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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 1.61 by root, Thu Jul 12 19:42:14 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
42{ 38{
43 int i; 39 int i;
44 object *tmp; 40 object *tmp;
45 41
46 for (i = 1; i < 9; i += 2) 42 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) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 44 {
49 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
52 } 47 }
53 48
54 if (op->other_arch) 49 if (op->other_arch)
55 { 50 {
56 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
58 tmp->y = op->y; 53 tmp->y = op->y;
59 tmp->map = op->map; 54 tmp->map = op->map;
60 tmp->level = op->level; 55 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 56 insert_ob_in_map (tmp, op->map, op, 0);
62 } 57 }
63 remove_ob (op); 58
64 free_object (op); 59 op->destroy ();
65} 60}
66 61
67void 62void
68remove_door2 (object *op) 63remove_door2 (object *op)
69{ 64{
73 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
74 { 69 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 72 { /* same key both doors */
78 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
81 } 75 }
82 } 76 }
77
83 if (op->other_arch) 78 if (op->other_arch)
84 { 79 {
85 tmp = arch_to_object (op->other_arch); 80 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 81 tmp->x = op->x;
87 tmp->y = op->y; 82 tmp->y = op->y;
88 tmp->map = op->map; 83 tmp->map = op->map;
89 tmp->level = op->level; 84 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 85 insert_ob_in_map (tmp, op->map, op, 0);
91 } 86 }
92 remove_ob (op);
93 free_object (op);
94}
95 87
96/* Will generate a monster according to content 88 op->destroy ();
97 * of generator. 89}
98 */ 90
99void 91void
100generate_monster_inv (object *gen) 92generate_monster (object *gen)
101{ 93{
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) 94 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; 95 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 96
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 98 return;
99
100 object *op;
101
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 103 {
104 // either copy one item from the inventory...
105 if (!gen->inv)
106 return;
107
108 // first select one item from the inventory
109 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index))
112 op = tmp;
113
114 op = object_create_clone (op);
115
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 }
119 else if (gen->other_arch)
120 {
121 // ...or use other_arch
122 op = arch_to_object (gen->other_arch);
123 }
197 else 124 else
198 generate_monster_arch (gen); 125 return;
199 126
127 op->expand_tail ();
128
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
130 if (i >= 0)
131 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty);
136
137 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139
140 return;
141 }
142 }
143
144 op->destroy ();
200} 145}
201 146
202void 147void
203remove_force (object *op) 148remove_force (object *op)
204{ 149{
205 if (--op->duration > 0) 150 if (--op->duration > 0)
206 return; 151 return;
207 152
153 if (op->env)
208 switch (op->subtype) 154 switch (op->subtype)
209 { 155 {
210 case FORCE_CONFUSION: 156 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 157 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 158 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 159
217 default: 160 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 161 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 162 change_abil (op->env, op);
222 fix_player (op->env); 163 op->env->update_stats ();
223 }
224 } 164 }
225 remove_ob (op); 165
226 free_object (op); 166 op->destroy ();
227} 167}
228 168
229void 169void
230remove_blindness (object *op) 170remove_blindness (object *op)
231{ 171{
232 if (--op->stats.food > 0) 172 if (--op->stats.food > 0)
233 return; 173 return;
174
234 CLEAR_FLAG (op, FLAG_APPLIED); 175 CLEAR_FLAG (op, FLAG_APPLIED);
176
235 if (op->env != NULL) 177 if (op->env)
236 { 178 {
237 change_abil (op->env, op); 179 change_abil (op->env, op);
238 fix_player (op->env); 180 op->env->update_stats ();
239 } 181 }
240 remove_ob (op); 182
241 free_object (op); 183 op->destroy ();
242} 184}
243 185
244void 186void
245poison_more (object *op) 187poison_more (object *op)
246{ 188{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 189 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 190 {
249 remove_ob (op); 191 op->destroy ();
250 free_object (op);
251 return; 192 return;
252 } 193 }
194
253 if (op->stats.food == 1) 195 if (op->stats.food == 1)
254 { 196 {
255 /* need to remove the object before fix_player is called, else fix_player 197 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 198 * will not do anything.
257 */ 199 */
258 if (op->env->type == PLAYER) 200 if (op->env->type == PLAYER)
259 { 201 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 202 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 203 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 204 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 205 }
264 remove_ob (op); 206
265 free_object (op); 207 op->destroy ();
266 return; 208 return;
267 } 209 }
210
268 if (op->env->type == PLAYER) 211 if (op->env->type == PLAYER)
269 { 212 {
270 op->env->stats.food--; 213 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 215 }
216
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 217 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 218}
275 219
276 220
277void 221void
278move_gate (object *op) 222move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 223{ /* 1 = going down, 0 = going up */
280 object *tmp; 224 object *tmp;
281 225
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 227 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 228 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; 229 op->stats.wc = 0;
288 } 230 }
289 231
290 /* We're going down */ 232 /* We're going down */
291 if (op->value) 233 if (op->value)
292 { 234 {
293 if (--op->stats.wc <= 0) 235 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 236 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 237 op->stats.wc = 0;
296 if (op->arch->clone.speed) 238 if (op->arch->speed)
297 op->value = 0; 239 op->value = 0;
298 else 240 else
299 {
300 op->speed = 0; 241 op->set_speed (0);
301 update_ob_speed (op);
302 } 242 }
303 } 243
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 244 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 245 {
306 op->move_block = 0; 246 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 247 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 248 update_all_los (op->map, op->x, op->y);
309 } 249 }
250
310 SET_ANIMATION (op, op->stats.wc); 251 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 252 update_object (op, UP_OBJ_CHANGE);
312 return; 253 return;
313 } 254 }
314 255
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 270 break;
330 271
331 if (tmp == NULL) 272 if (tmp == NULL)
332 { 273 {
333 if (op->arch->clone.speed) 274 if (op->arch->speed)
334 op->value = 1; 275 op->value = 1;
335 else 276 else
336 {
337 op->speed = 0; 277 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 278
339 }
340 return; 279 return;
341 } 280 }
342 } 281 }
343 282
344 if (op->stats.food) 283 if (op->stats.food)
361 */ 300 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 302 {
364 /* Halfway or further, check blocks */ 303 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 304 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
367 307
368 if (tmp != NULL) 308 if (tmp)
369 { 309 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 311 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
313
373 if (tmp->type == PLAYER) 314 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 316 }
376 else 317 else
377 /* If the object is not alive, and the object either can 318 /* 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); 325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385 326
386 /* If there is a free spot, move the object someplace */ 327 /* If there is a free spot, move the object someplace */
387 if (i != -1) 328 if (i != -1)
388 { 329 {
389 remove_ob (tmp); 330 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 332 insert_ob_in_map (tmp, op->map, op, 0);
392 } 333 }
393 } 334 }
394 } 335 }
404 op->stats.food = 1; 345 op->stats.food = 1;
405 } 346 }
406 else 347 else
407 { 348 {
408 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
409 if (!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
412 } 353 }
413 } /* gate is halfway up */ 354 } /* gate is halfway up */
414 355
435 } 376 }
436 if (--op->stats.hp <= 0) 377 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 378 { /* keep gate down */
438 move_gate (op); 379 move_gate (op);
439 if (op->value != v) 380 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 381 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 382 }
445} 383}
446 384
447/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
458 int last = op->value; 396 int last = op->value;
459 int detected; 397 int detected;
460 398
461 detected = 0; 399 detected = 0;
462 400
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
464 { 402 {
465 object *tmp2; 403 object *tmp2;
466 404
467 if (op->stats.hp) 405 if (op->stats.hp)
468 { 406 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 408 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 409 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 410 detected = 1;
411
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 413 detected = 1;
475 } 414 }
476 } 415 }
416
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 417 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 418 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 420 detected = 1;
483 } 421 }
484 422
485 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
535 if (op->value) 473 if (op->value)
536 { /* We're opening */ 474 { /* We're opening */
537 if (--op->stats.wc <= 0) 475 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 476 { /* Opened, let's stop */
539 op->stats.wc = 0; 477 op->stats.wc = 0;
540 op->speed = 0; 478 op->set_speed (0);
541 update_ob_speed (op);
542 479
543 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 482 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 483 {
547 next = tmp->above; 484 next = tmp->above;
548 move_apply (op, tmp, tmp); 485 move_apply (op, tmp, tmp);
549 } 486 }
550 } 487 }
488
551 SET_ANIMATION (op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
553 return; 491 return;
554 } 492 }
555 /* We're closing */ 493 /* We're closing */
556 op->move_on = 0; 494 op->move_on = 0;
557 495
558 op->stats.wc++; 496 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
561 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 503 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 504}
570 505
571 506
572/* stop_item() returns a pointer to the stopped object. The stopped object 507/* 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 508 * may or may not have been removed from maps or inventories. It will not
593 { 528 {
594 object *payload = op->inv; 529 object *payload = op->inv;
595 530
596 if (payload == NULL) 531 if (payload == NULL)
597 return NULL; 532 return NULL;
598 remove_ob (payload); 533 payload->remove ();
599 remove_ob (op); 534 op->destroy ();
600 free_object (op);
601 return payload; 535 return payload;
602 } 536 }
603 537
604 case ARROW: 538 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 539 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 540 op = fix_stopped_arrow (op);
607 return op; 541 return op;
608 542
609 default: 543 default:
610 return op; 544 return op;
619void 553void
620fix_stopped_item (object *op, maptile *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
621{ 555{
622 if (map == NULL) 556 if (map == NULL)
623 return; 557 return;
558
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 560 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 561 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
628} 563}
629 564
630
631object * 565object *
632fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
633{ 567{
634 if (rndm (0, 99) < op->stats.food) 568 if (rndm (0, 99) < op->stats.food)
635 { 569 {
636 /* Small chance of breaking */ 570 /* Small chance of breaking */
637 remove_ob (op); 571 op->destroy ();
638 free_object (op);
639 return NULL; 572 return NULL;
640 } 573 }
641 574
575 op->set_speed (0);
642 op->direction = 0; 576 op->direction = 0;
643 op->move_on = 0; 577 op->move_on = 0;
644 op->move_type = 0; 578 op->move_type = 0;
645 op->speed = 0; 579 op->skill = 0; // really?
646 update_ob_speed (op); 580
581 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 583 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 585
653 if (op->spellarg != NULL) 586 if (op->spellarg)
654 { 587 {
655 op->slaying = op->spellarg; 588 op->slaying = op->spellarg;
656 free (op->spellarg); 589 free (op->spellarg);
657 op->spellarg = NULL; 590 op->spellarg = 0;
658 } 591 }
659 else 592 else
660 op->slaying = NULL; 593 op->slaying = 0;
661 594
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 595 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 596 op->spellarg = NULL;
664 op->stats.sp = 0; 597 op->stats.sp = 0;
665 op->stats.hp = 0; 598 op->stats.hp = 0;
666 op->stats.grace = 0; 599 op->stats.grace = 0;
667 op->level = 0; 600 op->level = 0;
668 op->face = op->arch->clone.face; 601 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 603 update_object (op, UP_OBJ_CHANGE);
671 return op; 604 return op;
672} 605}
673 606
674/* stop_arrow() - what to do when a non-living flying object 607/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 608 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 609 * here too. -b.t.
677 * 610 *
678 * Returns a pointer to the stopped object (which will have been removed 611 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 612 * from maps or inventories), or NULL if was destroyed.
680 */ 613 */
681
682static void 614static void
683stop_arrow (object *op) 615stop_arrow (object *op)
684{ 616{
685 if (INVOKE_OBJECT (STOP, op)) 617 if (INVOKE_OBJECT (STOP, op))
686 return; 618 return;
687 619
688 if (op->inv) 620 if (op->inv)
689 { 621 {
690 object *payload = op->inv; 622 object *payload = op->inv;
691 623
692 remove_ob (payload); 624 payload->remove ();
693 clear_owner (payload); 625 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 626 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 627 op->destroy ();
696 free_object (op);
697 } 628 }
698 else 629 else
699 { 630 {
700 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
701 if (op) 633 if (op)
702 merge_ob (op, NULL); 634 merge_ob (op, 0);
703 } 635 }
704} 636}
705 637
706/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 639 */
708
709void 640void
710move_arrow (object *op) 641move_arrow (object *op)
711{ 642{
712 object *tmp; 643 object *tmp;
713 sint16 new_x, new_y; 644 sint16 new_x, new_y;
715 maptile *m; 646 maptile *m;
716 647
717 if (op->map == NULL) 648 if (op->map == NULL)
718 { 649 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 650 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 651 op->destroy ();
721 free_object (op);
722 return; 652 return;
723 } 653 }
724 654
725 /* we need to stop thrown objects at some point. Like here. */ 655 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 656 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 663 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 664 * and it is easy enough to clean it up here.
735 */ 665 */
736 if (op->inv == NULL) 666 if (op->inv == NULL)
737 { 667 {
738 remove_ob (op); 668 op->destroy ();
739 free_object (op);
740 return; 669 return;
741 } 670 }
671
742 if (op->last_sp-- < 0) 672 if (op->last_sp-- < 0)
743 { 673 {
744 stop_arrow (op); 674 stop_arrow (op);
745 return; 675 return;
746 } 676 }
769 } 699 }
770 700
771 /* only need to look for living creatures if this flag is set */ 701 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 702 if (mflags & P_IS_ALIVE)
773 { 703 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 706 break;
777
778 707
779 /* Not really fair, but don't let monsters hit themselves with 708 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 709 * their own arrow - this can be because they fire it then
781 * move into it. 710 * move into it.
782 */ 711 */
783
784 if (tmp != NULL && tmp != op->owner) 712 if (tmp && tmp != op->owner)
785 { 713 {
786 /* Found living object, but it is reflecting the missile. Update 714 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
789 */ 717 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 719 {
793
794 int number = op->face->number; 720 int number = op->face;
795 721
796 op->direction = absdir (op->direction + 4); 722 op->direction = absdir (op->direction + 4);
797 op->state = 0; 723 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 */ 724 was_reflected = 1; /* skip normal movement calculations */
806 } 725 }
807 else 726 else
808 { 727 {
809 /* Attack the object. */ 728 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 729 op = hit_with_arrow (op, tmp);
730
811 if (op == NULL) 731 if (!op)
812 return; 732 return;
813 } 733 }
814 } /* if this is not hitting its owner */ 734 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 735 } /* if there is something alive on this space */
816
817 736
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 738 {
820 int retry = 0; 739 int retry = 0;
821 740
893 SET_ANIMATION (op, op->direction); 812 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 813 } /* object is reflected */
895 } /* object ran into a wall */ 814 } /* object ran into a wall */
896 815
897 /* Move the arrow. */ 816 /* Move the arrow. */
898 remove_ob (op); 817 op->remove ();
899 op->x = new_x; 818 op->x = new_x;
900 op->y = new_y; 819 op->y = new_y;
901 820
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
911 * Modified this routine to allow held objects. b.t. */ 830 * Modified this routine to allow held objects. b.t. */
912 831
913void 832void
914change_object (object *op) 833change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 834{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 835 int i, j;
918 836
919 if (op->other_arch == NULL) 837 if (op->other_arch == NULL)
920 { 838 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 if (op->stats.food-- > 0) 846 if (op->stats.food-- > 0)
929 return; 847 return;
930 else 848 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 849 op->stats.food = 1; /* so 1 other_arch is made */
932 } 850 }
851
852 object *pl = op->in_player ();
933 env = op->env; 853 object *env = op->env;
934 remove_ob (op); 854
855 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 856 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 857 {
937 tmp = arch_to_object (op->other_arch); 858 object *tmp = arch_to_object (op->other_arch);
859
938 if (op->type == LAMP) 860 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 861 tmp->stats.food = op->stats.food - 1;
862
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 864 if (env)
942 { 865 {
943 tmp->x = env->x, tmp->y = env->y; 866 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 867 tmp = insert_ob_in_ob (tmp, env);
868
945 /* If this object is the players inventory, we need to tell the 869 /* 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 870 * 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. 871 * updating the client, so we don't need to do that below.
948 */ 872 */
949 if ((pl = is_player_inv (env)) != NULL) 873 if (pl)
950 { 874 {
951 esrv_del_item (pl->contr, op->count); 875 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 876 esrv_send_item (pl, tmp);
953 } 877 }
954 } 878 }
955 else 879 else
956 { 880 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 881 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 882 if (j == -1) /* No free spot */
959 free_object (tmp); 883 tmp->destroy ();
960 else 884 else
961 { 885 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0); 887 insert_ob_in_map (tmp, op->map, op, 0);
964 } 888 }
965 } 889 }
966 } 890 }
967 free_object (op); 891
892 op->destroy ();
968} 893}
969 894
970void 895void
971move_teleporter (object *op) 896move_teleporter (object *op)
972{ 897{
977 * there is an old multipart teleporter in which the other parts 902 * 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 903 * 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 904 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 905 * N times without the speed check.
981 */ 906 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 907 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 908 move_teleporter (op->more);
984 909
985 if (op->head) 910 if (op->head)
986 head = op->head; 911 head = op->head;
987 912
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 913 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 915 break;
991 916
992 /* If nothing above us to move, nothing to do */ 917 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 923 if (tmp->type == PLAYER)
999 { 924 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 926 return;
1002 927
1003 enter_exit (tmp, head); 928 tmp->enter_exit (head);
1004 } 929 }
1005 else 930 else
1006 /* Currently only players can transfer maps */ 931 /* Currently only players can transfer maps */
1007 return; 932 return;
1008 } 933 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 934 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 935 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 936 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 937 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 938 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 939 head->destroy ();
1015 free_object (head);
1016 return; 940 return;
1017 } 941 }
942
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 944 return;
945
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 946 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 947 }
1022 else 948 else
1023 { 949 {
1024 /* Random teleporter */ 950 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 952 return;
1027 teleport (head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
1028 } 954 }
1029} 955}
1030
1031 956
1032/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 959 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 960 can't be generalized.
1036*/ 961*/
1037
1038void 962void
1039move_player_changer (object *op) 963move_player_changer (object *op)
1040{ 964{
1041 object *player; 965 object *player;
1042 object *walk; 966 object *walk;
1043 char c;
1044 967
1045 if (!op->above || !EXIT_PATH (op)) 968 if (!op->above || !EXIT_PATH (op))
1046 return; 969 return;
1047 970
1048 /* This isn't all that great - means that the player_mover 971 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 972 * needs to be on top.
1050 */ 973 */
1051 if (op->above->type == PLAYER) 974 if (op->above->type == PLAYER)
1052 { 975 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 976 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 977 return;
978
1055 player = op->above; 979 player = op->above;
1056 980
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 981 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 982 apply_changes_to_player (player, walk);
1059 983
1060 fix_player (player); 984 player->update_stats ();
1061 985
1062 esrv_send_inventory (op->above, op->above); 986 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 987 esrv_update_item (UPD_FACE, op->above, op->above);
1064 988
1065 /* update players death & WoR home-position */ 989 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 990 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 991 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 992 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 993 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 994 player->contr->bed_y = EXIT_Y (op);
1072 } 995 }
1073 else 996 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 997 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 998
1076 enter_exit (op->above, op); 999 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 1000 }
1079} 1001}
1080 1002
1081/* firewalls fire other spells. 1003/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1004 * The direction of the wall is stored in op->stats.sp.
1089 1011
1090 if (!op->map) 1012 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
1092 1014
1093 spell = op->inv; 1015 spell = op->inv;
1016
1094 if (!spell || spell->type != SPELL) 1017 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1018 spell = op->other_arch;
1019
1096 if (!spell) 1020 if (!spell)
1097 { 1021 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1023 return;
1100 } 1024 }
1101 1025
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1026 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1027}
1104
1105 1028
1106/* move_player_mover: this function takes a "player mover" as an 1029/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1030 * argument, and performs the function of a player mover, which is:
1108 * 1031 *
1109 * a player mover finds any players that are sitting on it. It 1032 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1036 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1037 */
1115void 1038void
1116move_player_mover (object *op) 1039move_player_mover (object *op)
1117{ 1040{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
1120 sint16 nx, ny; 1042 sint16 nx, ny;
1121 maptile *m; 1043 maptile *m;
1122 1044
1123 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1046 if (!dir)
1125 dir = rndm (1, 8); 1047 dir = rndm (1, 8);
1126 1048
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1050 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1052 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1053 {
1132 1054
1133 if (victim->head) 1055 if (victim->head)
1134 victim = victim->head; 1056 victim = victim->head;
1135 1057
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1059 {
1138 remove_ob (op); 1060 op->remove ();
1139 free_object (op);
1140 return; 1061 return;
1141 } 1062 }
1063
1142 nx = op->x + freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
1144 m = op->map; 1066 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1068 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1069 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; 1070 return;
1149 } 1071 }
1150 1072
1151 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1152 return; 1074 return;
1153 1075
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1077 {
1156 if (nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1079 nextmover->speed_left = -.99f;
1080
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1083 }
1163 1084
1164 if (victim->type == PLAYER) 1085 if (victim->type == PLAYER)
1165 { 1086 {
1166 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1172 * get to this space. 1093 * get to this space.
1173 */ 1094 */
1174 victim->contr->fire_on = 0; 1095 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1096 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1097 move_player (victim, dir);
1177 } 1098 }
1178 else 1099 else
1179 return; 1100 return;
1180 } 1101 }
1184 if (!op->stats.maxsp && op->attacktype) 1105 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1106 op->stats.maxsp = 2;
1186 1107
1187 if (op->attacktype) 1108 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1109 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1110 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 } 1111 }
1200 } 1112 }
1201 } 1113 }
1202} 1114}
1203 1115
1213{ 1125{
1214 object *tmp; 1126 object *tmp;
1215 1127
1216 if (!op->other_arch) 1128 if (!op->other_arch)
1217 { 1129 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1130 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1131 return;
1220 } 1132 }
1221 1133
1222 if (op->above == NULL) 1134 if (op->above == NULL)
1223 return; 1135 return;
1136
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1138 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1139 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1140 {
1228 if (op->level <= 0) 1141 if (op->level <= 0)
1229 { 1142 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1143 else
1234 { 1144 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1145 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1146
1237 if (new_nrof >= 1UL << 31) 1147 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1148 new_nrof = 1UL << 31;
1149
1239 tmp->nrof = new_nrof; 1150 tmp->nrof = new_nrof;
1240 } 1151 }
1152
1241 break; 1153 break;
1242 } 1154 }
1243 } 1155 }
1244} 1156}
1245 1157
1289 } 1201 }
1290 else 1202 else
1291 { 1203 {
1292 if (creator->other_arch == NULL) 1204 if (creator->other_arch == NULL)
1293 { 1205 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1207 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1208 return;
1297 } 1209 }
1298 1210
1299 new_ob = object_create_arch (creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1213 }
1302 1214
1303 /* Make sure this multipart object fits */ 1215 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1216 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 { 1217 {
1306 free_object (new_ob); 1218 new_ob->destroy ();
1307 return; 1219 return;
1308 } 1220 }
1309 1221
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1222 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1223 if (QUERY_FLAG (new_ob, FLAG_FREED))
1323 with a specific code as the slaying field. 1235 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1236 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1237 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1238 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.*/ 1239 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1240void
1330move_marker (object *op) 1241move_marker (object *op)
1331{ 1242{
1332 object *tmp, *tmp2; 1243 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1244 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1245 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1246 if (object *force = tmp->force_find (op->name))
1247 force->destroy ();
1248
1249 if (!tmp->force_find (op->slaying))
1341 { 1250 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1252
1253 if (op->msg)
1254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1255
1256 if (op->stats.hp > 0)
1344 } 1257 {
1258 op->stats.hp--;
1345 1259
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1260 if (op->stats.hp == 0)
1368 { 1261 {
1369 force->speed = 0.01; 1262 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1263 op->destroy ();
1264 return;
1371 } 1265 }
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 } 1266 }
1394 } /* if tmp2 == NULL */ 1267 }
1395 } /* if tmp->type == PLAYER */ 1268 }
1396 } /* For all objects on this space */
1397} 1269}
1398 1270
1399int 1271void
1400process_object (object *op) 1272process_object (object *op)
1401{ 1273{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1274 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1275 return;
1404 1276
1405 if (INVOKE_OBJECT (TICK, op)) 1277 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1278 return;
1407 1279
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1280 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1281 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1282 return;
1411 1283
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1284 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1285 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1286 animate_object (op, op->contr ? op->facing : op->direction);
1418 1287
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1288 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1289 make_sure_seen (op);
1421 } 1290 }
1422 1291
1292 if (expect_false (
1293 op->flag [FLAG_GENERATOR]
1294 || op->flag [FLAG_CHANGING]
1295 || op->flag [FLAG_IS_USED_UP]
1296 ))
1297 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1298 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1299 {
1425 change_object (op); 1300 change_object (op);
1426 return 1; 1301 return;
1427 } 1302 }
1428 1303
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1304 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1305 generate_monster (op);
1431 1306
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1307 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1308 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1309 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1310 remove_force (op);
1436 else 1311 else
1437 { 1312 {
1438 /* IF necessary, delete the item from the players inventory */ 1313 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1314 object *pl = op->in_player ();
1440 1315
1441 if (pl) 1316 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1443 1318
1444 remove_ob (op); 1319 op->remove ();
1445 1320
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1448 1323
1449 free_object (op); 1324 op->destroy ();
1450 } 1325 }
1451 1326
1452 return 1; 1327 return;
1328 }
1453 } 1329 }
1454 1330
1455 switch (op->type) 1331 switch (op->type)
1456 { 1332 {
1457 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1458 move_spell_effect (op); 1334 move_spell_effect (op);
1459 return 1; 1335 break;
1460 1336
1461 case ROD: 1337 case ROD:
1462 case HORN: 1338 case HORN:
1463 regenerate_rod (op); 1339 regenerate_rod (op);
1464 return 1; 1340 break;
1465 1341
1466 case FORCE: 1342 case FORCE:
1467 case POTION_EFFECT: 1343 case POTION_EFFECT:
1468 remove_force (op); 1344 remove_force (op);
1469 return 1; 1345 break;
1470 1346
1471 case BLINDNESS: 1347 case BLINDNESS:
1472 remove_blindness (op); 1348 remove_blindness (op);
1473 return 0; 1349 break;
1474 1350
1475 case POISONING: 1351 case POISONING:
1476 poison_more (op); 1352 poison_more (op);
1477 return 0; 1353 break;
1478 1354
1479 case DISEASE: 1355 case DISEASE:
1480 move_disease (op); 1356 move_disease (op);
1481 return 0; 1357 break;
1482 1358
1483 case SYMPTOM: 1359 case SYMPTOM:
1484 move_symptom (op); 1360 move_symptom (op);
1485 return 0; 1361 break;
1486 1362
1487 case THROWN_OBJ: 1363 case THROWN_OBJ:
1488 case ARROW: 1364 case ARROW:
1489 move_arrow (op); 1365 move_arrow (op);
1490 return 0; 1366 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1367
1496 case DOOR: 1368 case DOOR:
1497 remove_door (op); 1369 remove_door (op);
1498 return 0; 1370 break;
1499 1371
1500 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1501 remove_door2 (op); 1373 remove_door2 (op);
1502 return 0; 1374 break;
1503 1375
1504 case TELEPORTER: 1376 case TELEPORTER:
1505 move_teleporter (op); 1377 move_teleporter (op);
1506 return 0; 1378 break;
1507 1379
1508 case GOLEM: 1380 case GOLEM:
1509 move_golem (op); 1381 move_golem (op);
1510 return 0; 1382 break;
1511 1383
1512 case EARTHWALL: 1384 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1386 break;
1515 1387
1516 case FIREWALL: 1388 case FIREWALL:
1517 move_firewall (op); 1389 move_firewall (op);
1518 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1519 animate_turning (op); 1391 animate_turning (op);
1520 return 0; 1392 break;
1521 1393
1522 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1523 do_mood_floor (op); 1395 do_mood_floor (op);
1524 return 0; 1396 break;
1525 1397
1526 case GATE: 1398 case GATE:
1527 move_gate (op); 1399 move_gate (op);
1528 return 0; 1400 break;
1529 1401
1530 case TIMED_GATE: 1402 case TIMED_GATE:
1531 move_timed_gate (op); 1403 move_timed_gate (op);
1532 return 0; 1404 break;
1533 1405
1534 case TRIGGER: 1406 case TRIGGER:
1535 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1410 animate_trigger (op);
1539 return 0; 1411 break;
1540 1412
1541 case DETECTOR: 1413 case DETECTOR:
1542 move_detector (op); 1414 move_detector (op);
1543 1415
1544 case DIRECTOR: 1416 case DIRECTOR:
1545 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1546 animate_turning (op); 1418 animate_turning (op);
1547 return 0; 1419 break;
1548 1420
1549 case HOLE: 1421 case HOLE:
1550 move_hole (op); 1422 move_hole (op);
1551 return 0; 1423 break;
1552 1424
1553 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1426 move_deep_swamp (op);
1555 return 0; 1427 break;
1556 1428
1557 case RUNE: 1429 case RUNE:
1558 case TRAP: 1430 case TRAP:
1559 move_rune (op); 1431 move_rune (op);
1560 return 0; 1432 break;
1561 1433
1562 case PLAYERMOVER: 1434 case PLAYERMOVER:
1563 move_player_mover (op); 1435 move_player_mover (op);
1564 return 0; 1436 break;
1565 1437
1566 case CREATOR: 1438 case CREATOR:
1567 move_creator (op); 1439 move_creator (op);
1568 return 0; 1440 break;
1569 1441
1570 case MARKER: 1442 case MARKER:
1571 move_marker (op); 1443 move_marker (op);
1572 return 0; 1444 break;
1573 1445
1574 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1575 move_player_changer (op); 1447 move_player_changer (op);
1576 return 0; 1448 break;
1577 1449
1578 case PEACEMAKER: 1450 case PEACEMAKER:
1579 move_peacemaker (op); 1451 move_peacemaker (op);
1580 return 0; 1452 break;
1581 }
1582 1453
1583 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1584} 1459}
1460

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