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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 1.58 by root, Sat Jun 30 03:00:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
56 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
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 (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
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 from 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 }
120 else if (gen->other_arch)
121 {
122 // ...or use other_arch
123 op = arch_to_object (gen->other_arch);
124 }
197 else 125 else
198 generate_monster_arch (gen); 126 return;
199 127
128 op->expand_tail ();
129
130 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
131 if (i >= 0)
132 {
133 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
134 {
135 if (rndm (0, 9))
136 generate_artifact (op, gen->map->difficulty);
137
138 if (op->has_random_items ())
139 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
140
141 return;
142 }
143 }
144
145 op->destroy ();
200} 146}
201 147
202void 148void
203remove_force (object *op) 149remove_force (object *op)
204{ 150{
205 if (--op->duration > 0) 151 if (--op->duration > 0)
206 return; 152 return;
207 153
154 if (op->env)
208 switch (op->subtype) 155 switch (op->subtype)
209 { 156 {
210 case FORCE_CONFUSION: 157 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 158 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 159 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 160
217 default: 161 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 162 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 163 change_abil (op->env, op);
222 fix_player (op->env); 164 op->env->update_stats ();
223 }
224 } 165 }
225 remove_ob (op); 166
226 free_object (op); 167 op->destroy ();
227} 168}
228 169
229void 170void
230remove_blindness (object *op) 171remove_blindness (object *op)
231{ 172{
232 if (--op->stats.food > 0) 173 if (--op->stats.food > 0)
233 return; 174 return;
175
234 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
177
235 if (op->env != NULL) 178 if (op->env)
236 { 179 {
237 change_abil (op->env, op); 180 change_abil (op->env, op);
238 fix_player (op->env); 181 op->env->update_stats ();
239 } 182 }
240 remove_ob (op); 183
241 free_object (op); 184 op->destroy ();
242} 185}
243 186
244void 187void
245poison_more (object *op) 188poison_more (object *op)
246{ 189{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 190 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 191 {
249 remove_ob (op); 192 op->destroy ();
250 free_object (op);
251 return; 193 return;
252 } 194 }
195
253 if (op->stats.food == 1) 196 if (op->stats.food == 1)
254 { 197 {
255 /* need to remove the object before fix_player is called, else fix_player 198 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 199 * will not do anything.
257 */ 200 */
258 if (op->env->type == PLAYER) 201 if (op->env->type == PLAYER)
259 { 202 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 203 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 204 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 205 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 206 }
264 remove_ob (op); 207
265 free_object (op); 208 op->destroy ();
266 return; 209 return;
267 } 210 }
211
268 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
269 { 213 {
270 op->env->stats.food--; 214 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 215 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 216 }
217
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 218 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 219}
275 220
276 221
277void 222void
278move_gate (object *op) 223move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 224{ /* 1 = going down, 0 = going up */
280 object *tmp; 225 object *tmp;
281 226
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 227 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 228 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 229 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; 230 op->stats.wc = 0;
288 } 231 }
289 232
290 /* We're going down */ 233 /* We're going down */
291 if (op->value) 234 if (op->value)
292 { 235 {
293 if (--op->stats.wc <= 0) 236 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 237 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 238 op->stats.wc = 0;
296 if (op->arch->clone.speed) 239 if (op->arch->speed)
297 op->value = 0; 240 op->value = 0;
298 else 241 else
299 {
300 op->speed = 0; 242 op->set_speed (0);
301 update_ob_speed (op);
302 } 243 }
303 } 244
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 245 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 246 {
306 op->move_block = 0; 247 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 248 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 249 update_all_los (op->map, op->x, op->y);
309 } 250 }
251
310 SET_ANIMATION (op, op->stats.wc); 252 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 253 update_object (op, UP_OBJ_CHANGE);
312 return; 254 return;
313 } 255 }
314 256
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 270 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 271 break;
330 272
331 if (tmp == NULL) 273 if (tmp == NULL)
332 { 274 {
333 if (op->arch->clone.speed) 275 if (op->arch->speed)
334 op->value = 1; 276 op->value = 1;
335 else 277 else
336 {
337 op->speed = 0; 278 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 279
339 }
340 return; 280 return;
341 } 281 }
342 } 282 }
343 283
344 if (op->stats.food) 284 if (op->stats.food)
361 */ 301 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 303 {
364 /* Halfway or further, check blocks */ 304 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 305 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ;
367 308
368 if (tmp != NULL) 309 if (tmp)
369 { 310 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 312 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 313 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
314
373 if (tmp->type == PLAYER) 315 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 316 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 317 }
376 else 318 else
377 /* If the object is not alive, and the object either can 319 /* 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); 326 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385 327
386 /* If there is a free spot, move the object someplace */ 328 /* If there is a free spot, move the object someplace */
387 if (i != -1) 329 if (i != -1)
388 { 330 {
389 remove_ob (tmp); 331 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 332 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 333 insert_ob_in_map (tmp, op->map, op, 0);
392 } 334 }
393 } 335 }
394 } 336 }
404 op->stats.food = 1; 346 op->stats.food = 1;
405 } 347 }
406 else 348 else
407 { 349 {
408 op->move_block = MOVE_ALL; 350 op->move_block = MOVE_ALL;
409 if (!op->arch->clone.stats.ac) 351 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 352 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 353 update_all_los (op->map, op->x, op->y);
412 } 354 }
413 } /* gate is halfway up */ 355 } /* gate is halfway up */
414 356
435 } 377 }
436 if (--op->stats.hp <= 0) 378 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 379 { /* keep gate down */
438 move_gate (op); 380 move_gate (op);
439 if (op->value != v) 381 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 382 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 383 }
445} 384}
446 385
447/* slaying: name of the thing the detector is to look for 386/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 387 * speed: frequency of 'glances'
458 int last = op->value; 397 int last = op->value;
459 int detected; 398 int detected;
460 399
461 detected = 0; 400 detected = 0;
462 401
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 402 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
464 { 403 {
465 object *tmp2; 404 object *tmp2;
466 405
467 if (op->stats.hp) 406 if (op->stats.hp)
468 { 407 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 408 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 409 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 410 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 411 detected = 1;
412
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 413 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 414 detected = 1;
475 } 415 }
476 } 416 }
417
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 418 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 419 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 420 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 421 detected = 1;
483 } 422 }
484 423
485 /* the detector sets the button if detection is found */ 424 /* the detector sets the button if detection is found */
535 if (op->value) 474 if (op->value)
536 { /* We're opening */ 475 { /* We're opening */
537 if (--op->stats.wc <= 0) 476 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 477 { /* Opened, let's stop */
539 op->stats.wc = 0; 478 op->stats.wc = 0;
540 op->speed = 0; 479 op->set_speed (0);
541 update_ob_speed (op);
542 480
543 /* Hard coding this makes sense for holes I suppose */ 481 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 482 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 483 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 484 {
547 next = tmp->above; 485 next = tmp->above;
548 move_apply (op, tmp, tmp); 486 move_apply (op, tmp, tmp);
549 } 487 }
550 } 488 }
489
551 SET_ANIMATION (op, op->stats.wc); 490 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 491 update_object (op, UP_OBJ_FACE);
553 return; 492 return;
554 } 493 }
555 /* We're closing */ 494 /* We're closing */
556 op->move_on = 0; 495 op->move_on = 0;
557 496
558 op->stats.wc++; 497 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 499 op->stats.wc = NUM_ANIMATIONS (op) - 1;
500
561 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 503 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 504 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 505}
570 506
571 507
572/* stop_item() returns a pointer to the stopped object. The stopped object 508/* 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 509 * may or may not have been removed from maps or inventories. It will not
593 { 529 {
594 object *payload = op->inv; 530 object *payload = op->inv;
595 531
596 if (payload == NULL) 532 if (payload == NULL)
597 return NULL; 533 return NULL;
598 remove_ob (payload); 534 payload->remove ();
599 remove_ob (op); 535 op->destroy ();
600 free_object (op);
601 return payload; 536 return payload;
602 } 537 }
603 538
604 case ARROW: 539 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 540 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 541 op = fix_stopped_arrow (op);
607 return op; 542 return op;
608 543
609 default: 544 default:
610 return op; 545 return op;
619void 554void
620fix_stopped_item (object *op, maptile *map, object *originator) 555fix_stopped_item (object *op, maptile *map, object *originator)
621{ 556{
622 if (map == NULL) 557 if (map == NULL)
623 return; 558 return;
559
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 560 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 561 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 562 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 563 merge_ob (op, NULL); /* only some arrows actually need this */
628} 564}
629 565
630
631object * 566object *
632fix_stopped_arrow (object *op) 567fix_stopped_arrow (object *op)
633{ 568{
634 if (rndm (0, 99) < op->stats.food) 569 if (rndm (0, 99) < op->stats.food)
635 { 570 {
636 /* Small chance of breaking */ 571 /* Small chance of breaking */
637 remove_ob (op); 572 op->destroy ();
638 free_object (op);
639 return NULL; 573 return NULL;
640 } 574 }
641 575
576 op->set_speed (0);
642 op->direction = 0; 577 op->direction = 0;
643 op->move_on = 0; 578 op->move_on = 0;
644 op->move_type = 0; 579 op->move_type = 0;
645 op->speed = 0; 580 op->skill = 0; // really?
646 update_ob_speed (op); 581
582 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 583 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 584 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 585 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 586
653 if (op->spellarg != NULL) 587 if (op->spellarg)
654 { 588 {
655 op->slaying = op->spellarg; 589 op->slaying = op->spellarg;
656 free (op->spellarg); 590 free (op->spellarg);
657 op->spellarg = NULL; 591 op->spellarg = 0;
658 } 592 }
659 else 593 else
660 op->slaying = NULL; 594 op->slaying = 0;
661 595
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 596 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 597 op->spellarg = NULL;
664 op->stats.sp = 0; 598 op->stats.sp = 0;
665 op->stats.hp = 0; 599 op->stats.hp = 0;
666 op->stats.grace = 0; 600 op->stats.grace = 0;
667 op->level = 0; 601 op->level = 0;
668 op->face = op->arch->clone.face; 602 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
671 return op; 605 return op;
672} 606}
673 607
674/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 610 * here too. -b.t.
677 * 611 *
678 * Returns a pointer to the stopped object (which will have been removed 612 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 613 * from maps or inventories), or NULL if was destroyed.
680 */ 614 */
681
682static void 615static void
683stop_arrow (object *op) 616stop_arrow (object *op)
684{ 617{
685 if (INVOKE_OBJECT (STOP, op)) 618 if (INVOKE_OBJECT (STOP, op))
686 return; 619 return;
687 620
688 if (op->inv) 621 if (op->inv)
689 { 622 {
690 object *payload = op->inv; 623 object *payload = op->inv;
691 624
692 remove_ob (payload); 625 payload->remove ();
693 clear_owner (payload); 626 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 627 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 628 op->destroy ();
696 free_object (op);
697 } 629 }
698 else 630 else
699 { 631 {
700 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
633
701 if (op) 634 if (op)
702 merge_ob (op, NULL); 635 merge_ob (op, 0);
703 } 636 }
704} 637}
705 638
706/* Move an arrow along its course. op is the arrow or thrown object. 639/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 640 */
708
709void 641void
710move_arrow (object *op) 642move_arrow (object *op)
711{ 643{
712 object *tmp; 644 object *tmp;
713 sint16 new_x, new_y; 645 sint16 new_x, new_y;
715 maptile *m; 647 maptile *m;
716 648
717 if (op->map == NULL) 649 if (op->map == NULL)
718 { 650 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 651 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 652 op->destroy ();
721 free_object (op);
722 return; 653 return;
723 } 654 }
724 655
725 /* we need to stop thrown objects at some point. Like here. */ 656 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 657 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 664 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 665 * and it is easy enough to clean it up here.
735 */ 666 */
736 if (op->inv == NULL) 667 if (op->inv == NULL)
737 { 668 {
738 remove_ob (op); 669 op->destroy ();
739 free_object (op);
740 return; 670 return;
741 } 671 }
672
742 if (op->last_sp-- < 0) 673 if (op->last_sp-- < 0)
743 { 674 {
744 stop_arrow (op); 675 stop_arrow (op);
745 return; 676 return;
746 } 677 }
769 } 700 }
770 701
771 /* only need to look for living creatures if this flag is set */ 702 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 703 if (mflags & P_IS_ALIVE)
773 { 704 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 705 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 706 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 707 break;
777
778 708
779 /* Not really fair, but don't let monsters hit themselves with 709 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 710 * their own arrow - this can be because they fire it then
781 * move into it. 711 * move into it.
782 */ 712 */
783
784 if (tmp != NULL && tmp != op->owner) 713 if (tmp && tmp != op->owner)
785 { 714 {
786 /* Found living object, but it is reflecting the missile. Update 715 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 716 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 717 * chance that reflect_missile fails.)
789 */ 718 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 719 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 720 {
793
794 int number = op->face->number; 721 int number = op->face;
795 722
796 op->direction = absdir (op->direction + 4); 723 op->direction = absdir (op->direction + 4);
797 op->state = 0; 724 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 */ 725 was_reflected = 1; /* skip normal movement calculations */
806 } 726 }
807 else 727 else
808 { 728 {
809 /* Attack the object. */ 729 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 730 op = hit_with_arrow (op, tmp);
731
811 if (op == NULL) 732 if (!op)
812 return; 733 return;
813 } 734 }
814 } /* if this is not hitting its owner */ 735 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 736 } /* if there is something alive on this space */
816
817 737
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 738 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 739 {
820 int retry = 0; 740 int retry = 0;
821 741
893 SET_ANIMATION (op, op->direction); 813 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 814 } /* object is reflected */
895 } /* object ran into a wall */ 815 } /* object ran into a wall */
896 816
897 /* Move the arrow. */ 817 /* Move the arrow. */
898 remove_ob (op); 818 op->remove ();
899 op->x = new_x; 819 op->x = new_x;
900 op->y = new_y; 820 op->y = new_y;
901 821
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
911 * Modified this routine to allow held objects. b.t. */ 831 * Modified this routine to allow held objects. b.t. */
912 832
913void 833void
914change_object (object *op) 834change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 835{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 836 int i, j;
918 837
919 if (op->other_arch == NULL) 838 if (op->other_arch == NULL)
920 { 839 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 840 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 if (op->stats.food-- > 0) 847 if (op->stats.food-- > 0)
929 return; 848 return;
930 else 849 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 850 op->stats.food = 1; /* so 1 other_arch is made */
932 } 851 }
852
853 object *pl = op->in_player ();
933 env = op->env; 854 object *env = op->env;
934 remove_ob (op); 855
856 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 857 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 858 {
937 tmp = arch_to_object (op->other_arch); 859 object *tmp = arch_to_object (op->other_arch);
860
938 if (op->type == LAMP) 861 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 862 tmp->stats.food = op->stats.food - 1;
863
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 864 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 865 if (env)
942 { 866 {
943 tmp->x = env->x, tmp->y = env->y; 867 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 868 tmp = insert_ob_in_ob (tmp, env);
869
945 /* If this object is the players inventory, we need to tell the 870 /* 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 871 * 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. 872 * updating the client, so we don't need to do that below.
948 */ 873 */
949 if ((pl = is_player_inv (env)) != NULL) 874 if (pl)
950 { 875 {
951 esrv_del_item (pl->contr, op->count); 876 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 877 esrv_send_item (pl, tmp);
953 } 878 }
954 } 879 }
955 else 880 else
956 { 881 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 882 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 883 if (j == -1) /* No free spot */
959 free_object (tmp); 884 tmp->destroy ();
960 else 885 else
961 { 886 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 887 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0); 888 insert_ob_in_map (tmp, op->map, op, 0);
964 } 889 }
965 } 890 }
966 } 891 }
967 free_object (op); 892
893 op->destroy ();
968} 894}
969 895
970void 896void
971move_teleporter (object *op) 897move_teleporter (object *op)
972{ 898{
977 * there is an old multipart teleporter in which the other parts 903 * 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 904 * 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 905 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 906 * N times without the speed check.
981 */ 907 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 908 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 909 move_teleporter (op->more);
984 910
985 if (op->head) 911 if (op->head)
986 head = op->head; 912 head = op->head;
987 913
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 916 break;
991 917
992 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 924 if (tmp->type == PLAYER)
999 { 925 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 927 return;
1002 928
1003 enter_exit (tmp, head); 929 tmp->enter_exit (head);
1004 } 930 }
1005 else 931 else
1006 /* Currently only players can transfer maps */ 932 /* Currently only players can transfer maps */
1007 return; 933 return;
1008 } 934 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 935 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 936 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 937 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 938 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 939 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 940 head->destroy ();
1015 free_object (head);
1016 return; 941 return;
1017 } 942 }
943
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 944 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 945 return;
946
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 947 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 948 }
1022 else 949 else
1023 { 950 {
1024 /* Random teleporter */ 951 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 953 return;
1027 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
1028 } 955 }
1029} 956}
1030
1031 957
1032/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 961 can't be generalized.
1036*/ 962*/
1037
1038void 963void
1039move_player_changer (object *op) 964move_player_changer (object *op)
1040{ 965{
1041 object *player; 966 object *player;
1042 object *walk; 967 object *walk;
1043 char c;
1044 968
1045 if (!op->above || !EXIT_PATH (op)) 969 if (!op->above || !EXIT_PATH (op))
1046 return; 970 return;
1047 971
1048 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 973 * needs to be on top.
1050 */ 974 */
1051 if (op->above->type == PLAYER) 975 if (op->above->type == PLAYER)
1052 { 976 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 978 return;
979
1055 player = op->above; 980 player = op->above;
1056 981
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 983 apply_changes_to_player (player, walk);
1059 984
1060 fix_player (player); 985 player->update_stats ();
1061 986
1062 esrv_send_inventory (op->above, op->above); 987 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
1064 989
1065 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 992 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 993 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 994 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 995 player->contr->bed_y = EXIT_Y (op);
1072 } 996 }
1073 else 997 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 999
1076 enter_exit (op->above, op); 1000 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 1001 }
1079} 1002}
1080 1003
1081/* firewalls fire other spells. 1004/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
1089 1012
1090 if (!op->map) 1013 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1092 1015
1093 spell = op->inv; 1016 spell = op->inv;
1017
1094 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1020
1096 if (!spell) 1021 if (!spell)
1097 { 1022 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1024 return;
1100 } 1025 }
1101 1026
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1028}
1104
1105 1029
1106/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
1108 * 1032 *
1109 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1038 */
1115void 1039void
1116move_player_mover (object *op) 1040move_player_mover (object *op)
1117{ 1041{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1120 sint16 nx, ny; 1043 sint16 nx, ny;
1121 maptile *m; 1044 maptile *m;
1122 1045
1123 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1047 if (!dir)
1125 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1126 1049
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1051 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1054 {
1132 1055
1133 if (victim->head) 1056 if (victim->head)
1134 victim = victim->head; 1057 victim = victim->head;
1135 1058
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1060 {
1138 remove_ob (op); 1061 op->remove ();
1139 free_object (op);
1140 return; 1062 return;
1141 } 1063 }
1064
1142 nx = op->x + freearr_x[dir]; 1065 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1066 ny = op->y + freearr_y[dir];
1144 m = op->map; 1067 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1069 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1070 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; 1071 return;
1149 } 1072 }
1150 1073
1151 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1152 return; 1075 return;
1153 1076
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1078 {
1156 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1084 }
1163 1085
1164 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1165 { 1087 {
1166 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1172 * get to this space. 1094 * get to this space.
1173 */ 1095 */
1174 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1098 move_player (victim, dir);
1177 } 1099 }
1178 else 1100 else
1179 return; 1101 return;
1180 } 1102 }
1184 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1186 1108
1187 if (op->attacktype) 1109 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 victim->speed_left = max (-5.f, -FABS (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 } 1112 }
1200 } 1113 }
1201 } 1114 }
1202} 1115}
1203 1116
1213{ 1126{
1214 object *tmp; 1127 object *tmp;
1215 1128
1216 if (!op->other_arch) 1129 if (!op->other_arch)
1217 { 1130 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1131 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1132 return;
1220 } 1133 }
1221 1134
1222 if (op->above == NULL) 1135 if (op->above == NULL)
1223 return; 1136 return;
1137
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1139 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1140 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1141 {
1228 if (op->level <= 0) 1142 if (op->level <= 0)
1229 { 1143 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1144 else
1234 { 1145 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1146 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1147
1237 if (new_nrof >= 1UL << 31) 1148 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1149 new_nrof = 1UL << 31;
1150
1239 tmp->nrof = new_nrof; 1151 tmp->nrof = new_nrof;
1240 } 1152 }
1153
1241 break; 1154 break;
1242 } 1155 }
1243 } 1156 }
1244} 1157}
1245 1158
1289 } 1202 }
1290 else 1203 else
1291 { 1204 {
1292 if (creator->other_arch == NULL) 1205 if (creator->other_arch == NULL)
1293 { 1206 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1207 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1208 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1209 return;
1297 } 1210 }
1298 1211
1299 new_ob = object_create_arch (creator->other_arch); 1212 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1214 }
1302 1215
1303 /* Make sure this multipart object fits */ 1216 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1217 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 { 1218 {
1306 free_object (new_ob); 1219 new_ob->destroy ();
1307 return; 1220 return;
1308 } 1221 }
1309 1222
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1223 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1224 if (QUERY_FLAG (new_ob, FLAG_FREED))
1323 with a specific code as the slaying field. 1236 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1237 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1238 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1239 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.*/ 1240 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1241void
1330move_marker (object *op) 1242move_marker (object *op)
1331{ 1243{
1244 if (object *tmp = op->ms ().player ())
1245 {
1332 object *tmp, *tmp2; 1246 object *tmp2;
1333 1247
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 */ 1248 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1249 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1250 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1341 { 1251 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1252 tmp2->destroy ();
1343 break; 1253 break;
1344 } 1254 }
1345 1255
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 1256 /* cycle through his inventory to look for the MARK we want to
1353 * place 1257 * place
1354 */ 1258 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1259 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1260 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1261 break;
1359 }
1360 1262
1361 /* if we didn't find our own MARK */ 1263 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1264 if (!tmp2)
1363 { 1265 {
1364 object *force = get_archetype (FORCE_NAME); 1266 object *force = get_archetype (FORCE_NAME);
1365 1267
1366 force->speed = 0;
1367 if (op->stats.food) 1268 if (op->stats.food)
1269 {
1270 force->set_speed (0.01);
1271 force->speed_left = -op->stats.food;
1272 }
1273 else
1274 force->set_speed (0);
1275
1276 /* put in the lock code */
1277 force->slaying = op->slaying;
1278
1279 if (op->lore)
1280 force->lore = op->lore;
1281
1282 insert_ob_in_ob (force, tmp);
1283 if (op->msg)
1284 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1285
1286 if (op->stats.hp > 0)
1287 {
1288 op->stats.hp--;
1289 if (op->stats.hp == 0)
1368 { 1290 {
1369 force->speed = 0.01; 1291 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1292 op->destroy ();
1293 return;
1371 } 1294 }
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 } 1295 }
1394 } /* if tmp2 == NULL */ 1296 }
1395 } /* if tmp->type == PLAYER */ 1297 }
1396 } /* For all objects on this space */
1397} 1298}
1398 1299
1399int 1300void
1400process_object (object *op) 1301process_object (object *op)
1401{ 1302{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1303 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1304 return;
1404 1305
1405 if (INVOKE_OBJECT (TICK, op)) 1306 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1307 return;
1407 1308
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1309 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1310 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1311 return;
1411 1312
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1313 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1314 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1315 animate_object (op, op->contr ? op->facing : op->direction);
1418 1316
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1318 make_sure_seen (op);
1421 } 1319 }
1422 1320
1321 if (expect_false (
1322 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]
1325 ))
1326 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1328 {
1425 change_object (op); 1329 change_object (op);
1426 return 1; 1330 return;
1427 } 1331 }
1428 1332
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1334 generate_monster (op);
1431 1335
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1337 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1339 remove_force (op);
1436 else 1340 else
1437 { 1341 {
1438 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1343 object *pl = op->in_player ();
1440 1344
1441 if (pl) 1345 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1443 1347
1444 remove_ob (op); 1348 op->remove ();
1445 1349
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1448 1352
1449 free_object (op); 1353 op->destroy ();
1450 } 1354 }
1451 1355
1452 return 1; 1356 return;
1357 }
1453 } 1358 }
1454 1359
1455 switch (op->type) 1360 switch (op->type)
1456 { 1361 {
1457 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1458 move_spell_effect (op); 1363 move_spell_effect (op);
1459 return 1; 1364 break;
1460 1365
1461 case ROD: 1366 case ROD:
1462 case HORN: 1367 case HORN:
1463 regenerate_rod (op); 1368 regenerate_rod (op);
1464 return 1; 1369 break;
1465 1370
1466 case FORCE: 1371 case FORCE:
1467 case POTION_EFFECT: 1372 case POTION_EFFECT:
1468 remove_force (op); 1373 remove_force (op);
1469 return 1; 1374 break;
1470 1375
1471 case BLINDNESS: 1376 case BLINDNESS:
1472 remove_blindness (op); 1377 remove_blindness (op);
1473 return 0; 1378 break;
1474 1379
1475 case POISONING: 1380 case POISONING:
1476 poison_more (op); 1381 poison_more (op);
1477 return 0; 1382 break;
1478 1383
1479 case DISEASE: 1384 case DISEASE:
1480 move_disease (op); 1385 move_disease (op);
1481 return 0; 1386 break;
1482 1387
1483 case SYMPTOM: 1388 case SYMPTOM:
1484 move_symptom (op); 1389 move_symptom (op);
1485 return 0; 1390 break;
1486 1391
1487 case THROWN_OBJ: 1392 case THROWN_OBJ:
1488 case ARROW: 1393 case ARROW:
1489 move_arrow (op); 1394 move_arrow (op);
1490 return 0; 1395 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1396
1496 case DOOR: 1397 case DOOR:
1497 remove_door (op); 1398 remove_door (op);
1498 return 0; 1399 break;
1499 1400
1500 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1501 remove_door2 (op); 1402 remove_door2 (op);
1502 return 0; 1403 break;
1503 1404
1504 case TELEPORTER: 1405 case TELEPORTER:
1505 move_teleporter (op); 1406 move_teleporter (op);
1506 return 0; 1407 break;
1507 1408
1508 case GOLEM: 1409 case GOLEM:
1509 move_golem (op); 1410 move_golem (op);
1510 return 0; 1411 break;
1511 1412
1512 case EARTHWALL: 1413 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1415 break;
1515 1416
1516 case FIREWALL: 1417 case FIREWALL:
1517 move_firewall (op); 1418 move_firewall (op);
1518 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1519 animate_turning (op); 1420 animate_turning (op);
1520 return 0; 1421 break;
1521 1422
1522 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1523 do_mood_floor (op); 1424 do_mood_floor (op);
1524 return 0; 1425 break;
1525 1426
1526 case GATE: 1427 case GATE:
1527 move_gate (op); 1428 move_gate (op);
1528 return 0; 1429 break;
1529 1430
1530 case TIMED_GATE: 1431 case TIMED_GATE:
1531 move_timed_gate (op); 1432 move_timed_gate (op);
1532 return 0; 1433 break;
1533 1434
1534 case TRIGGER: 1435 case TRIGGER:
1535 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1439 animate_trigger (op);
1539 return 0; 1440 break;
1540 1441
1541 case DETECTOR: 1442 case DETECTOR:
1542 move_detector (op); 1443 move_detector (op);
1543 1444
1544 case DIRECTOR: 1445 case DIRECTOR:
1545 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1546 animate_turning (op); 1447 animate_turning (op);
1547 return 0; 1448 break;
1548 1449
1549 case HOLE: 1450 case HOLE:
1550 move_hole (op); 1451 move_hole (op);
1551 return 0; 1452 break;
1552 1453
1553 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1455 move_deep_swamp (op);
1555 return 0; 1456 break;
1556 1457
1557 case RUNE: 1458 case RUNE:
1558 case TRAP: 1459 case TRAP:
1559 move_rune (op); 1460 move_rune (op);
1560 return 0; 1461 break;
1561 1462
1562 case PLAYERMOVER: 1463 case PLAYERMOVER:
1563 move_player_mover (op); 1464 move_player_mover (op);
1564 return 0; 1465 break;
1565 1466
1566 case CREATOR: 1467 case CREATOR:
1567 move_creator (op); 1468 move_creator (op);
1568 return 0; 1469 break;
1569 1470
1570 case MARKER: 1471 case MARKER:
1571 move_marker (op); 1472 move_marker (op);
1572 return 0; 1473 break;
1573 1474
1574 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1575 move_player_changer (op); 1476 move_player_changer (op);
1576 return 0; 1477 break;
1577 1478
1578 case PEACEMAKER: 1479 case PEACEMAKER:
1579 move_peacemaker (op); 1480 move_peacemaker (op);
1580 return 0; 1481 break;
1581 }
1582 1482
1583 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1584} 1488}
1489

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