ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.68 by root, Wed Sep 12 11:10:11 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);
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;
91 } 86 }
92 87
93 op->destroy (); 88 op->destroy ();
94} 89}
95 90
96/* Will generate a monster according to content
97 * of generator.
98 */
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); 96
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 98 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 99
142void 100 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 101 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 102
149 if (gen->other_arch == NULL) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 104 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 105 // either copy one item from the inventory...
106 if (!gen->inv)
152 return; 107 return;
153 } 108
154 /* Code below assumes the generator is on a map, as it tries 109 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 110 int index = 0;
156 * isn't on a map, complain and exit. 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 112 if (!rndm (++index))
158 if (gen->map == NULL) 113 op = tmp;
159 { 114
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0)
161 return; 117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 }
124 else if (gen->other_arch)
162 } 125 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 126 // ...or use other_arch
164 if (i == -1) 127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
133 else
165 return; 134 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;
171 135
172 if (head != NULL) 136 op->expand_tail ();
173 op->head = head, prev->more = op;
174 137
138 mapxy pos (gen); pos.move (dir);
139
140 if (pos.insert (op, gen))
141 {
175 if (rndm (0, 9)) 142 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 143 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 144
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 145 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 147
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 148 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 149 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 150
151 op->destroy ();
200} 152}
201 153
202void 154void
203remove_force (object *op) 155remove_force (object *op)
204{ 156{
205 if (--op->duration > 0) 157 if (--op->duration > 0)
206 return; 158 return;
207 159
160 if (op->env)
208 switch (op->subtype) 161 switch (op->subtype)
209 { 162 {
210 case FORCE_CONFUSION: 163 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 164 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 165 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 166
217 default: 167 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 168 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 169 change_abil (op->env, op);
222 fix_player (op->env); 170 op->env->update_stats ();
223 }
224 } 171 }
225 172
226 op->destroy (); 173 op->destroy ();
227} 174}
228 175
229void 176void
232 if (--op->stats.food > 0) 179 if (--op->stats.food > 0)
233 return; 180 return;
234 181
235 CLEAR_FLAG (op, FLAG_APPLIED); 182 CLEAR_FLAG (op, FLAG_APPLIED);
236 183
237 if (op->env != NULL) 184 if (op->env)
238 { 185 {
239 change_abil (op->env, op); 186 change_abil (op->env, op);
240 fix_player (op->env); 187 op->env->update_stats ();
241 } 188 }
242 189
243 op->destroy (); 190 op->destroy ();
244} 191}
245 192
252 return; 199 return;
253 } 200 }
254 201
255 if (op->stats.food == 1) 202 if (op->stats.food == 1)
256 { 203 {
257 /* need to remove the object before fix_player is called, else fix_player 204 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 205 * will not do anything.
259 */ 206 */
260 if (op->env->type == PLAYER) 207 if (op->env->type == PLAYER)
261 { 208 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 209 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 210 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 211 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 212 }
266 213
267 op->destroy (); 214 op->destroy ();
268 return; 215 return;
271 if (op->env->type == PLAYER) 218 if (op->env->type == PLAYER)
272 { 219 {
273 op->env->stats.food--; 220 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 222 }
223
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 225}
278 226
279 227
280void 228void
281move_gate (object *op) 229move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 230{ /* 1 = going down, 0 = going up */
283 object *tmp; 231 object *tmp;
284 232
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 234 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 235 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 240 if (op->value)
293 { 241 {
294 if (--op->stats.wc <= 0) 242 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 243 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 244 op->stats.wc = 0;
297 if (op->arch->clone.speed) 245 if (op->arch->speed)
298 op->value = 0; 246 op->value = 0;
299 else 247 else
300 {
301 op->speed = 0; 248 op->set_speed (0);
302 update_ob_speed (op);
303 } 249 }
304 } 250
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 252 {
307 op->move_block = 0; 253 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 255 update_all_los (op->map, op->x, op->y);
310 } 256 }
257
311 SET_ANIMATION (op, op->stats.wc); 258 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 259 update_object (op, UP_OBJ_CHANGE);
313 return; 260 return;
314 } 261 }
315 262
323 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 272 * the gate slightly.
326 */ 273 */
327 274
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 275 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 277 break;
331 278
332 if (tmp == NULL) 279 if (!tmp)
333 { 280 {
334 if (op->arch->clone.speed) 281 if (op->arch->speed)
335 op->value = 1; 282 op->value = 1;
336 else 283 else
337 {
338 op->speed = 0; 284 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 285
340 }
341 return; 286 return;
342 } 287 }
343 } 288 }
344 289
345 if (op->stats.food) 290 if (op->stats.food)
362 */ 307 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 309 {
365 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ;
368 314
369 if (tmp != NULL) 315 if (tmp)
370 { 316 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 318 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
320 op->play_sound (sound_find ("blocked_gate"));
321
374 if (tmp->type == PLAYER) 322 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 324 }
377 else
378 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
380 * off the gate. 327 * off the gate.
381 */ 328 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 330 {
384 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
386 333
387 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
393 } 340 }
394 } 341 }
395 } 342 }
396 343
397 /* See if there is still anything blocking the gate */ 344 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 345 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 346 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 347 break;
401 348
402 /* IF there is, start putting the gate down */ 349 /* IF there is, start putting the gate down */
403 if (tmp) 350 if (tmp)
404 {
405 op->stats.food = 1; 351 op->stats.food = 1;
406 }
407 else 352 else
408 { 353 {
409 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
355
410 if (!op->arch->clone.stats.ac) 356 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 357 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 358 update_all_los (op->map, op->x, op->y);
413 } 359 }
414 } /* gate is halfway up */ 360 } /* gate is halfway up */
415 361
428 int v = op->value; 374 int v = op->value;
429 375
430 if (op->stats.sp) 376 if (op->stats.sp)
431 { 377 {
432 move_gate (op); 378 move_gate (op);
379
433 if (op->value != v) /* change direction ? */ 380 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 381 op->stats.sp = 0;
435 return; 382 return;
436 } 383 }
384
437 if (--op->stats.hp <= 0) 385 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 386 { /* keep gate down */
439 move_gate (op); 387 move_gate (op);
388
440 if (op->value != v) 389 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 390 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 391 }
446} 392}
447 393
448/* slaying: name of the thing the detector is to look for 394/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 395 * speed: frequency of 'glances'
459 int last = op->value; 405 int last = op->value;
460 int detected; 406 int detected;
461 407
462 detected = 0; 408 detected = 0;
463 409
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 410 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 411 {
466 object *tmp2; 412 object *tmp2;
467 413
468 if (op->stats.hp) 414 if (op->stats.hp)
469 { 415 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 416 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 417 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 418 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 419 detected = 1;
420
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 421 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 422 detected = 1;
476 } 423 }
477 } 424 }
425
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 427 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 428 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 429 detected = 1;
484 } 430 }
485 431
486 /* the detector sets the button if detection is found */ 432 /* the detector sets the button if detection is found */
489 if (detected && last == 0) 435 if (detected && last == 0)
490 { 436 {
491 op->value = 1; 437 op->value = 1;
492 push_button (op); 438 push_button (op);
493 } 439 }
440
494 if (!detected && last == 1) 441 if (!detected && last == 1)
495 { 442 {
496 op->value = 0; 443 op->value = 0;
497 push_button (op); 444 push_button (op);
498 } 445 }
502 if (detected && last == 1) 449 if (detected && last == 1)
503 { 450 {
504 op->value = 0; 451 op->value = 0;
505 push_button (op); 452 push_button (op);
506 } 453 }
454
507 if (!detected && last == 0) 455 if (!detected && last == 0)
508 { 456 {
509 op->value = 1; 457 op->value = 1;
510 push_button (op); 458 push_button (op);
511 } 459 }
512 } 460 }
513} 461}
514
515 462
516void 463void
517animate_trigger (object *op) 464animate_trigger (object *op)
518{ 465{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 466 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
536 if (op->value) 483 if (op->value)
537 { /* We're opening */ 484 { /* We're opening */
538 if (--op->stats.wc <= 0) 485 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 486 { /* Opened, let's stop */
540 op->stats.wc = 0; 487 op->stats.wc = 0;
541 op->speed = 0; 488 op->set_speed (0);
542 update_ob_speed (op);
543 489
544 /* Hard coding this makes sense for holes I suppose */ 490 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 491 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 492 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 493 {
548 next = tmp->above; 494 next = tmp->above;
549 move_apply (op, tmp, tmp); 495 move_apply (op, tmp, tmp);
550 } 496 }
551 } 497 }
498
552 SET_ANIMATION (op, op->stats.wc); 499 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
554 return; 501 return;
555 } 502 }
503
556 /* We're closing */ 504 /* We're closing */
557 op->move_on = 0; 505 op->move_on = 0;
558 506
559 op->stats.wc++; 507 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 508 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 509 op->stats.wc = NUM_ANIMATIONS (op) - 1;
510
562 SET_ANIMATION (op, op->stats.wc); 511 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 512 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 513 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 514 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 515}
571 516
572 517
573/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 545 op->destroy ();
601 return payload; 546 return payload;
602 } 547 }
603 548
604 case ARROW: 549 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 550 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 551 op = fix_stopped_arrow (op);
607 return op; 552 return op;
608 553
609 default: 554 default:
610 return op; 555 return op;
619void 564void
620fix_stopped_item (object *op, maptile *map, object *originator) 565fix_stopped_item (object *op, maptile *map, object *originator)
621{ 566{
622 if (map == NULL) 567 if (map == NULL)
623 return; 568 return;
569
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 570 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 571 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 572 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 573 merge_ob (op, NULL); /* only some arrows actually need this */
628} 574}
629 575
630
631object * 576object *
632fix_stopped_arrow (object *op) 577fix_stopped_arrow (object *op)
633{ 578{
634 if (rndm (0, 99) < op->stats.food) 579 if (rndm (0, 99) < op->stats.food)
635 { 580 {
636 /* Small chance of breaking */ 581 /* Small chance of breaking */
637 op->destroy (); 582 op->destroy ();
638 return NULL; 583 return NULL;
639 } 584 }
640 585
586 op->set_speed (0);
641 op->direction = 0; 587 op->direction = 0;
642 op->move_on = 0; 588 op->move_on = 0;
643 op->move_type = 0; 589 op->move_type = 0;
644 op->speed = 0; 590 op->skill = 0; // really?
645 update_ob_speed (op); 591
592 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 593 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 594 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 595 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 596
652 if (op->spellarg != NULL) 597 if (op->spellarg)
653 { 598 {
654 op->slaying = op->spellarg; 599 op->slaying = op->spellarg;
655 free (op->spellarg); 600 free (op->spellarg);
656 op->spellarg = NULL; 601 op->spellarg = 0;
657 } 602 }
658 else 603 else
659 op->slaying = NULL; 604 op->slaying = 0;
660 605
661 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 607 op->spellarg = NULL;
663 op->stats.sp = 0; 608 op->stats.sp = 0;
664 op->stats.hp = 0; 609 op->stats.hp = 0;
665 op->stats.grace = 0; 610 op->stats.grace = 0;
666 op->level = 0; 611 op->level = 0;
667 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
670 return op; 615 return op;
671} 616}
672 617
673/* stop_arrow() - what to do when a non-living flying object 618/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 619 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 620 * here too. -b.t.
676 * 621 *
677 * Returns a pointer to the stopped object (which will have been removed 622 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 623 * from maps or inventories), or NULL if was destroyed.
679 */ 624 */
680
681static void 625static void
682stop_arrow (object *op) 626stop_arrow (object *op)
683{ 627{
684 if (INVOKE_OBJECT (STOP, op)) 628 if (INVOKE_OBJECT (STOP, op))
685 return; 629 return;
694 op->destroy (); 638 op->destroy ();
695 } 639 }
696 else 640 else
697 { 641 {
698 op = fix_stopped_arrow (op); 642 op = fix_stopped_arrow (op);
643
699 if (op) 644 if (op)
700 merge_ob (op, NULL); 645 merge_ob (op, 0);
701 } 646 }
702} 647}
703 648
704/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 650 */
706
707void 651void
708move_arrow (object *op) 652move_arrow (object *op)
709{ 653{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 654 int was_reflected;
713 maptile *m;
714 655
715 if (op->map == NULL) 656 if (!op->map)
716 { 657 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 658 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 659 op->destroy ();
719 return; 660 return;
720 } 661 }
750 stop_arrow (op); 691 stop_arrow (op);
751 return; 692 return;
752 } 693 }
753 694
754 /* Calculate target map square */ 695 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 696 was_reflected = 0;
758 697
759 m = op->map; 698 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 699
762 if (mflags & P_OUT_OF_MAP) 700 if (!pos.normalise ())
763 { 701 {
764 stop_arrow (op); 702 stop_arrow (op);
765 return; 703 return;
766 } 704 }
767 705
768 /* only need to look for living creatures if this flag is set */ 706 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 707 if (pos->flags () & P_IS_ALIVE)
770 { 708 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 709 object *tmp;
710
711 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 712 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 713 break;
774 714
775 /* Not really fair, but don't let monsters hit themselves with 715 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 716 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
784 */ 724 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 726 {
787 int number = op->face->number; 727 int number = op->face;
788 728
789 op->direction = absdir (op->direction + 4); 729 op->direction = absdir (op->direction + 4);
790 op->state = 0; 730 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 731 was_reflected = 1; /* skip normal movement calculations */
803 } 732 }
804 else 733 else
805 { 734 {
806 /* Attack the object. */ 735 /* Attack the object. */
810 return; 739 return;
811 } 740 }
812 } /* if this is not hitting its owner */ 741 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 742 } /* if there is something alive on this space */
814 743
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 745 {
817 int retry = 0; 746 int retry = 0;
818 747
819 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 762 if (op->direction & 1)
834 { 763 {
835 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
836 retry = 1; 765 retry = 1;
837 } 766 }
767
838 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
839 * use this retry here to make this one block 769 * use this retry here to make this one block
840 * that did the same thing. 770 * that did the same thing.
841 */ 771 */
842 while (retry < 2) 772 while (retry < 2)
843 { 773 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 774 retry++;
849 775
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
854 */ 780 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 783
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 786
863 if (left == right) 787 if (left == right)
864 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
865 else if (left) 789 else if (left)
866 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
867 else if (right) 791 else if (right)
868 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
869 793
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 795 * don't need to retry again.
874 */ 796 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 799 break;
877
878 } 800 }
801
879 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 803 * stop it from moving.
881 */ 804 */
882 if (retry == 2) 805 if (retry == 2)
883 { 806 {
884 stop_arrow (op); 807 stop_arrow (op);
885 return; 808 return;
886 } 809 }
810
887 /* update object image for new facing */ 811 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 813 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */ 815 } /* object is reflected */
892 } /* object ran into a wall */ 816 } /* object ran into a wall */
893 817
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 818 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 819 * about 17 squares. Tune as needed.
901 */ 820 */
902 op->speed -= 0.05; 821 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 822
906/* This routine doesnt seem to work for "inanimate" objects that 823 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 824 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 825}
909 826
910void 827void
911change_object (object *op) 828change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 829{ /* Doesn`t handle linked objs yet */
913 int i, j; 830 int i, j;
914 831
915 if (op->other_arch == NULL) 832 if (!op->other_arch)
916 { 833 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 835 return;
919 } 836 }
920 837
921 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 840 {
924 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
925 return; 842 return;
926 else 843
927 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
928 } 845 }
929 846
930 object *pl = op->in_player ();
931 object *env = op->env; 847 object *env = op->env;
932 848
933 op->remove (); 849 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++) 850 for (i = 0; i < op->stats.food; i++)
935 { 851 {
936 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = arch_to_object (op->other_arch);
937 853
938 if (op->type == LAMP) 854 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 855 tmp->stats.food = op->stats.food - 1;
940 856
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env) 858 if (env)
943 { 859 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env); 860 tmp = env->insert (tmp);
946 861
947 /* If this object is the players inventory, we need to tell the 862 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the 863 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below. 864 * updating the client, so we don't need to do that below.
950 */ 865 */
951 if (pl) 866 if (object *pl = op->in_player ())
952 { 867 {
953 esrv_del_item (pl->contr, op->count); 868 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp); 869 esrv_send_item (pl, tmp);
955 } 870 }
956 } 871 }
957 else 872 else
958 { 873 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 874 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 875 if (j < 0) /* No free spot */
961 tmp->destroy (); 876 tmp->destroy ();
962 else 877 else
963 { 878 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 879 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 880
881 if (pos.normalise ())
882 pos.insert (tmp, op);
966 } 883 }
967 } 884 }
968 } 885 }
969 886
970 op->destroy (); 887 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 897 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 898 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 899 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 900 * N times without the speed check.
984 */ 901 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 902 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 903 move_teleporter (op->more);
987 904
988 if (op->head) 905 if (op->head)
989 head = op->head; 906 head = op->head;
990 907
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 908 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 909 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 910 break;
994 911
995 /* If nothing above us to move, nothing to do */ 912 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 913 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 918 if (tmp->type == PLAYER)
1002 { 919 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 920 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 921 return;
1005 922
1006 enter_exit (tmp, head); 923 tmp->enter_exit (head);
1007 } 924 }
1008 else 925 else
1009 /* Currently only players can transfer maps */ 926 /* Currently only players can transfer maps */
1010 return; 927 return;
1011 } 928 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 946 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 947 return;
1031 teleport (head, TELEPORTER, tmp); 948 teleport (head, TELEPORTER, tmp);
1032 } 949 }
1033} 950}
1034
1035 951
1036/* This object will teleport someone to a different map 952/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 953 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 954 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 955 can't be generalized.
1040*/ 956*/
1041
1042void 957void
1043move_player_changer (object *op) 958move_player_changer (object *op)
1044{ 959{
1045 object *player; 960 object *player;
1046 object *walk; 961 object *walk;
1047 char c;
1048 962
1049 if (!op->above || !EXIT_PATH (op)) 963 if (!op->above || !EXIT_PATH (op))
1050 return; 964 return;
1051 965
1052 /* This isn't all that great - means that the player_mover 966 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 967 * needs to be on top.
1054 */ 968 */
1055 if (op->above->type == PLAYER) 969 if (op->above->type == PLAYER)
1056 { 970 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 971 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 972 return;
973
1059 player = op->above; 974 player = op->above;
1060 975
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 976 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 977 apply_changes_to_player (player, walk);
1063 978
1064 fix_player (player); 979 player->update_stats ();
1065 980
1066 esrv_send_inventory (op->above, op->above); 981 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 982 esrv_update_item (UPD_FACE, op->above, op->above);
1068 983
1069 /* update players death & WoR home-position */ 984 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 985 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 986 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 987 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 988 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 989 player->contr->bed_y = EXIT_Y (op);
1076 } 990 }
1077 else 991 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 992 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 993
1080 enter_exit (op->above, op); 994 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 995 }
1083} 996}
1084 997
1085/* firewalls fire other spells. 998/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 999 * The direction of the wall is stored in op->stats.sp.
1093 1006
1094 if (!op->map) 1007 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1008 return; /* dm has created a firewall in his inventory */
1096 1009
1097 spell = op->inv; 1010 spell = op->inv;
1011
1098 if (!spell || spell->type != SPELL) 1012 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1013 spell = op->other_arch;
1014
1100 if (!spell) 1015 if (!spell)
1101 { 1016 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1017 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1018 return;
1104 } 1019 }
1105 1020
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1021 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1022}
1108
1109 1023
1110/* move_player_mover: this function takes a "player mover" as an 1024/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1025 * argument, and performs the function of a player mover, which is:
1112 * 1026 *
1113 * a player mover finds any players that are sitting on it. It 1027 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1031 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1032 */
1119void 1033void
1120move_player_mover (object *op) 1034move_player_mover (object *op)
1121{ 1035{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1036 int dir = op->stats.sp;
1124 sint16 nx, ny; 1037 sint16 nx, ny;
1125 maptile *m; 1038 maptile *m;
1126 1039
1127 /* Determine direction now for random movers so we do the right thing */ 1040 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1041 if (!dir)
1129 dir = rndm (1, 8); 1042 dir = rndm (1, 8);
1130 1043
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1044 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1045 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1046 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1047 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1048 {
1136 1049
1146 nx = op->x + freearr_x[dir]; 1059 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1060 ny = op->y + freearr_y[dir];
1148 m = op->map; 1061 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1062 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1063 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1064 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1065 return;
1153 } 1066 }
1154 1067
1155 if (should_director_abort (op, victim)) 1068 if (should_director_abort (op, victim))
1156 return; 1069 return;
1157 1070
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1071 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1072 {
1160 if (nextmover->type == PLAYERMOVER) 1073 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1074 nextmover->speed_left = -.99f;
1075
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1076 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1077 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1078 }
1167 1079
1168 if (victim->type == PLAYER) 1080 if (victim->type == PLAYER)
1169 { 1081 {
1170 /* only level >=1 movers move people */ 1082 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1086 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1087 * place. This can happen if the player used a spell to
1176 * get to this space. 1088 * get to this space.
1177 */ 1089 */
1178 victim->contr->fire_on = 0; 1090 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1091 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1092 move_player (victim, dir);
1181 } 1093 }
1182 else 1094 else
1183 return; 1095 return;
1184 } 1096 }
1188 if (!op->stats.maxsp && op->attacktype) 1100 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1101 op->stats.maxsp = 2;
1190 1102
1191 if (op->attacktype) 1103 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1104 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1105 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1106 }
1204 } 1107 }
1205 } 1108 }
1206} 1109}
1207 1110
1217{ 1120{
1218 object *tmp; 1121 object *tmp;
1219 1122
1220 if (!op->other_arch) 1123 if (!op->other_arch)
1221 { 1124 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1125 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1126 return;
1224 } 1127 }
1225 1128
1226 if (op->above == NULL) 1129 if (op->above == NULL)
1227 return; 1130 return;
1131
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1132 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1133 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1134 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1135 {
1232 if (op->level <= 0) 1136 if (op->level <= 0)
1233 tmp->destroy (); 1137 tmp->destroy ();
1234 else 1138 else
1235 { 1139 {
1257 * has to make sure that there is in fact space for the object. 1161 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1162 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1163 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1164 * outside of the map which would cause the server to crash
1261*/ 1165*/
1262
1263void 1166void
1264move_creator (object *creator) 1167move_creator (object *creator)
1265{ 1168{
1266 object *new_ob; 1169 object *new_ob;
1267 1170
1292 } 1195 }
1293 else 1196 else
1294 { 1197 {
1295 if (creator->other_arch == NULL) 1198 if (creator->other_arch == NULL)
1296 { 1199 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1200 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1201 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1202 return;
1300 } 1203 }
1301 1204
1302 new_ob = object_create_arch (creator->other_arch); 1205 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1206 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1207 }
1305 1208
1306 /* Make sure this multipart object fits */ 1209 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1210 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1211 {
1309 new_ob->destroy (); 1212 new_ob->destroy ();
1310 return; 1213 return;
1311 } 1214 }
1215
1216 // for now lets try to identify everything generated here, it mostly
1217 // happens automated, so this will at least fix many identify-experience holes
1218 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1219
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1220 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1221 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1222 return;
1316 1223
1326 with a specific code as the slaying field. 1233 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1234 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1235 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1236 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1237 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1238void
1333move_marker (object *op) 1239move_marker (object *op)
1334{ 1240{
1335 object *tmp, *tmp2; 1241 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1242 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1243 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1244 if (object *force = tmp->force_find (op->name))
1245 force->destroy ();
1246
1247 if (!tmp->force_find (op->slaying))
1344 { 1248 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1249 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1250
1251 if (op->msg)
1252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1253
1254 if (op->stats.hp > 0)
1347 } 1255 {
1256 op->stats.hp--;
1348 1257
1349 if (tmp2)
1350 tmp2->destroy ();
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) 1258 if (op->stats.hp == 0)
1368 { 1259 {
1369 force->speed = 0.01; 1260 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1261 op->destroy ();
1262 return;
1371 } 1263 }
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 op->destroy ();
1390 return;
1391 }
1392 } 1264 }
1393 } /* if tmp2 == NULL */ 1265 }
1394 } /* if tmp->type == PLAYER */ 1266 }
1395 } /* For all objects on this space */
1396} 1267}
1397 1268
1398int 1269void
1399process_object (object *op) 1270process_object (object *op)
1400{ 1271{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1272 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1273 return;
1403 1274
1404 if (INVOKE_OBJECT (TICK, op)) 1275 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1276 return;
1406 1277
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1278 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1279 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1280 return;
1410 1281
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1282 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1283 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1284 animate_object (op, op->contr ? op->facing : op->direction);
1417 1285
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1286 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1287 make_sure_seen (op);
1420 } 1288 }
1421 1289
1290 if (expect_false (
1291 op->flag [FLAG_GENERATOR]
1292 || op->flag [FLAG_CHANGING]
1293 || op->flag [FLAG_IS_USED_UP]
1294 ))
1295 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1296 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1297 {
1424 change_object (op); 1298 change_object (op);
1425 return 1; 1299 return;
1426 } 1300 }
1427 1301
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1302 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1303 generate_monster (op);
1430 1304
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1305 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1306 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1307 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1308 remove_force (op);
1435 else 1309 else
1436 { 1310 {
1437 /* IF necessary, delete the item from the players inventory */ 1311 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1312 if (object *pl = op->in_player ())
1439
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1313 esrv_del_item (pl->contr, op->count);
1442 1314
1443 op->remove (); 1315 op->remove ();
1444 1316
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1318 make_sure_not_seen (op);
1447 1319
1448 op->destroy (); 1320 op->destroy ();
1449 } 1321 }
1450 1322
1451 return 1; 1323 return;
1324 }
1452 } 1325 }
1453 1326
1454 switch (op->type) 1327 switch (op->type)
1455 { 1328 {
1456 case SPELL_EFFECT: 1329 case SPELL_EFFECT:
1457 move_spell_effect (op); 1330 move_spell_effect (op);
1458 return 1; 1331 break;
1459 1332
1460 case ROD: 1333 case ROD:
1461 case HORN: 1334 case HORN:
1462 regenerate_rod (op); 1335 regenerate_rod (op);
1463 return 1; 1336 break;
1464 1337
1465 case FORCE: 1338 case FORCE:
1466 case POTION_EFFECT: 1339 case POTION_EFFECT:
1467 remove_force (op); 1340 remove_force (op);
1468 return 1; 1341 break;
1469 1342
1470 case BLINDNESS: 1343 case BLINDNESS:
1471 remove_blindness (op); 1344 remove_blindness (op);
1472 return 0; 1345 break;
1473 1346
1474 case POISONING: 1347 case POISONING:
1475 poison_more (op); 1348 poison_more (op);
1476 return 0; 1349 break;
1477 1350
1478 case DISEASE: 1351 case DISEASE:
1479 move_disease (op); 1352 move_disease (op);
1480 return 0; 1353 break;
1481 1354
1482 case SYMPTOM: 1355 case SYMPTOM:
1483 move_symptom (op); 1356 move_symptom (op);
1484 return 0; 1357 break;
1485 1358
1486 case THROWN_OBJ: 1359 case THROWN_OBJ:
1487 case ARROW: 1360 case ARROW:
1488 move_arrow (op); 1361 move_arrow (op);
1489 return 0; 1362 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1363
1495 case DOOR: 1364 case DOOR:
1496 remove_door (op); 1365 remove_door (op);
1497 return 0; 1366 break;
1498 1367
1499 case LOCKED_DOOR: 1368 case LOCKED_DOOR:
1500 remove_door2 (op); 1369 remove_door2 (op);
1501 return 0; 1370 break;
1502 1371
1503 case TELEPORTER: 1372 case TELEPORTER:
1504 move_teleporter (op); 1373 move_teleporter (op);
1505 return 0; 1374 break;
1506 1375
1507 case GOLEM: 1376 case GOLEM:
1508 move_golem (op); 1377 move_golem (op);
1509 return 0; 1378 break;
1510 1379
1511 case EARTHWALL: 1380 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1381 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1382 break;
1514 1383
1515 case FIREWALL: 1384 case FIREWALL:
1516 move_firewall (op); 1385 move_firewall (op);
1517 if (op->stats.maxsp) 1386 if (op->stats.maxsp)
1518 animate_turning (op); 1387 animate_turning (op);
1519 return 0; 1388 break;
1520 1389
1521 case MOOD_FLOOR: 1390 case MOOD_FLOOR:
1522 do_mood_floor (op); 1391 do_mood_floor (op);
1523 return 0; 1392 break;
1524 1393
1525 case GATE: 1394 case GATE:
1526 move_gate (op); 1395 move_gate (op);
1527 return 0; 1396 break;
1528 1397
1529 case TIMED_GATE: 1398 case TIMED_GATE:
1530 move_timed_gate (op); 1399 move_timed_gate (op);
1531 return 0; 1400 break;
1532 1401
1533 case TRIGGER: 1402 case TRIGGER:
1534 case TRIGGER_BUTTON: 1403 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1404 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1405 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1406 animate_trigger (op);
1538 return 0; 1407 break;
1539 1408
1540 case DETECTOR: 1409 case DETECTOR:
1541 move_detector (op); 1410 move_detector (op);
1542 1411
1543 case DIRECTOR: 1412 case DIRECTOR:
1544 if (op->stats.maxsp) 1413 if (op->stats.maxsp)
1545 animate_turning (op); 1414 animate_turning (op);
1546 return 0; 1415 break;
1547 1416
1548 case HOLE: 1417 case HOLE:
1549 move_hole (op); 1418 move_hole (op);
1550 return 0; 1419 break;
1551 1420
1552 case DEEP_SWAMP: 1421 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1422 move_deep_swamp (op);
1554 return 0; 1423 break;
1555 1424
1556 case RUNE: 1425 case RUNE:
1557 case TRAP: 1426 case TRAP:
1558 move_rune (op); 1427 move_rune (op);
1559 return 0; 1428 break;
1560 1429
1561 case PLAYERMOVER: 1430 case PLAYERMOVER:
1562 move_player_mover (op); 1431 move_player_mover (op);
1563 return 0; 1432 break;
1564 1433
1565 case CREATOR: 1434 case CREATOR:
1566 move_creator (op); 1435 move_creator (op);
1567 return 0; 1436 break;
1568 1437
1569 case MARKER: 1438 case MARKER:
1570 move_marker (op); 1439 move_marker (op);
1571 return 0; 1440 break;
1572 1441
1573 case PLAYER_CHANGER: 1442 case PLAYER_CHANGER:
1574 move_player_changer (op); 1443 move_player_changer (op);
1575 return 0; 1444 break;
1576 1445
1577 case PEACEMAKER: 1446 case PEACEMAKER:
1578 move_peacemaker (op); 1447 move_peacemaker (op);
1579 return 0; 1448 break;
1580 }
1581 1449
1582 return 0; 1450 case PLAYER:
1451 // players have their own speed-management, so undo the --speed_left
1452 ++op->speed_left;
1453 break;
1454 }
1583} 1455}
1456

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines