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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 1.96 by root, Wed Nov 4 18:17:58 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
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
60 op->destroy (); 92 op->drop_and_destroy ();
61} 93}
62 94
63void 95void
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) 96generate_monster (object *gen)
97{ 97{
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) 98 if (!gen->map)
153 return; 99 return;
154 100
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 102 return;
158 103
159 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
161 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
164 144
165 if (head) 145 op->expand_tail ();
166 op->head = head, prev->more = op;
167 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
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 ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
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; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
245 return; 208 return;
246 } 209 }
247 210
248 if (op->stats.food == 1) 211 if (op->stats.food == 1)
249 { 212 {
250 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 214 * will not do anything.
252 */ 215 */
253 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
254 { 217 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
271} 234}
272 235
273 236
274void 237void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 243 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->speed)
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
316 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->speed)
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
359 323
360 if (tmp != NULL) 324 if (tmp)
361 { 325 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 327 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 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 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
447 int last = op->value; 415 int last = op->value;
448 int detected; 416 int detected;
449 417
450 detected = 0; 418 detected = 0;
451 419
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 421 {
454 object *tmp2; 422 object *tmp2;
455 423
456 if (op->stats.hp) 424 if (op->stats.hp)
457 { 425 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 427 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 429 detected = 1;
430
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 432 detected = 1;
464 } 433 }
465 } 434 }
435
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 437 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 439 detected = 1;
472 } 440 }
473 441
474 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
476 { 444 {
477 if (detected && last == 0) 445 if (detected && last == 0)
478 { 446 {
479 op->value = 1; 447 op->value = 1;
480 push_button (op); 448 push_button (op, tmp);
481 } 449 }
450
482 if (!detected && last == 1) 451 if (!detected && last == 1)
483 { 452 {
484 op->value = 0; 453 op->value = 0;
485 push_button (op); 454 push_button (op, tmp);
486 } 455 }
487 } 456 }
488 else 457 else
489 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
490 if (detected && last == 1) 459 if (detected && last == 1)
491 { 460 {
492 op->value = 0; 461 op->value = 0;
493 push_button (op); 462 push_button (op, tmp);
494 } 463 }
464
495 if (!detected && last == 0) 465 if (!detected && last == 0)
496 { 466 {
497 op->value = 1; 467 op->value = 1;
498 push_button (op); 468 push_button (op, tmp);
499 } 469 }
500 } 470 }
501} 471}
502
503 472
504void 473void
505animate_trigger (object *op) 474animate_trigger (object *op)
506{ 475{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517} 486}
518 487
519void 488void
520move_hole (object *op) 489move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 491 if (op->value)
525 { /* We're opening */ 492 { /* We're opening */
526 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
528 op->stats.wc = 0; 495 op->stats.wc = 0;
529 op->set_speed (0); 496 op->set_speed (0);
530 497
531 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 501 {
535 next = tmp->above; 502 next = tmp->above;
536 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
537 } 504 }
538 } 505 }
539 506
540 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
542 return; 509 return;
543 } 510 }
511
544 /* We're closing */ 512 /* We're closing */
545 op->move_on = 0; 513 op->move_on = 0;
546 514
547 op->stats.wc++; 515 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 547 {
580 object *payload = op->inv; 548 object *payload = op->inv;
581 549
582 if (payload == NULL) 550 if (payload == NULL)
583 return NULL; 551 return NULL;
552
584 payload->remove (); 553 payload->remove ();
585 op->destroy (); 554 op->destroy ();
586 return payload; 555 return payload;
587 } 556 }
588 557
604void 573void
605fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
606{ 575{
607 if (map == NULL) 576 if (map == NULL)
608 return; 577 return;
578
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 581 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
613} 583}
614 584
615
616object * 585object *
617fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
618{ 587{
619 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
620 { 589 {
623 return NULL; 592 return NULL;
624 } 593 }
625 594
626 op->set_speed (0); 595 op->set_speed (0);
627 op->direction = 0; 596 op->direction = 0;
628 op->move_on = 0; 597 op->move_on = 0;
629 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
633 op->slaying = 0; 605 op->slaying = op->custom_name;
634 op->skill = 0;
635 606
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 */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 608 op->custom_name = 0;
647 op->stats.sp = 0; 609 op->stats.sp = 0;
648 op->stats.hp = 0; 610 op->stats.hp = 0;
649 op->stats.grace = 0; 611 op->stats.grace = 0;
650 op->level = 0; 612 op->level = 0;
651 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
653 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
654 return op; 618 return op;
655} 619}
656 620
657/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
668 return; 632 return;
669 633
670 if (op->inv) 634 if (op->inv)
671 { 635 {
636 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 637 object *payload = op->inv;
673 638
674 payload->remove ();
675 payload->owner = 0; 639 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 641 op->destroy ();
678 } 642 }
679 else 643 else
680 { 644 {
681 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
682 if (op) 647 if (op)
683 merge_ob (op, NULL); 648 merge_ob (op, 0);
684 } 649 }
685} 650}
686 651
687/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 653 */
689
690void 654void
691move_arrow (object *op) 655move_arrow (object *op)
692{ 656{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 657 int was_reflected;
696 maptile *m;
697 658
698 if (op->map == NULL) 659 if (!op->map)
699 { 660 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 662 op->destroy ();
702 return; 663 return;
703 } 664 }
711 * is if the player throws a bomb - the bomb explodes on its own, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
715 */ 676 */
716 if (op->inv == NULL) 677 if (!op->inv)
717 { 678 {
718 op->destroy (); 679 op->destroy ();
719 return; 680 return;
720 } 681 }
721 682
733 stop_arrow (op); 694 stop_arrow (op);
734 return; 695 return;
735 } 696 }
736 697
737 /* Calculate target map square */ 698 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 699 was_reflected = 0;
741 700
742 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 702
745 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
746 { 704 {
747 stop_arrow (op); 705 stop_arrow (op);
748 return; 706 return;
749 } 707 }
750 708
751 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
753 { 711 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 716 break;
757 717
758 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
767 */ 727 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 729 {
770 int number = op->face->number; 730 int number = op->face;
771 731
772 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
773 op->state = 0; 733 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 */ 734 was_reflected = 1; /* skip normal movement calculations */
786 } 735 }
787 else 736 else
788 { 737 {
789 /* Attack the object. */ 738 /* Attack the object. */
793 return; 742 return;
794 } 743 }
795 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
797 746
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 748 {
800 int retry = 0; 749 int retry = 0;
801 750
802 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 765 if (op->direction & 1)
817 { 766 {
818 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
819 retry = 1; 768 retry = 1;
820 } 769 }
770
821 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
822 * use this retry here to make this one block 772 * use this retry here to make this one block
823 * that did the same thing. 773 * that did the same thing.
824 */ 774 */
825 while (retry < 2) 775 while (retry < 2)
826 { 776 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 777 retry++;
832 778
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* 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 780 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
837 */ 783 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
841 786
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
845 789
846 if (left == right) 790 if (left == right)
847 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
848 else if (left) 792 else if (left)
849 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
850 else if (right) 794 else if (right)
851 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
852 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 798 * don't need to retry again.
857 */ 799 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 802 break;
860
861 } 803 }
804
862 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 806 * stop it from moving.
864 */ 807 */
865 if (retry == 2) 808 if (retry == 2)
866 { 809 {
867 stop_arrow (op); 810 stop_arrow (op);
868 return; 811 return;
869 } 812 }
813
870 /* update object image for new facing */ 814 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 818 } /* object is reflected */
875 } /* object ran into a wall */ 819 } /* object ran into a wall */
876
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881 820
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
884 */ 823 */
885 op->speed -= 0.05; 824 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 825
889/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 828}
892 829
893void 830void
894change_object (object *op) 831change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
896 int i, j; 833 int i, j;
897 834
898 if (op->other_arch == NULL) 835 if (!op->other_arch)
899 { 836 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 838 return;
902 } 839 }
903 840
904 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 843 {
907 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
908 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
909 else 861 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 { 862 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
944 tmp->destroy (); 865 tmp->destroy ();
945 else 866 else
946 { 867 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
949 } 872 }
950 } 873 }
951 } 874 }
952 875
953 op->destroy (); 876 op->destroy ();
969 move_teleporter (op->more); 892 move_teleporter (op->more);
970 893
971 if (op->head) 894 if (op->head)
972 head = op->head; 895 head = op->head;
973 896
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 899 break;
977 900
978 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 932 else
1010 { 933 {
1011 /* Random teleporter */ 934 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 936 return;
937
1014 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1015 } 939 }
1016} 940}
1017
1018 941
1019/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 945 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1076 999
1077 spell = op->inv; 1000 spell = op->inv;
1078 1001
1079 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1081 1004
1082 if (!spell) 1005 if (!spell)
1083 { 1006 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1008 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1022 */
1100void 1023void
1101move_player_mover (object *op) 1024move_player_mover (object *op)
1102{ 1025{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1105 sint16 nx, ny; 1027 sint16 nx, ny;
1106 maptile *m; 1028 maptile *m;
1107 1029
1108 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1031 if (!dir)
1110 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1111 1033
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1035 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1038 {
1117 1039
1134 } 1056 }
1135 1057
1136 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1137 return; 1059 return;
1138 1060
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1062 {
1141 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1068 }
1148 1069
1149 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1150 { 1071 {
1151 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1152 if (op->level) 1073 if (op->level)
1153 { 1074 {
1154 /* Following is a bit of hack. We need to make sure it 1075 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1157 * get to this space. 1078 * get to this space.
1158 */ 1079 */
1159 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1082 move_player (victim, dir);
1162 } 1083 }
1163 else 1084 else
1164 return; 1085 return;
1165 } 1086 }
1169 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1171 1092
1172 if (op->attacktype) 1093 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 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 } 1096 }
1185 } 1097 }
1186 } 1098 }
1187} 1099}
1188 1100
1204 return; 1116 return;
1205 } 1117 }
1206 1118
1207 if (op->above == NULL) 1119 if (op->above == NULL)
1208 return; 1120 return;
1121
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1123 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1125 {
1213 if (op->level <= 0) 1126 if (op->level <= 0)
1214 tmp->destroy (); 1127 tmp->destroy ();
1215 else 1128 else
1216 { 1129 {
1238 * has to make sure that there is in fact space for the object. 1151 * 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 1152 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1242*/ 1155*/
1243
1244void 1156void
1245move_creator (object *creator) 1157move_creator (object *creator)
1246{ 1158{
1247 object *new_ob; 1159 object *new_ob;
1248 1160
1250 { 1162 {
1251 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1252 return; 1164 return;
1253 } 1165 }
1254 1166
1255 if (creator->inv != NULL) 1167 if (creator->inv)
1256 { 1168 {
1257 object *ob; 1169 object *ob;
1258 int i; 1170 int i;
1259 object *ob_to_copy; 1171 object *ob_to_copy;
1260 1172
1265 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1266 { 1178 {
1267 ob_to_copy = ob; 1179 ob_to_copy = ob;
1268 } 1180 }
1269 } 1181 }
1270 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1185 }
1274 else 1186 else
1275 { 1187 {
1276 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1277 { 1189 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 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); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1192 return;
1281 } 1193 }
1283 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1197 }
1286 1198
1287 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1201 {
1290 new_ob->destroy (); 1202 new_ob->destroy ();
1291 return; 1203 return;
1292 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1209
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1212 return;
1297 1213
1298 if (creator->slaying) 1214 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1216}
1303 1217
1304/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1224 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.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1226void
1314move_marker (object *op) 1227move_marker (object *op)
1315{ 1228{
1316 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1317 { 1230 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1323 { 1236 {
1324 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1238
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) 1239 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1241
1358 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1359 { 1243 {
1360 op->stats.hp--; 1244 op->stats.hp--;
1245
1361 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1362 { 1247 {
1363 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1364 op->destroy (); 1249 op->destroy ();
1365 return; 1250 return;
1367 } 1252 }
1368 } 1253 }
1369 } 1254 }
1370} 1255}
1371 1256
1372int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1373process_object (object *op) 1303process_object (object *op)
1374{ 1304{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1306 return;
1377 1307
1378 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1309 return;
1380 1310
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1313 return;
1384 1314
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1316 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1391 1318
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1320 make_sure_seen (op);
1394 } 1321 }
1395 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1330 {
1398 change_object (op); 1331 change_object (op);
1399 return 1; 1332 return;
1400 } 1333 }
1401 1334
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1336 generate_monster (op);
1404 1337
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1339 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1341 remove_force (op);
1409 else 1342 else
1410 { 1343 {
1411 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1345
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1421 1348
1422 op->destroy (); 1349 op->drop_and_destroy ();
1423 } 1350 }
1424 1351
1425 return 1; 1352 return;
1353 }
1426 } 1354 }
1427 1355
1428 switch (op->type) 1356 switch (op->type)
1429 { 1357 {
1430 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1431 move_spell_effect (op); 1359 move_spell_effect (op);
1432 return 1; 1360 break;
1433 1361
1434 case ROD: 1362 case ROD:
1435 case HORN: 1363 case HORN:
1436 regenerate_rod (op); 1364 regenerate_rod (op);
1437 return 1; 1365 break;
1438 1366
1439 case FORCE: 1367 case FORCE:
1440 case POTION_EFFECT: 1368 case POTION_EFFECT:
1441 remove_force (op); 1369 remove_force (op);
1442 return 1; 1370 break;
1443 1371
1444 case BLINDNESS: 1372 case BLINDNESS:
1445 remove_blindness (op); 1373 remove_blindness (op);
1446 return 0; 1374 break;
1447 1375
1448 case POISONING: 1376 case POISONING:
1449 poison_more (op); 1377 poison_more (op);
1450 return 0; 1378 break;
1451 1379
1452 case DISEASE: 1380 case DISEASE:
1453 move_disease (op); 1381 move_disease (op);
1454 return 0; 1382 break;
1455 1383
1456 case SYMPTOM: 1384 case SYMPTOM:
1457 move_symptom (op); 1385 move_symptom (op);
1458 return 0; 1386 break;
1459 1387
1460 case THROWN_OBJ: 1388 case THROWN_OBJ:
1461 case ARROW: 1389 case ARROW:
1462 move_arrow (op); 1390 move_arrow (op);
1463 return 0; 1391 break;
1464 1392
1465 case DOOR: 1393 case DOOR:
1466 remove_door (op); 1394 remove_door (op);
1467 return 0; 1395 break;
1468 1396
1469 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1470 remove_door2 (op); 1398 remove_door2 (op);
1471 return 0; 1399 break;
1472 1400
1473 case TELEPORTER: 1401 case TELEPORTER:
1474 move_teleporter (op); 1402 move_teleporter (op);
1475 return 0; 1403 break;
1476 1404
1477 case GOLEM: 1405 case GOLEM:
1478 move_golem (op); 1406 move_golem (op);
1479 return 0; 1407 break;
1480 1408
1481 case EARTHWALL: 1409 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1411 break;
1484 1412
1485 case FIREWALL: 1413 case FIREWALL:
1486 move_firewall (op); 1414 move_firewall (op);
1487 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1488 animate_turning (op); 1416 animate_turning (op);
1489 return 0; 1417 break;
1490 1418
1491 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1492 do_mood_floor (op); 1420 do_mood_floor (op);
1493 return 0; 1421 break;
1494 1422
1495 case GATE: 1423 case GATE:
1496 move_gate (op); 1424 move_gate (op);
1497 return 0; 1425 break;
1498 1426
1499 case TIMED_GATE: 1427 case TIMED_GATE:
1500 move_timed_gate (op); 1428 move_timed_gate (op);
1501 return 0; 1429 break;
1502 1430
1503 case TRIGGER: 1431 case TRIGGER:
1504 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1435 animate_trigger (op);
1508 return 0; 1436 break;
1509 1437
1510 case DETECTOR: 1438 case DETECTOR:
1511 move_detector (op); 1439 move_detector (op);
1512 1440
1513 case DIRECTOR: 1441 case DIRECTOR:
1514 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1515 animate_turning (op); 1443 animate_turning (op);
1516 return 0; 1444 break;
1517 1445
1518 case HOLE: 1446 case HOLE:
1519 move_hole (op); 1447 move_hole (op);
1520 return 0; 1448 break;
1521 1449
1522 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1451 move_deep_swamp (op);
1524 return 0; 1452 break;
1525 1453
1526 case RUNE: 1454 case RUNE:
1527 case TRAP: 1455 case TRAP:
1528 move_rune (op); 1456 move_rune (op);
1529 return 0; 1457 break;
1530 1458
1531 case PLAYERMOVER: 1459 case PLAYERMOVER:
1532 move_player_mover (op); 1460 move_player_mover (op);
1533 return 0; 1461 break;
1534 1462
1535 case CREATOR: 1463 case CREATOR:
1536 move_creator (op); 1464 move_creator (op);
1537 return 0; 1465 break;
1538 1466
1539 case MARKER: 1467 case MARKER:
1540 move_marker (op); 1468 move_marker (op);
1541 return 0; 1469 break;
1542 1470
1543 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1544 move_player_changer (op); 1472 move_player_changer (op);
1545 return 0; 1473 break;
1546 1474
1547 case PEACEMAKER: 1475 case PEACEMAKER:
1548 move_peacemaker (op); 1476 move_peacemaker (op);
1549 return 0; 1477 break;
1550 }
1551 1478
1552 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1553} 1493}
1494

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