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Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.80 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* 24/*
26 * 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
27 * collected in this file. 26 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy_inv (true); // be explicit about dropping
63 op->destroy (true);
64}
65
66void
67remove_door2 (object *op)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
92 op->destroy_inv (true); // be explicit about dropping
60 op->destroy (); 93 op->destroy (true);
61} 94}
62 95
63void 96void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 97generate_monster (object *gen)
97{ 98{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 99 if (!gen->map)
153 return; 100 return;
154 101
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 103 return;
158 104
159 while (at) 105 object *op;
106 int dir;
107
108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
109 {
110 // either copy one item from the inventory...
111 if (!gen->inv)
112 return;
113
114 // first select one item from the inventory
115 int index = 0;
116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
117 if (!rndm (++index))
118 op = tmp;
119
120 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
121 if (dir < 0)
122 return;
123
124 op = op->deep_clone ();
125
126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
127 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 128 }
129 else if (gen->other_arch)
130 {
131 // ...or use other_arch
132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
135
161 op = arch_to_object (at); 136 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 137 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 138 else
139 return;
164 140
165 if (head) 141 op->expand_tail ();
166 op->head = head, prev->more = op;
167 142
143 mapxy pos (gen); pos.move (dir);
144
145 if (pos.insert (op, gen))
146 {
168 if (rndm (0, 9)) 147 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 148 generate_artifact (op, gen->map->difficulty);
170 149
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 150 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 152
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 153 return;
154 }
192 155
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 156 op->destroy (true);
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 157}
199 158
200void 159void
201remove_force (object *op) 160remove_force (object *op)
202{ 161{
214 CLEAR_FLAG (op, FLAG_APPLIED); 173 CLEAR_FLAG (op, FLAG_APPLIED);
215 change_abil (op->env, op); 174 change_abil (op->env, op);
216 op->env->update_stats (); 175 op->env->update_stats ();
217 } 176 }
218 177
219 op->destroy (); 178 op->destroy (true);
220} 179}
221 180
222void 181void
223remove_blindness (object *op) 182remove_blindness (object *op)
224{ 183{
231 { 190 {
232 change_abil (op->env, op); 191 change_abil (op->env, op);
233 op->env->update_stats (); 192 op->env->update_stats ();
234 } 193 }
235 194
236 op->destroy (); 195 op->destroy (true);
237} 196}
238 197
239void 198void
240poison_more (object *op) 199poison_more (object *op)
241{ 200{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 201 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
243 { 202 {
244 op->destroy (); 203 op->destroy (true);
245 return; 204 return;
246 } 205 }
247 206
248 if (op->stats.food == 1) 207 if (op->stats.food == 1)
249 { 208 {
250 /* need to remove the object before fix_player is called, else fix_player 209 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 210 * will not do anything.
252 */ 211 */
253 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
254 { 213 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
256 op->env->update_stats (); 215 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 } 217 }
259 218
260 op->destroy (); 219 op->destroy (true);
261 return; 220 return;
262 } 221 }
263 222
264 if (op->env->type == PLAYER) 223 if (op->env->type == PLAYER)
265 { 224 {
271} 230}
272 231
273 232
274void 233void
275move_gate (object *op) 234move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 235{ /* 1 = going down, 0 = going up */
277 object *tmp; 236 object *tmp;
278 237
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 239 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 240 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 245 if (op->value)
287 { 246 {
288 if (--op->stats.wc <= 0) 247 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 248 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 249 op->stats.wc = 0;
291 if (op->arch->clone.speed) 250 if (op->arch->speed)
292 op->value = 0; 251 op->value = 0;
293 else 252 else
294 op->set_speed (0); 253 op->set_speed (0);
295 } 254 }
296 255
316 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 277 * the gate slightly.
319 */ 278 */
320 279
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 280 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 281 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 282 break;
324 283
325 if (tmp == NULL) 284 if (!tmp)
326 { 285 {
327 if (op->arch->clone.speed) 286 if (op->arch->speed)
328 op->value = 1; 287 op->value = 1;
329 else 288 else
330 op->set_speed (0); 289 op->set_speed (0);
331 290
332 return; 291 return;
343 } 302 }
344 else 303 else
345 { /* The gate is still going up */ 304 { /* The gate is still going up */
346 op->stats.wc++; 305 op->stats.wc++;
347 306
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 309
351 /* If there is something on top of the gate, we try to roll it off. 310 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 311 * If a player/monster, we don't roll, we just hit them with damage
353 */ 312 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 314 {
356 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
359 319
360 if (tmp != NULL) 320 if (tmp)
361 { 321 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 323 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
325 op->play_sound (sound_find ("blocked_gate"));
326
365 if (tmp->type == PLAYER) 327 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 329 }
368 else
369 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
371 * off the gate. 332 * off the gate.
372 */ 333 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 334 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 335 {
375 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 338
378 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
379 if (i != -1) 340 if (i > 0)
380 { 341 {
342 mapxy pos (tmp);
343 pos.move (i);
344 if (pos.normalise ())
381 tmp->remove (); 345 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 346 }
385 } 347 }
386 } 348 }
387 349
388 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 351 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 353 break;
392 354
393 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
394 if (tmp) 356 if (tmp)
395 {
396 op->stats.food = 1; 357 op->stats.food = 1;
397 }
398 else 358 else
399 { 359 {
400 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
361
401 if (!op->arch->clone.stats.ac) 362 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
404 } 365 }
405 } /* gate is halfway up */ 366 } /* gate is halfway up */
406 367
419 int v = op->value; 380 int v = op->value;
420 381
421 if (op->stats.sp) 382 if (op->stats.sp)
422 { 383 {
423 move_gate (op); 384 move_gate (op);
385
424 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 387 op->stats.sp = 0;
426 return; 388 return;
427 } 389 }
390
428 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 392 { /* keep gate down */
430 move_gate (op); 393 move_gate (op);
394
431 if (op->value != v) 395 if (op->value != v)
432 op->set_speed (0); 396 op->set_speed (0);
433 } 397 }
434} 398}
435 399
447 int last = op->value; 411 int last = op->value;
448 int detected; 412 int detected;
449 413
450 detected = 0; 414 detected = 0;
451 415
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 417 {
454 object *tmp2; 418 object *tmp2;
455 419
456 if (op->stats.hp) 420 if (op->stats.hp)
457 { 421 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 422 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 423 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 425 detected = 1;
426
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 427 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 428 detected = 1;
464 } 429 }
465 } 430 }
431
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 432 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 433 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 434 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 435 detected = 1;
472 } 436 }
473 437
474 /* the detector sets the button if detection is found */ 438 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 441 if (detected && last == 0)
478 { 442 {
479 op->value = 1; 443 op->value = 1;
480 push_button (op); 444 push_button (op);
481 } 445 }
446
482 if (!detected && last == 1) 447 if (!detected && last == 1)
483 { 448 {
484 op->value = 0; 449 op->value = 0;
485 push_button (op); 450 push_button (op);
486 } 451 }
490 if (detected && last == 1) 455 if (detected && last == 1)
491 { 456 {
492 op->value = 0; 457 op->value = 0;
493 push_button (op); 458 push_button (op);
494 } 459 }
460
495 if (!detected && last == 0) 461 if (!detected && last == 0)
496 { 462 {
497 op->value = 1; 463 op->value = 1;
498 push_button (op); 464 push_button (op);
499 } 465 }
500 } 466 }
501} 467}
502 468
503
504void 469void
505animate_trigger (object *op) 470animate_trigger (object *op)
506{ 471{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
508 { 473 {
517} 482}
518 483
519void 484void
520move_hole (object *op) 485move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 486{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 487 if (op->value)
525 { /* We're opening */ 488 { /* We're opening */
526 if (--op->stats.wc <= 0) 489 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 490 { /* Opened, let's stop */
528 op->stats.wc = 0; 491 op->stats.wc = 0;
529 op->set_speed (0); 492 op->set_speed (0);
530 493
531 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 496 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 497 {
535 next = tmp->above; 498 next = tmp->above;
536 move_apply (op, tmp, tmp); 499 move_apply (op, tmp, tmp);
537 } 500 }
538 } 501 }
539 502
540 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
542 return; 505 return;
543 } 506 }
507
544 /* We're closing */ 508 /* We're closing */
545 op->move_on = 0; 509 op->move_on = 0;
546 510
547 op->stats.wc++; 511 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 543 {
580 object *payload = op->inv; 544 object *payload = op->inv;
581 545
582 if (payload == NULL) 546 if (payload == NULL)
583 return NULL; 547 return NULL;
548
584 payload->remove (); 549 payload->remove ();
585 op->destroy (); 550 op->destroy (true);
586 return payload; 551 return payload;
587 } 552 }
588 553
589 case ARROW: 554 case ARROW:
590 if (op->has_active_speed ()) 555 if (op->has_active_speed ())
604void 569void
605fix_stopped_item (object *op, maptile *map, object *originator) 570fix_stopped_item (object *op, maptile *map, object *originator)
606{ 571{
607 if (map == NULL) 572 if (map == NULL)
608 return; 573 return;
574
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 575 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 576 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 577 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 578 merge_ob (op, NULL); /* only some arrows actually need this */
613} 579}
614 580
615
616object * 581object *
617fix_stopped_arrow (object *op) 582fix_stopped_arrow (object *op)
618{ 583{
619 if (rndm (0, 99) < op->stats.food) 584 if (rndm (0, 99) < op->stats.food)
620 { 585 {
621 /* Small chance of breaking */ 586 /* Small chance of breaking */
622 op->destroy (); 587 op->destroy (true);
623 return NULL; 588 return NULL;
624 } 589 }
625 590
626 op->set_speed (0); 591 op->set_speed (0);
627 op->direction = 0; 592 op->direction = 0;
628 op->move_on = 0; 593 op->move_on = 0;
629 op->move_type = 0; 594 op->move_type = 0;
595 op->skill = 0; // really?
596
597 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 598 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 599 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 600 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 601
636 if (op->spellarg != NULL) 602 if (op->spellarg)
637 { 603 {
638 op->slaying = op->spellarg; 604 op->slaying = op->spellarg;
639 free (op->spellarg); 605 free (op->spellarg);
640 op->spellarg = NULL; 606 op->spellarg = 0;
641 } 607 }
642 else 608 else
643 op->slaying = NULL; 609 op->slaying = 0;
644 610
645 /* Reset these to zero, so that object::can_merge will work properly */ 611 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 612 op->spellarg = NULL;
647 op->stats.sp = 0; 613 op->stats.sp = 0;
648 op->stats.hp = 0; 614 op->stats.hp = 0;
649 op->stats.grace = 0; 615 op->stats.grace = 0;
650 op->level = 0; 616 op->level = 0;
651 op->face = op->arch->clone.face; 617 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 618 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 619 update_object (op, UP_OBJ_CHANGE);
654 return op; 620 return op;
655} 621}
656 622
657/* stop_arrow() - what to do when a non-living flying object 623/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 624 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 633 if (INVOKE_OBJECT (STOP, op))
668 return; 634 return;
669 635
670 if (op->inv) 636 if (op->inv)
671 { 637 {
638 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 639 object *payload = op->inv;
673 640
674 payload->remove ();
675 payload->owner = 0; 641 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 642 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 643 op->destroy (true);
678 } 644 }
679 else 645 else
680 { 646 {
681 op = fix_stopped_arrow (op); 647 op = fix_stopped_arrow (op);
648
682 if (op) 649 if (op)
683 merge_ob (op, NULL); 650 merge_ob (op, 0);
684 } 651 }
685} 652}
686 653
687/* Move an arrow along its course. op is the arrow or thrown object. 654/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 655 */
689
690void 656void
691move_arrow (object *op) 657move_arrow (object *op)
692{ 658{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 659 int was_reflected;
696 maptile *m;
697 660
698 if (op->map == NULL) 661 if (!op->map)
699 { 662 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 663 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 664 op->destroy (true);
702 return; 665 return;
703 } 666 }
704 667
705 /* we need to stop thrown objects at some point. Like here. */ 668 /* we need to stop thrown objects at some point. Like here. */
706 if (op->type == THROWN_OBJ) 669 if (op->type == THROWN_OBJ)
711 * is if the player throws a bomb - the bomb explodes on its own, 674 * is if the player throws a bomb - the bomb explodes on its own,
712 * but this object sticks around. We could handle the cleanup in the 675 * but this object sticks around. We could handle the cleanup in the
713 * bomb code, but there are potential other cases where that could happen, 676 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 677 * and it is easy enough to clean it up here.
715 */ 678 */
716 if (op->inv == NULL) 679 if (!op->inv)
717 { 680 {
718 op->destroy (); 681 op->destroy (true);
719 return; 682 return;
720 } 683 }
721 684
722 if (op->last_sp-- < 0) 685 if (op->last_sp-- < 0)
723 { 686 {
733 stop_arrow (op); 696 stop_arrow (op);
734 return; 697 return;
735 } 698 }
736 699
737 /* Calculate target map square */ 700 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 701 was_reflected = 0;
741 702
742 m = op->map; 703 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 704
745 if (mflags & P_OUT_OF_MAP) 705 if (!pos.normalise ())
746 { 706 {
747 stop_arrow (op); 707 stop_arrow (op);
748 return; 708 return;
749 } 709 }
750 710
751 /* only need to look for living creatures if this flag is set */ 711 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 712 if (pos->flags () & P_IS_ALIVE)
753 { 713 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 714 object *tmp;
715
716 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 718 break;
757 719
758 /* Not really fair, but don't let monsters hit themselves with 720 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 721 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 727 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 728 * chance that reflect_missile fails.)
767 */ 729 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 730 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 731 {
770 int number = op->face->number; 732 int number = op->face;
771 733
772 op->direction = absdir (op->direction + 4); 734 op->direction = absdir (op->direction + 4);
773 op->state = 0; 735 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 736 was_reflected = 1; /* skip normal movement calculations */
786 } 737 }
787 else 738 else
788 { 739 {
789 /* Attack the object. */ 740 /* Attack the object. */
793 return; 744 return;
794 } 745 }
795 } /* if this is not hitting its owner */ 746 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 747 } /* if there is something alive on this space */
797 748
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 749 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 750 {
800 int retry = 0; 751 int retry = 0;
801 752
802 /* if the object doesn't reflect, stop the arrow from moving 753 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 754 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 767 if (op->direction & 1)
817 { 768 {
818 op->direction = absdir (op->direction + 4); 769 op->direction = absdir (op->direction + 4);
819 retry = 1; 770 retry = 1;
820 } 771 }
772
821 /* There were two blocks with identical code - 773 /* There were two blocks with identical code -
822 * use this retry here to make this one block 774 * use this retry here to make this one block
823 * that did the same thing. 775 * that did the same thing.
824 */ 776 */
825 while (retry < 2) 777 while (retry < 2)
826 { 778 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 779 retry++;
832 780
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 781 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 782 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 783 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 784 * op->direction-1 or op->direction+1 does not exist.
837 */ 785 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 786 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 787 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 788
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 789 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 790 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 791
846 if (left == right) 792 if (left == right)
847 op->direction = absdir (op->direction + 4); 793 op->direction = absdir (op->direction + 4);
848 else if (left) 794 else if (left)
849 op->direction = absdir (op->direction + 2); 795 op->direction = absdir (op->direction + 2);
850 else if (right) 796 else if (right)
851 op->direction = absdir (op->direction - 2); 797 op->direction = absdir (op->direction - 2);
852 798
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 799 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 800 * don't need to retry again.
857 */ 801 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 802 mapxy pos3 (pos); pos3.move (op->direction);
803 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 804 break;
860
861 } 805 }
806
862 /* Couldn't find a direction to move the arrow to - just 807 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 808 * stop it from moving.
864 */ 809 */
865 if (retry == 2) 810 if (retry == 2)
866 { 811 {
867 stop_arrow (op); 812 stop_arrow (op);
868 return; 813 return;
869 } 814 }
815
870 /* update object image for new facing */ 816 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 817 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 818 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 819 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 820 } /* object is reflected */
875 } /* object ran into a wall */ 821 } /* object ran into a wall */
876 822
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
884 */ 825 */
885 op->speed -= 0.05; 826 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 827
889/* This routine doesnt seem to work for "inanimate" objects that 828 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 829 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 830}
892 831
893void 832void
894change_object (object *op) 833change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 834{ /* Doesn`t handle linked objs yet */
896 int i, j; 835 int i, j;
897 836
898 if (op->other_arch == NULL) 837 if (!op->other_arch)
899 { 838 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 840 return;
902 } 841 }
903 842
904 /* In non-living items only change when food value is 0 */ 843 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 844 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 845 {
907 if (op->stats.food-- > 0) 846 if (op->stats.food-- > 0)
908 return; 847 return;
909 else 848
910 op->stats.food = 1; /* so 1 other_arch is made */ 849 op->stats.food = 1; /* so 1 other_arch is made */
911 } 850 }
912 851
913 object *pl = op->in_player ();
914 object *env = op->env; 852 object *env = op->env;
915 853
916 op->remove (); 854 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 855 for (i = 0; i < op->stats.food; i++)
918 { 856 {
919 object *tmp = arch_to_object (op->other_arch); 857 object *tmp = arch_to_object (op->other_arch);
920 858
921 if (op->type == LAMP) 859 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 860 tmp->stats.food = op->stats.food - 1;
923 861
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
925 if (env) 864 if (env)
926 { 865 env->insert (tmp);
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else 866 else
941 { 867 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
944 tmp->destroy (); 870 tmp->destroy (true);
945 else 871 else
946 { 872 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 874
949 } 875 if (pos.normalise ())
876 pos.insert (tmp, op);
950 } 877 }
878 }
951 } 879 }
952 880
953 op->destroy (); 881 op->destroy (true);
954} 882}
955 883
956void 884void
957move_teleporter (object *op) 885move_teleporter (object *op)
958{ 886{
969 move_teleporter (op->more); 897 move_teleporter (op->more);
970 898
971 if (op->head) 899 if (op->head)
972 head = op->head; 900 head = op->head;
973 901
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 904 break;
977 905
978 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
995 else if (EXIT_X (head) || EXIT_Y (head)) 923 else if (EXIT_X (head) || EXIT_Y (head))
996 { 924 {
997 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
998 { 926 {
999 LOG (llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
1000 head->destroy (); 928 head->destroy (true);
1001 return; 929 return;
1002 } 930 }
1003 931
1004 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1005 return; 933 return;
1009 else 937 else
1010 { 938 {
1011 /* Random teleporter */ 939 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 941 return;
942
1014 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1015 } 944 }
1016} 945}
1017
1018 946
1019/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 950 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1076 1004
1077 spell = op->inv; 1005 spell = op->inv;
1078 1006
1079 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1081 1009
1082 if (!spell) 1010 if (!spell)
1083 { 1011 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1013 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1027 */
1100void 1028void
1101move_player_mover (object *op) 1029move_player_mover (object *op)
1102{ 1030{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1105 sint16 nx, ny; 1032 sint16 nx, ny;
1106 maptile *m; 1033 maptile *m;
1107 1034
1108 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1036 if (!dir)
1110 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1111 1038
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1040 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1043 {
1117 1044
1134 } 1061 }
1135 1062
1136 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1137 return; 1064 return;
1138 1065
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1067 {
1141 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1073 }
1148 1074
1149 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1150 { 1076 {
1151 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1157 * get to this space. 1083 * get to this space.
1158 */ 1084 */
1159 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1087 move_player (victim, dir);
1162 } 1088 }
1163 else 1089 else
1164 return; 1090 return;
1165 } 1091 }
1169 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1171 1097
1172 if (op->attacktype) 1098 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1101 }
1185 } 1102 }
1186 } 1103 }
1187} 1104}
1188 1105
1204 return; 1121 return;
1205 } 1122 }
1206 1123
1207 if (op->above == NULL) 1124 if (op->above == NULL)
1208 return; 1125 return;
1126
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1128 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1130 {
1213 if (op->level <= 0) 1131 if (op->level <= 0)
1214 tmp->destroy (); 1132 tmp->destroy (true);
1215 else 1133 else
1216 { 1134 {
1217 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1218 1136
1219 if (new_nrof >= 1UL << 31) 1137 if (new_nrof >= 1UL << 31)
1238 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1239 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1242*/ 1160*/
1243
1244void 1161void
1245move_creator (object *creator) 1162move_creator (object *creator)
1246{ 1163{
1247 object *new_ob; 1164 object *new_ob;
1248 1165
1265 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1266 { 1183 {
1267 ob_to_copy = ob; 1184 ob_to_copy = ob;
1268 } 1185 }
1269 } 1186 }
1270 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1190 }
1274 else 1191 else
1275 { 1192 {
1276 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1277 { 1194 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1279 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1197 return;
1281 } 1198 }
1283 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1202 }
1286 1203
1287 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1206 {
1207 op->destroy_inv (false); // remove when desttroy does this
1290 new_ob->destroy (); 1208 new_ob->destroy (true);
1291 return; 1209 return;
1292 } 1210 }
1211
1212 // for now lets try to identify everything generated here, it mostly
1213 // happens automated, so this will at least fix many identify-experience holes
1214 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1215
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1216 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1217 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1218 return;
1297 1219
1298 if (creator->slaying) 1220 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1221 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1222}
1303 1223
1304/* move_marker --peterm@soda.csua.berkeley.edu 1224/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1225 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1226 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1227 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1228 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1229 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1230 0 and then delete itself every time it grants a mark.
1311 unless hp was zero to start with, in which case it is infinite.*/ 1231 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1232void
1314move_marker (object *op) 1233move_marker (object *op)
1315{ 1234{
1316 if (object *tmp = op->ms ().player ()) 1235 if (object *tmp = op->ms ().player ())
1317 { 1236 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1237 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1238 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1239 force->destroy (true);
1240
1241 if (!tmp->force_find (op->slaying))
1323 { 1242 {
1324 tmp2->destroy (); 1243 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1244
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1245 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1247
1358 if (op->stats.hp > 0) 1248 if (op->stats.hp > 0)
1359 { 1249 {
1360 op->stats.hp--; 1250 op->stats.hp--;
1251
1361 if (op->stats.hp == 0) 1252 if (op->stats.hp == 0)
1362 { 1253 {
1363 /* marker expires--granted mark number limit */ 1254 /* marker expires--granted mark number limit */
1364 op->destroy (); 1255 op->destroy (true);
1365 return; 1256 return;
1366 } 1257 }
1367 } 1258 }
1368 } 1259 }
1369 } 1260 }
1370} 1261}
1371 1262
1372int 1263void
1373process_object (object *op) 1264process_object (object *op)
1374{ 1265{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1267 return;
1377 1268
1378 if (INVOKE_OBJECT (TICK, op)) 1269 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1270 return;
1380 1271
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1272 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1274 return;
1384 1275
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1277 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1278 animate_object (op, op->contr ? op->facing : op->direction);
1391 1279
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1281 make_sure_seen (op);
1394 } 1282 }
1395 1283
1284 if (expect_false (
1285 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP]
1288 ))
1289 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1291 {
1398 change_object (op); 1292 change_object (op);
1399 return 1; 1293 return;
1400 } 1294 }
1401 1295
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1297 generate_monster (op);
1404 1298
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1300 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1301 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1302 remove_force (op);
1409 else 1303 else
1410 { 1304 {
1411 /* IF necessary, delete the item from the players inventory */ 1305 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1306
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1308 make_sure_not_seen (op);
1421 1309
1310 op->destroy_inv (false); // be explicit about dropping
1422 op->destroy (); 1311 op->destroy (true);
1423 } 1312 }
1424 1313
1425 return 1; 1314 return;
1315 }
1426 } 1316 }
1427 1317
1428 switch (op->type) 1318 switch (op->type)
1429 { 1319 {
1430 case SPELL_EFFECT: 1320 case SPELL_EFFECT:
1431 move_spell_effect (op); 1321 move_spell_effect (op);
1432 return 1; 1322 break;
1433 1323
1434 case ROD: 1324 case ROD:
1435 case HORN: 1325 case HORN:
1436 regenerate_rod (op); 1326 regenerate_rod (op);
1437 return 1; 1327 break;
1438 1328
1439 case FORCE: 1329 case FORCE:
1440 case POTION_EFFECT: 1330 case POTION_EFFECT:
1441 remove_force (op); 1331 remove_force (op);
1442 return 1; 1332 break;
1443 1333
1444 case BLINDNESS: 1334 case BLINDNESS:
1445 remove_blindness (op); 1335 remove_blindness (op);
1446 return 0; 1336 break;
1447 1337
1448 case POISONING: 1338 case POISONING:
1449 poison_more (op); 1339 poison_more (op);
1450 return 0; 1340 break;
1451 1341
1452 case DISEASE: 1342 case DISEASE:
1453 move_disease (op); 1343 move_disease (op);
1454 return 0; 1344 break;
1455 1345
1456 case SYMPTOM: 1346 case SYMPTOM:
1457 move_symptom (op); 1347 move_symptom (op);
1458 return 0; 1348 break;
1459 1349
1460 case THROWN_OBJ: 1350 case THROWN_OBJ:
1461 case ARROW: 1351 case ARROW:
1462 move_arrow (op); 1352 move_arrow (op);
1463 return 0; 1353 break;
1464 1354
1465 case DOOR: 1355 case DOOR:
1466 remove_door (op); 1356 remove_door (op);
1467 return 0; 1357 break;
1468 1358
1469 case LOCKED_DOOR: 1359 case LOCKED_DOOR:
1470 remove_door2 (op); 1360 remove_door2 (op);
1471 return 0; 1361 break;
1472 1362
1473 case TELEPORTER: 1363 case TELEPORTER:
1474 move_teleporter (op); 1364 move_teleporter (op);
1475 return 0; 1365 break;
1476 1366
1477 case GOLEM: 1367 case GOLEM:
1478 move_golem (op); 1368 move_golem (op);
1479 return 0; 1369 break;
1480 1370
1481 case EARTHWALL: 1371 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1372 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1373 break;
1484 1374
1485 case FIREWALL: 1375 case FIREWALL:
1486 move_firewall (op); 1376 move_firewall (op);
1487 if (op->stats.maxsp) 1377 if (op->stats.maxsp)
1488 animate_turning (op); 1378 animate_turning (op);
1489 return 0; 1379 break;
1490 1380
1491 case MOOD_FLOOR: 1381 case MOOD_FLOOR:
1492 do_mood_floor (op); 1382 do_mood_floor (op);
1493 return 0; 1383 break;
1494 1384
1495 case GATE: 1385 case GATE:
1496 move_gate (op); 1386 move_gate (op);
1497 return 0; 1387 break;
1498 1388
1499 case TIMED_GATE: 1389 case TIMED_GATE:
1500 move_timed_gate (op); 1390 move_timed_gate (op);
1501 return 0; 1391 break;
1502 1392
1503 case TRIGGER: 1393 case TRIGGER:
1504 case TRIGGER_BUTTON: 1394 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1395 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1396 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1397 animate_trigger (op);
1508 return 0; 1398 break;
1509 1399
1510 case DETECTOR: 1400 case DETECTOR:
1511 move_detector (op); 1401 move_detector (op);
1512 1402
1513 case DIRECTOR: 1403 case DIRECTOR:
1514 if (op->stats.maxsp) 1404 if (op->stats.maxsp)
1515 animate_turning (op); 1405 animate_turning (op);
1516 return 0; 1406 break;
1517 1407
1518 case HOLE: 1408 case HOLE:
1519 move_hole (op); 1409 move_hole (op);
1520 return 0; 1410 break;
1521 1411
1522 case DEEP_SWAMP: 1412 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1413 move_deep_swamp (op);
1524 return 0; 1414 break;
1525 1415
1526 case RUNE: 1416 case RUNE:
1527 case TRAP: 1417 case TRAP:
1528 move_rune (op); 1418 move_rune (op);
1529 return 0; 1419 break;
1530 1420
1531 case PLAYERMOVER: 1421 case PLAYERMOVER:
1532 move_player_mover (op); 1422 move_player_mover (op);
1533 return 0; 1423 break;
1534 1424
1535 case CREATOR: 1425 case CREATOR:
1536 move_creator (op); 1426 move_creator (op);
1537 return 0; 1427 break;
1538 1428
1539 case MARKER: 1429 case MARKER:
1540 move_marker (op); 1430 move_marker (op);
1541 return 0; 1431 break;
1542 1432
1543 case PLAYER_CHANGER: 1433 case PLAYER_CHANGER:
1544 move_player_changer (op); 1434 move_player_changer (op);
1545 return 0; 1435 break;
1546 1436
1547 case PEACEMAKER: 1437 case PEACEMAKER:
1548 move_peacemaker (op); 1438 move_peacemaker (op);
1549 return 0; 1439 break;
1550 }
1551 1440
1552 return 0; 1441 case PLAYER:
1442 // players have their own speed-management, so undo the --speed_left
1443 ++op->speed_left;
1444 break;
1445 }
1553} 1446}
1447

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