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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.106 by root, Sun Apr 11 00:34:06 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
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
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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
140 op = gen->other_arch->instance ();
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 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))
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
265 * 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,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* 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.
301 * 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
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
309 323
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
313 { 327 {
314 hit_player (tmp, random_roll (0, 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"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 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);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 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);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
358 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
362 376
363/* hp : how long door is open/closed 377/* hp : how long door is open/closed
364 * maxhp : initial value for hp 378 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
366 */ 380 */
367void 381static void
368move_timed_gate (object *op) 382move_timed_gate (object *op)
369{ 383{
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
388 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
389 * connected: connected value of detector 406 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
392 */ 409 */
393 410static void
394void
395move_detector (object *op) 411move_detector (object *op)
396{ 412{
397 object *tmp; 413 object *tmp;
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 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)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op, tmp);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op, tmp);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
467 } 484 }
468} 485}
469 486
470void 487static void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
556fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
557{ 574{
558 if (map == NULL) 575 if (map == NULL)
559 return; 576 return;
560 577
561 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
562 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
563 else if (op->type == ARROW) 580 else if (op->type == ARROW)
564 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
565} 582}
566 583
574 return NULL; 591 return NULL;
575 } 592 }
576 593
577 op->set_speed (0); 594 op->set_speed (0);
578 op->direction = 0; 595 op->direction = 0;
579 op->move_on = 0; 596 op->move_on = 0;
580 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
584 op->slaying = 0; 604 op->slaying = op->custom_name;
585 op->skill = 0;
586 605
587 if (op->spellarg != NULL)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595
596 /* 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 */
597 op->spellarg = NULL; 607 op->custom_name = 0;
598 op->stats.sp = 0; 608 op->stats.sp = 0;
599 op->stats.hp = 0; 609 op->stats.hp = 0;
600 op->stats.grace = 0; 610 op->stats.grace = 0;
601 op->level = 0; 611 op->level = 0;
602 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
604 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
605 return op; 617 return op;
606} 618}
607 619
608/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
609 * 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
618 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
619 return; 631 return;
620 632
621 if (op->inv) 633 if (op->inv)
622 { 634 {
635 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 636 object *payload = op->inv;
624 637
625 payload->remove ();
626 payload->owner = 0; 638 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 640 op->destroy ();
629 } 641 }
630 else 642 else
631 { 643 {
632 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
633 if (op) 646 if (op)
634 merge_ob (op, NULL); 647 merge_ob (op, 0);
635 } 648 }
636} 649}
637 650
638/* 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.
639 */ 652 */
640void 653void
641move_arrow (object *op) 654move_arrow (object *op)
642{ 655{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 656 int was_reflected;
646 maptile *m;
647 657
648 if (op->map == NULL) 658 if (!op->map)
649 { 659 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 661 op->destroy ();
652 return; 662 return;
653 } 663 }
661 * 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,
662 * 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
663 * 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,
664 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
665 */ 675 */
666 if (op->inv == NULL) 676 if (!op->inv)
667 { 677 {
668 op->destroy (); 678 op->destroy ();
669 return; 679 return;
670 } 680 }
671 681
683 stop_arrow (op); 693 stop_arrow (op);
684 return; 694 return;
685 } 695 }
686 696
687 /* Calculate target map square */ 697 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 698 was_reflected = 0;
691 699
692 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 701
695 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
696 { 703 {
697 stop_arrow (op); 704 stop_arrow (op);
698 return; 705 return;
699 } 706 }
700 707
701 /* 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 */
702 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
703 { 710 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE])
706 break; 715 break;
707 716
708 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
710 * move into it. 719 * move into it.
713 { 722 {
714 /* Found living object, but it is reflecting the missile. Update 723 /* Found living object, but it is reflecting the missile. Update
715 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
716 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
717 */ 726 */
718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
719 { 728 {
720 int number = op->face; 729 int number = op->face;
721 730
722 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
723 update_turn_face (op); 732 update_turn_face (op);
732 return; 741 return;
733 } 742 }
734 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
736 745
737 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))
738 { 747 {
739 int retry = 0; 748 int retry = 0;
740 749
741 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
742 * 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
743 * on a wall but has reflecting - the arrow won't reflect. 752 * on a wall but has reflecting - the arrow won't reflect.
744 * Mapmakers shouldn't put monsters on top of wall in the first 753 * Mapmakers shouldn't put monsters on top of wall in the first
745 * place, so I don't consider that a problem. 754 * place, so I don't consider that a problem.
746 */ 755 */
747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 756 if (!op->flag [FLAG_REFLECTING] || !(rndm (0, 19)))
748 { 757 {
749 stop_arrow (op); 758 stop_arrow (op);
750 return; 759 return;
751 } 760 }
752 else 761 else
755 if (op->direction & 1) 764 if (op->direction & 1)
756 { 765 {
757 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
758 retry = 1; 767 retry = 1;
759 } 768 }
769
760 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
761 * use this retry here to make this one block 771 * use this retry here to make this one block
762 * that did the same thing. 772 * that did the same thing.
763 */ 773 */
764 while (retry < 2) 774 while (retry < 2)
765 { 775 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 776 retry++;
771 777
772 /* 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
773 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
776 */ 782 */
777 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));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 785
781 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));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 788
785 if (left == right) 789 if (left == right)
786 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
787 else if (left) 791 else if (left)
788 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
789 else if (right) 793 else if (right)
790 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
791 795
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* 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 -
795 * don't need to retry again. 797 * don't need to retry again.
796 */ 798 */
797 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))
798 break; 801 break;
799
800 } 802 }
803
801 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 805 * stop it from moving.
803 */ 806 */
804 if (retry == 2) 807 if (retry == 2)
805 { 808 {
806 stop_arrow (op); 809 stop_arrow (op);
807 return; 810 return;
808 } 811 }
812
809 /* update object image for new facing */ 813 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 817 } /* object is reflected */
814 } /* object ran into a wall */ 818 } /* object ran into a wall */
815
816 /* Move the arrow. */
817 op->remove ();
818 op->x = new_x;
819 op->y = new_y;
820 819
821 /* 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
822 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
823 */ 822 */
824 op->speed -= 0.05; 823 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 824
828/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 827}
831 828
832void 829static void
833change_object (object *op) 830change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (op->other_arch == NULL) 832 if (!op->other_arch)
838 { 833 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
840 return; 835 return;
841 } 836 }
842 837
843 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
845 { 840 {
846 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
847 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
848 else 858 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 } 859 {
879 else
880 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
882 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
883 tmp->destroy (); 863 tmp->destroy ();
884 else 864 else
885 { 865 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
888 } 870 }
889 } 871 }
890 } 872 }
891 873
892 op->destroy (); 874 op->destroy ();
908 move_teleporter (op->more); 890 move_teleporter (op->more);
909 891
910 if (op->head) 892 if (op->head)
911 head = op->head; 893 head = op->head;
912 894
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
915 break; 897 break;
916 898
917 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
919 return; 901 return;
920 902
921 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
922 { 904 {
923 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
948 else 930 else
949 { 931 {
950 /* Random teleporter */ 932 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 934 return;
935
953 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
954 } 937 }
955} 938}
956
957 939
958/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
961 can't be generalized. 943 can't be generalized.
962*/ 944*/
963void 945static void
964move_player_changer (object *op) 946move_player_changer (object *op)
965{ 947{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
970 return; 949 return;
971 950
972 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 952 * needs to be on top.
974 */ 953 */
975 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
976 { 955 {
956 object *player = op->above;
957
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 959 return;
979 960
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
984 963
985 player->update_stats (); 964 player->update_stats ();
986 965
987 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1014 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1015 994
1016 spell = op->inv; 995 spell = op->inv;
1017 996
1018 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1020 999
1021 if (!spell) 1000 if (!spell)
1022 { 1001 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1003 return;
1034 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1017 */
1039void 1018static void
1040move_player_mover (object *op) 1019move_player_mover (object *op)
1041{ 1020{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1044 sint16 nx, ny; 1022 sint16 nx, ny;
1045 maptile *m; 1023 maptile *m;
1046 1024
1047 /* Determine direction now for random movers so we do the right thing */ 1025 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1026 if (!dir)
1049 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1050 1028
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1030 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1033 {
1056 1034
1057 if (victim->head) 1035 if (victim->head)
1058 victim = victim->head; 1036 victim = victim->head;
1059 1037
1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1061 { 1039 {
1062 op->remove (); 1040 op->remove ();
1063 return; 1041 return;
1064 } 1042 }
1065 1043
1073 } 1051 }
1074 1052
1075 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1076 return; 1054 return;
1077 1055
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1057 {
1080 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1063 }
1087 1064
1088 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1089 { 1066 {
1090 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1091 if (op->level) 1068 if (op->level)
1092 { 1069 {
1093 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1096 * get to this space. 1073 * get to this space.
1097 */ 1074 */
1098 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1077 move_player (victim, dir);
1101 } 1078 }
1102 else 1079 else
1103 return; 1080 return;
1104 } 1081 }
1105 else 1082 else
1106 move_object (victim, dir); 1083 victim->move (dir);
1107 1084
1108 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1110 1087
1111 if (op->attacktype) 1088 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1091 }
1124 } 1092 }
1125 } 1093 }
1126} 1094}
1127 1095
1146 if (op->above == NULL) 1114 if (op->above == NULL)
1147 return; 1115 return;
1148 1116
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1118 {
1151 if (op->other_arch->name == tmp->arch->name) 1119 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1120 {
1153 if (op->level <= 0) 1121 if (op->level <= 0)
1154 tmp->destroy (); 1122 tmp->destroy ();
1155 else 1123 else
1156 { 1124 {
1178 * has to make sure that there is in fact space for the object. 1146 * has to make sure that there is in fact space for the object.
1179 * It should really do this for small objects also, but there is 1147 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1182*/ 1150*/
1183
1184void 1151void
1185move_creator (object *creator) 1152move_creator (object *creator)
1186{ 1153{
1187 object *new_ob; 1154 object *new_ob;
1188 1155
1189 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1190 { 1157 {
1191 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1192 return; 1159 return;
1193 } 1160 }
1194 1161
1195 if (creator->inv != NULL) 1162 if (creator->inv)
1196 { 1163 {
1197 object *ob; 1164 object *ob;
1198 int i; 1165 int i;
1199 object *ob_to_copy; 1166 object *ob_to_copy;
1200 1167
1205 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1206 { 1173 {
1207 ob_to_copy = ob; 1174 ob_to_copy = ob;
1208 } 1175 }
1209 } 1176 }
1210 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1180 }
1214 else 1181 else
1215 { 1182 {
1216 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1217 { 1184 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1219 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1187 return;
1221 } 1188 }
1223 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1192 }
1226 1193
1227 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1196 {
1230 new_ob->destroy (); 1197 new_ob->destroy ();
1231 return; 1198 return;
1232 } 1199 }
1233 1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1236 return; 1207 return;
1237 1208
1238 if (creator->slaying) 1209 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1211}
1243 1212
1244/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1252void 1221void
1253move_marker (object *op) 1222move_marker (object *op)
1254{ 1223{
1255 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1256 { 1225 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1231 {
1263 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1233
1267 /* cycle through his inventory to look for the MARK we want to
1268 * place
1269 */
1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1272 break;
1273
1274 /* if we didn't find our own MARK */
1275 if (!tmp2)
1276 {
1277 object *force = get_archetype (FORCE_NAME);
1278
1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg) 1234 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1236
1297 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1298 { 1238 {
1299 op->stats.hp--; 1239 op->stats.hp--;
1240
1300 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1301 { 1242 {
1302 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1303 op->destroy (); 1244 op->destroy ();
1304 return; 1245 return;
1306 } 1247 }
1307 } 1248 }
1308 } 1249 }
1309} 1250}
1310 1251
1311int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1312process_object (object *op) 1299process_object (object *op)
1313{ 1300{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1315 return 0; 1302 return;
1316 1303
1317 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1305 return;
1319 1306
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1322 return 1; 1309 return;
1323 1310
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1325 { 1312 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1330 1314
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1332 make_sure_seen (op); 1316 make_sure_seen (op);
1333 } 1317 }
1334 1318
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1336 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1337 change_object (op); 1327 change_object (op);
1338 return 1; 1328 return;
1339 } 1329 }
1340 1330
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1342 generate_monster (op); 1332 generate_monster (op);
1343 1333
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1345 { 1335 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1347 remove_force (op); 1337 remove_force (op);
1348 else 1338 else
1349 { 1339 {
1350 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1341
1353 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1360 1344
1361 op->destroy (); 1345 op->drop_and_destroy ();
1362 } 1346 }
1363 1347
1364 return 1; 1348 return;
1349 }
1365 } 1350 }
1366 1351
1367 switch (op->type) 1352 switch (op->type)
1368 { 1353 {
1369 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1370 move_spell_effect (op); 1355 move_spell_effect (op);
1371 return 1; 1356 break;
1372 1357
1373 case ROD: 1358 case ROD:
1374 case HORN: 1359 case HORN:
1375 regenerate_rod (op); 1360 regenerate_rod (op);
1376 return 1; 1361 break;
1377 1362
1378 case FORCE: 1363 case FORCE:
1379 case POTION_EFFECT: 1364 case POTION_EFFECT:
1380 remove_force (op); 1365 remove_force (op);
1381 return 1; 1366 break;
1382 1367
1383 case BLINDNESS: 1368 case BLINDNESS:
1384 remove_blindness (op); 1369 remove_blindness (op);
1385 return 0; 1370 break;
1386 1371
1387 case POISONING: 1372 case POISONING:
1388 poison_more (op); 1373 poison_more (op);
1389 return 0; 1374 break;
1390 1375
1391 case DISEASE: 1376 case DISEASE:
1392 move_disease (op); 1377 move_disease (op);
1393 return 0; 1378 break;
1394 1379
1395 case SYMPTOM: 1380 case SYMPTOM:
1396 move_symptom (op); 1381 move_symptom (op);
1397 return 0; 1382 break;
1398 1383
1399 case THROWN_OBJ: 1384 case THROWN_OBJ:
1400 case ARROW: 1385 case ARROW:
1401 move_arrow (op); 1386 move_arrow (op);
1402 return 0; 1387 break;
1403 1388
1404 case DOOR: 1389 case DOOR:
1405 remove_door (op); 1390 remove_door (op);
1406 return 0; 1391 break;
1407 1392
1408 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1409 remove_door2 (op); 1394 remove_door2 (op);
1410 return 0; 1395 break;
1411 1396
1412 case TELEPORTER: 1397 case TELEPORTER:
1413 move_teleporter (op); 1398 move_teleporter (op);
1414 return 0; 1399 break;
1415 1400
1416 case GOLEM: 1401 case GOLEM:
1417 move_golem (op); 1402 move_golem (op);
1418 return 0; 1403 break;
1419 1404
1420 case EARTHWALL: 1405 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1407 break;
1423 1408
1424 case FIREWALL: 1409 case FIREWALL:
1425 move_firewall (op); 1410 move_firewall (op);
1426 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1427 animate_turning (op); 1412 animate_turning (op);
1428 return 0; 1413 break;
1429 1414
1430 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1431 do_mood_floor (op); 1416 do_mood_floor (op);
1432 return 0; 1417 break;
1433 1418
1434 case GATE: 1419 case GATE:
1435 move_gate (op); 1420 move_gate (op);
1436 return 0; 1421 break;
1437 1422
1438 case TIMED_GATE: 1423 case TIMED_GATE:
1439 move_timed_gate (op); 1424 move_timed_gate (op);
1440 return 0; 1425 break;
1441 1426
1442 case TRIGGER: 1427 case TRIGGER:
1443 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1431 animate_trigger (op);
1447 return 0; 1432 break;
1448 1433
1449 case DETECTOR: 1434 case DETECTOR:
1450 move_detector (op); 1435 move_detector (op);
1451 1436
1452 case DIRECTOR: 1437 case DIRECTOR:
1453 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1454 animate_turning (op); 1439 animate_turning (op);
1455 return 0; 1440 break;
1456 1441
1457 case HOLE: 1442 case HOLE:
1458 move_hole (op); 1443 move_hole (op);
1459 return 0; 1444 break;
1460 1445
1461 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1447 move_deep_swamp (op);
1463 return 0; 1448 break;
1464 1449
1465 case RUNE: 1450 case RUNE:
1466 case TRAP: 1451 case TRAP:
1467 move_rune (op); 1452 move_rune (op);
1468 return 0; 1453 break;
1469 1454
1470 case PLAYERMOVER: 1455 case PLAYERMOVER:
1471 move_player_mover (op); 1456 move_player_mover (op);
1472 return 0; 1457 break;
1473 1458
1474 case CREATOR: 1459 case CREATOR:
1475 move_creator (op); 1460 move_creator (op);
1476 return 0; 1461 break;
1477 1462
1478 case MARKER: 1463 case MARKER:
1479 move_marker (op); 1464 move_marker (op);
1480 return 0; 1465 break;
1481 1466
1482 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1483 move_player_changer (op); 1468 move_player_changer (op);
1484 return 0; 1469 break;
1485 1470
1486 case PEACEMAKER: 1471 case PEACEMAKER:
1487 move_peacemaker (op); 1472 move_peacemaker (op);
1488 return 0; 1473 break;
1489 }
1490 1474
1491 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1492} 1489}
1490

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines