1344 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1345 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1346 remove_force (op);
1436 else 1347 else
1437 { 1348 {
1438 /* IF necessary, delete the item from the players inventory */ 1349 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1350 object *pl = op->in_player ();
1440 1351
1441 if (pl) 1352 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1353 esrv_del_item (pl->contr, op->count);
1443 1354
1444 remove_ob (op); 1355 op->remove ();
1445 1356
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1357 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1358 make_sure_not_seen (op);
1448 1359
1449 free_object (op); 1360 op->destroy ();
1450 } 1361 }
1451 1362
1452 return 1; 1363 return 1;
1453 } 1364 }
1454 1365
1485 return 0; 1396 return 0;
1486 1397
1487 case THROWN_OBJ: 1398 case THROWN_OBJ:
1488 case ARROW: 1399 case ARROW:
1489 move_arrow (op); 1400 move_arrow (op);
1490 return 0;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0; 1401 return 0;
1495 1402
1496 case DOOR: 1403 case DOOR:
1497 remove_door (op); 1404 remove_door (op);
1498 return 0; 1405 return 0;
1580 return 0; 1487 return 0;
1581 } 1488 }
1582 1489
1583 return 0; 1490 return 0;
1584} 1491}
1492

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