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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 1.92 by root, Sat Jun 27 08:25:36 2009 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->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61} 92}
62 93
63void 94void
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) 95generate_monster (object *gen)
97{ 96{
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) 97 if (!gen->map)
153 return; 98 return;
154 99
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 101 return;
158 102
159 while (at) 103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
161 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
164 143
165 if (head) 144 op->expand_tail ();
166 op->head = head, prev->more = op;
167 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
168 if (rndm (0, 9)) 150 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
170 152
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 ()) 153 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 155
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; 156 return;
157 }
192 158
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 160}
199 161
200void 162void
201remove_force (object *op) 163remove_force (object *op)
202{ 164{
245 return; 207 return;
246 } 208 }
247 209
248 if (op->stats.food == 1) 210 if (op->stats.food == 1)
249 { 211 {
250 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 213 * will not do anything.
252 */ 214 */
253 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
254 { 216 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
271} 233}
272 234
273 235
274void 236void
275move_gate (object *op) 237move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
277 object *tmp; 239 object *tmp;
278 240
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 242 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 248 if (op->value)
287 { 249 {
288 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 252 op->stats.wc = 0;
291 if (op->arch->clone.speed) 253 if (op->arch->speed)
292 op->value = 0; 254 op->value = 0;
293 else 255 else
294 op->set_speed (0); 256 op->set_speed (0);
295 } 257 }
296 258
316 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 280 * the gate slightly.
319 */ 281 */
320 282
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 285 break;
324 286
325 if (tmp == NULL) 287 if (!tmp)
326 { 288 {
327 if (op->arch->clone.speed) 289 if (op->arch->speed)
328 op->value = 1; 290 op->value = 1;
329 else 291 else
330 op->set_speed (0); 292 op->set_speed (0);
331 293
332 return; 294 return;
343 } 305 }
344 else 306 else
345 { /* The gate is still going up */ 307 { /* The gate is still going up */
346 op->stats.wc++; 308 op->stats.wc++;
347 309
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 312
351 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
353 */ 315 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 317 {
356 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
359 322
360 if (tmp != NULL) 323 if (tmp)
361 { 324 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 326 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
365 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 332 }
368 else
369 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
371 * off the gate. 335 * off the gate.
372 */ 336 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 338 {
375 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 341
378 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
379 if (i != -1) 343 if (i > 0)
380 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
381 tmp->remove (); 348 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 } 349 }
385 } 350 }
386 } 351 }
387 352
388 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 356 break;
392 357
393 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
394 if (tmp) 359 if (tmp)
395 {
396 op->stats.food = 1; 360 op->stats.food = 1;
397 }
398 else 361 else
399 { 362 {
400 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
401 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
404 } 368 }
405 } /* gate is halfway up */ 369 } /* gate is halfway up */
406 370
419 int v = op->value; 383 int v = op->value;
420 384
421 if (op->stats.sp) 385 if (op->stats.sp)
422 { 386 {
423 move_gate (op); 387 move_gate (op);
388
424 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 390 op->stats.sp = 0;
426 return; 391 return;
427 } 392 }
393
428 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 395 { /* keep gate down */
430 move_gate (op); 396 move_gate (op);
397
431 if (op->value != v) 398 if (op->value != v)
432 op->set_speed (0); 399 op->set_speed (0);
433 } 400 }
434} 401}
435 402
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 426 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 428 detected = 1;
429
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 431 detected = 1;
464 } 432 }
465 } 433 }
434
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 436 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 438 detected = 1;
472 } 439 }
473 440
474 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517} 485}
518 486
519void 487void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
604void 572void
605fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
606{ 574{
607 if (map == NULL) 575 if (map == NULL)
608 return; 576 return;
577
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 580 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
613} 582}
614 583
615
616object * 584object *
617fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
618{ 586{
619 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
620 { 588 {
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0; 604 op->slaying = op->custom_name;
634 op->skill = 0;
635 605
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 607 op->custom_name = 0;
647 op->stats.sp = 0; 608 op->stats.sp = 0;
648 op->stats.hp = 0; 609 op->stats.hp = 0;
649 op->stats.grace = 0; 610 op->stats.grace = 0;
650 op->level = 0; 611 op->level = 0;
651 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
653 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
654 return op; 617 return op;
655} 618}
656 619
657/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
668 return; 631 return;
669 632
670 if (op->inv) 633 if (op->inv)
671 { 634 {
635 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 636 object *payload = op->inv;
673 637
674 payload->remove ();
675 payload->owner = 0; 638 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 640 op->destroy ();
678 } 641 }
679 else 642 else
680 { 643 {
681 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
682 if (op) 646 if (op)
683 merge_ob (op, NULL); 647 merge_ob (op, 0);
684 } 648 }
685} 649}
686 650
687/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 652 */
689
690void 653void
691move_arrow (object *op) 654move_arrow (object *op)
692{ 655{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 656 int was_reflected;
696 maptile *m;
697 657
698 if (op->map == NULL) 658 if (!op->map)
699 { 659 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 661 op->destroy ();
702 return; 662 return;
703 } 663 }
711 * is if the player throws a bomb - the bomb explodes on its own, 671 * 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 672 * 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, 673 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
715 */ 675 */
716 if (op->inv == NULL) 676 if (!op->inv)
717 { 677 {
718 op->destroy (); 678 op->destroy ();
719 return; 679 return;
720 } 680 }
721 681
733 stop_arrow (op); 693 stop_arrow (op);
734 return; 694 return;
735 } 695 }
736 696
737 /* Calculate target map square */ 697 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 698 was_reflected = 0;
741 699
742 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 701
745 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
746 { 703 {
747 stop_arrow (op); 704 stop_arrow (op);
748 return; 705 return;
749 } 706 }
750 707
751 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
753 { 710 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 715 break;
757 716
758 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
767 */ 726 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 728 {
770 int number = op->face->number; 729 int number = op->face;
771 730
772 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
773 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
786 } 734 }
787 else 735 else
788 { 736 {
789 /* Attack the object. */ 737 /* Attack the object. */
793 return; 741 return;
794 } 742 }
795 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
797 745
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 747 {
800 int retry = 0; 748 int retry = 0;
801 749
802 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 764 if (op->direction & 1)
817 { 765 {
818 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
819 retry = 1; 767 retry = 1;
820 } 768 }
769
821 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
822 * use this retry here to make this one block 771 * use this retry here to make this one block
823 * that did the same thing. 772 * that did the same thing.
824 */ 773 */
825 while (retry < 2) 774 while (retry < 2)
826 { 775 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 776 retry++;
832 777
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* 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 779 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
837 */ 782 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
841 785
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
845 788
846 if (left == right) 789 if (left == right)
847 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
848 else if (left) 791 else if (left)
849 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
850 else if (right) 793 else if (right)
851 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
852 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 797 * don't need to retry again.
857 */ 798 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 801 break;
860
861 } 802 }
803
862 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 805 * stop it from moving.
864 */ 806 */
865 if (retry == 2) 807 if (retry == 2)
866 { 808 {
867 stop_arrow (op); 809 stop_arrow (op);
868 return; 810 return;
869 } 811 }
812
870 /* update object image for new facing */ 813 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 817 } /* object is reflected */
875 } /* object ran into a wall */ 818 } /* object ran into a wall */
876
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881 819
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
884 */ 822 */
885 op->speed -= 0.05; 823 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 824
889/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 827}
892 828
893void 829void
894change_object (object *op) 830change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
896 int i, j; 832 int i, j;
897 833
898 if (op->other_arch == NULL) 834 if (!op->other_arch)
899 { 835 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 837 return;
902 } 838 }
903 839
904 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 842 {
907 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
908 return; 844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
858 if (env)
859 env->insert (tmp);
909 else 860 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
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
941 { 861 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 863 if (j < 0) /* No free spot */
944 tmp->destroy (); 864 tmp->destroy ();
945 else 865 else
946 { 866 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 867 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
949 } 871 }
950 } 872 }
951 } 873 }
952 874
953 op->destroy (); 875 op->destroy ();
969 move_teleporter (op->more); 891 move_teleporter (op->more);
970 892
971 if (op->head) 893 if (op->head)
972 head = op->head; 894 head = op->head;
973 895
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 896 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 898 break;
977 899
978 /* If nothing above us to move, nothing to do */ 900 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 931 else
1010 { 932 {
1011 /* Random teleporter */ 933 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 935 return;
936
1014 teleport (head, TELEPORTER, tmp); 937 teleport (head, TELEPORTER, tmp);
1015 } 938 }
1016} 939}
1017
1018 940
1019/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 943 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 944 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 997 return; /* dm has created a firewall in his inventory */
1076 998
1077 spell = op->inv; 999 spell = op->inv;
1078 1000
1079 if (!spell || spell->type != SPELL) 1001 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1002 spell = op->other_arch;
1081 1003
1082 if (!spell) 1004 if (!spell)
1083 { 1005 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1006 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1007 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1020 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1021 */
1100void 1022void
1101move_player_mover (object *op) 1023move_player_mover (object *op)
1102{ 1024{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1025 int dir = op->stats.sp;
1105 sint16 nx, ny; 1026 sint16 nx, ny;
1106 maptile *m; 1027 maptile *m;
1107 1028
1108 /* Determine direction now for random movers so we do the right thing */ 1029 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1030 if (!dir)
1110 dir = rndm (1, 8); 1031 dir = rndm (1, 8);
1111 1032
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1033 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1034 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1036 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1037 {
1117 1038
1134 } 1055 }
1135 1056
1136 if (should_director_abort (op, victim)) 1057 if (should_director_abort (op, victim))
1137 return; 1058 return;
1138 1059
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1061 {
1141 if (nextmover->type == PLAYERMOVER) 1062 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1063 nextmover->speed_left = -.99f;
1064
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1067 }
1148 1068
1149 if (victim->type == PLAYER) 1069 if (victim->type == PLAYER)
1150 { 1070 {
1151 /* only level >=1 movers move people */ 1071 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1075 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1076 * place. This can happen if the player used a spell to
1157 * get to this space. 1077 * get to this space.
1158 */ 1078 */
1159 victim->contr->fire_on = 0; 1079 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1080 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1081 move_player (victim, dir);
1162 } 1082 }
1163 else 1083 else
1164 return; 1084 return;
1165 } 1085 }
1169 if (!op->stats.maxsp && op->attacktype) 1089 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1090 op->stats.maxsp = 2;
1171 1091
1172 if (op->attacktype) 1092 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1093 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1094 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 } 1095 }
1185 } 1096 }
1186 } 1097 }
1187} 1098}
1188 1099
1204 return; 1115 return;
1205 } 1116 }
1206 1117
1207 if (op->above == NULL) 1118 if (op->above == NULL)
1208 return; 1119 return;
1120
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1121 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1122 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1123 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1124 {
1213 if (op->level <= 0) 1125 if (op->level <= 0)
1214 tmp->destroy (); 1126 tmp->destroy ();
1215 else 1127 else
1216 { 1128 {
1238 * has to make sure that there is in fact space for the object. 1150 * 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 1151 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1152 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1153 * outside of the map which would cause the server to crash
1242*/ 1154*/
1243
1244void 1155void
1245move_creator (object *creator) 1156move_creator (object *creator)
1246{ 1157{
1247 object *new_ob; 1158 object *new_ob;
1248 1159
1250 { 1161 {
1251 creator->stats.hp = -1; 1162 creator->stats.hp = -1;
1252 return; 1163 return;
1253 } 1164 }
1254 1165
1255 if (creator->inv != NULL) 1166 if (creator->inv)
1256 { 1167 {
1257 object *ob; 1168 object *ob;
1258 int i; 1169 int i;
1259 object *ob_to_copy; 1170 object *ob_to_copy;
1260 1171
1265 if (rndm (0, i) == 0) 1176 if (rndm (0, i) == 0)
1266 { 1177 {
1267 ob_to_copy = ob; 1178 ob_to_copy = ob;
1268 } 1179 }
1269 } 1180 }
1270 new_ob = object_create_clone (ob_to_copy); 1181 new_ob = ob_to_copy->deep_clone ();
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1184 }
1274 else 1185 else
1275 { 1186 {
1276 if (creator->other_arch == NULL) 1187 if (!creator->other_arch)
1277 { 1188 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1189 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); 1190 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1191 return;
1281 } 1192 }
1283 new_ob = object_create_arch (creator->other_arch); 1194 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1196 }
1286 1197
1287 /* Make sure this multipart object fits */ 1198 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1199 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1200 {
1290 new_ob->destroy (); 1201 new_ob->destroy ();
1291 return; 1202 return;
1292 } 1203 }
1204
1205 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1208
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1211 return;
1297 1212
1298 if (creator->slaying) 1213 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1214 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1215}
1303 1216
1304/* move_marker --peterm@soda.csua.berkeley.edu 1217/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1218 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1219 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1220 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1221 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1222 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1223 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.*/ 1224 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1225void
1314move_marker (object *op) 1226move_marker (object *op)
1315{ 1227{
1316 if (object *tmp = op->ms ().player ()) 1228 if (object *tmp = op->ms ().player ())
1317 { 1229 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1230 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1231 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1232 force->destroy ();
1233
1234 if (!tmp->force_find (op->slaying))
1323 { 1235 {
1324 tmp2->destroy (); 1236 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1237
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) 1238 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1240
1358 if (op->stats.hp > 0) 1241 if (op->stats.hp > 0)
1359 { 1242 {
1360 op->stats.hp--; 1243 op->stats.hp--;
1244
1361 if (op->stats.hp == 0) 1245 if (op->stats.hp == 0)
1362 { 1246 {
1363 /* marker expires--granted mark number limit */ 1247 /* marker expires--granted mark number limit */
1364 op->destroy (); 1248 op->destroy ();
1365 return; 1249 return;
1367 } 1251 }
1368 } 1252 }
1369 } 1253 }
1370} 1254}
1371 1255
1372int 1256// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object?
1258void
1259move_mapscript (object *op)
1260{
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263}
1264
1265void move_lamp (object *op)
1266{
1267 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius)
1269 {
1270 op->set_speed (0);
1271 return;
1272 }
1273 else
1274 {
1275 // check whether the face might needs to be updated
1276 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch
1279 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face))
1284 ))
1285 get_animation_from_arch (op, op->other_arch);
1286 }
1287
1288 // lamps and torches auf maps don't use up their fuel
1289 if (op->is_on_map ())
1290 return;
1291
1292 if (op->stats.food > 0)
1293 {
1294 op->stats.food--;
1295 return;
1296 }
1297
1298 apply_lamp (op, false);
1299}
1300
1301void
1373process_object (object *op) 1302process_object (object *op)
1374{ 1303{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1305 return;
1377 1306
1378 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1308 return;
1380 1309
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1312 return;
1384 1313
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1315 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1391 1317
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1319 make_sure_seen (op);
1394 } 1320 }
1395 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1329 {
1398 change_object (op); 1330 change_object (op);
1399 return 1; 1331 return;
1400 } 1332 }
1401 1333
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1335 generate_monster (op);
1404 1336
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1338 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1340 remove_force (op);
1409 else 1341 else
1410 { 1342 {
1411 /* IF necessary, delete the item from the players inventory */ 1343 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1344
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1346 make_sure_not_seen (op);
1421 1347
1422 op->destroy (); 1348 op->drop_and_destroy ();
1423 } 1349 }
1424 1350
1425 return 1; 1351 return;
1352 }
1426 } 1353 }
1427 1354
1428 switch (op->type) 1355 switch (op->type)
1429 { 1356 {
1430 case SPELL_EFFECT: 1357 case SPELL_EFFECT:
1431 move_spell_effect (op); 1358 move_spell_effect (op);
1432 return 1; 1359 break;
1433 1360
1434 case ROD: 1361 case ROD:
1435 case HORN: 1362 case HORN:
1436 regenerate_rod (op); 1363 regenerate_rod (op);
1437 return 1; 1364 break;
1438 1365
1439 case FORCE: 1366 case FORCE:
1440 case POTION_EFFECT: 1367 case POTION_EFFECT:
1441 remove_force (op); 1368 remove_force (op);
1442 return 1; 1369 break;
1443 1370
1444 case BLINDNESS: 1371 case BLINDNESS:
1445 remove_blindness (op); 1372 remove_blindness (op);
1446 return 0; 1373 break;
1447 1374
1448 case POISONING: 1375 case POISONING:
1449 poison_more (op); 1376 poison_more (op);
1450 return 0; 1377 break;
1451 1378
1452 case DISEASE: 1379 case DISEASE:
1453 move_disease (op); 1380 move_disease (op);
1454 return 0; 1381 break;
1455 1382
1456 case SYMPTOM: 1383 case SYMPTOM:
1457 move_symptom (op); 1384 move_symptom (op);
1458 return 0; 1385 break;
1459 1386
1460 case THROWN_OBJ: 1387 case THROWN_OBJ:
1461 case ARROW: 1388 case ARROW:
1462 move_arrow (op); 1389 move_arrow (op);
1463 return 0; 1390 break;
1464 1391
1465 case DOOR: 1392 case DOOR:
1466 remove_door (op); 1393 remove_door (op);
1467 return 0; 1394 break;
1468 1395
1469 case LOCKED_DOOR: 1396 case LOCKED_DOOR:
1470 remove_door2 (op); 1397 remove_door2 (op);
1471 return 0; 1398 break;
1472 1399
1473 case TELEPORTER: 1400 case TELEPORTER:
1474 move_teleporter (op); 1401 move_teleporter (op);
1475 return 0; 1402 break;
1476 1403
1477 case GOLEM: 1404 case GOLEM:
1478 move_golem (op); 1405 move_golem (op);
1479 return 0; 1406 break;
1480 1407
1481 case EARTHWALL: 1408 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1409 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1410 break;
1484 1411
1485 case FIREWALL: 1412 case FIREWALL:
1486 move_firewall (op); 1413 move_firewall (op);
1487 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1488 animate_turning (op); 1415 animate_turning (op);
1489 return 0; 1416 break;
1490 1417
1491 case MOOD_FLOOR: 1418 case MOOD_FLOOR:
1492 do_mood_floor (op); 1419 do_mood_floor (op);
1493 return 0; 1420 break;
1494 1421
1495 case GATE: 1422 case GATE:
1496 move_gate (op); 1423 move_gate (op);
1497 return 0; 1424 break;
1498 1425
1499 case TIMED_GATE: 1426 case TIMED_GATE:
1500 move_timed_gate (op); 1427 move_timed_gate (op);
1501 return 0; 1428 break;
1502 1429
1503 case TRIGGER: 1430 case TRIGGER:
1504 case TRIGGER_BUTTON: 1431 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1432 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1433 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1434 animate_trigger (op);
1508 return 0; 1435 break;
1509 1436
1510 case DETECTOR: 1437 case DETECTOR:
1511 move_detector (op); 1438 move_detector (op);
1512 1439
1513 case DIRECTOR: 1440 case DIRECTOR:
1514 if (op->stats.maxsp) 1441 if (op->stats.maxsp)
1515 animate_turning (op); 1442 animate_turning (op);
1516 return 0; 1443 break;
1517 1444
1518 case HOLE: 1445 case HOLE:
1519 move_hole (op); 1446 move_hole (op);
1520 return 0; 1447 break;
1521 1448
1522 case DEEP_SWAMP: 1449 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1450 move_deep_swamp (op);
1524 return 0; 1451 break;
1525 1452
1526 case RUNE: 1453 case RUNE:
1527 case TRAP: 1454 case TRAP:
1528 move_rune (op); 1455 move_rune (op);
1529 return 0; 1456 break;
1530 1457
1531 case PLAYERMOVER: 1458 case PLAYERMOVER:
1532 move_player_mover (op); 1459 move_player_mover (op);
1533 return 0; 1460 break;
1534 1461
1535 case CREATOR: 1462 case CREATOR:
1536 move_creator (op); 1463 move_creator (op);
1537 return 0; 1464 break;
1538 1465
1539 case MARKER: 1466 case MARKER:
1540 move_marker (op); 1467 move_marker (op);
1541 return 0; 1468 break;
1542 1469
1543 case PLAYER_CHANGER: 1470 case PLAYER_CHANGER:
1544 move_player_changer (op); 1471 move_player_changer (op);
1545 return 0; 1472 break;
1546 1473
1547 case PEACEMAKER: 1474 case PEACEMAKER:
1548 move_peacemaker (op); 1475 move_peacemaker (op);
1549 return 0; 1476 break;
1550 }
1551 1477
1552 return 0; 1478 case PLAYER:
1479 // players have their own speed-management, so undo the --speed_left
1480 ++op->speed_left;
1481 break;
1482
1483 case MAPSCRIPT:
1484 move_mapscript (op);
1485 break;
1486
1487 case LAMP:
1488 case TORCH:
1489 move_lamp (op);
1490 break;
1491 }
1553} 1492}
1493

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