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Comparing deliantra/server/server/time.C (file contents):
Revision 1.10 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: time.C,v 1.10 2006/09/11 20:26:41 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* 25/*
31 * 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
32 * collected in this file. 27 * collected in this file.
33 */ 28 */
34
35#include <global.h> 29#include <global.h>
36#include <spells.h> 30#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 31#include <sproto.h>
39#endif
40 32
41/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
42 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
43 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
44 */ 36 */
45
46void 37void
47remove_door (object *op) 38remove_door (object *op)
48{ 39{
49 int i; 40 int i;
50 object *tmp; 41 object *tmp;
51 42
52 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
54 { 45 {
55 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
58 } 48 }
59 49
60 if (op->other_arch) 50 if (op->other_arch)
61 { 51 {
62 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
64 tmp->y = op->y; 54 tmp->y = op->y;
65 tmp->map = op->map; 55 tmp->map = op->map;
66 tmp->level = op->level; 56 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 57 insert_ob_in_map (tmp, op->map, op, 0);
68 } 58 }
69 remove_ob (op); 59
70 free_object (op); 60 op->destroy ();
71} 61}
72 62
73void 63void
74remove_door2 (object *op) 64remove_door2 (object *op)
75{ 65{
79 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
80 { 70 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */ 73 { /* same key both doors */
84 tmp->speed = 0.1; 74 tmp->set_speed (0.1f);
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
87 } 76 }
88 } 77 }
78
89 if (op->other_arch) 79 if (op->other_arch)
90 { 80 {
91 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
92 tmp->x = op->x; 82 tmp->x = op->x;
93 tmp->y = op->y; 83 tmp->y = op->y;
94 tmp->map = op->map; 84 tmp->map = op->map;
95 tmp->level = op->level; 85 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0); 86 insert_ob_in_map (tmp, op->map, op, 0);
97 } 87 }
98 remove_ob (op);
99 free_object (op);
100}
101 88
102/* Will generate a monster according to content 89 op->destroy ();
103 * of generator. 90}
104 */ 91
105void 92void
106generate_monster_inv (object *gen) 93generate_monster (object *gen)
107{ 94{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 95 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 96 return;
136 head = object_create_clone (op);
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147
148void
149generate_monster_arch (object *gen)
150{
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return;
172 while (at != NULL)
173 {
174 op = arch_to_object (at);
175 op->x = gen->x + freearr_x[i] + at->clone.x;
176 op->y = gen->y + freearr_y[i] + at->clone.y;
177
178 if (head != NULL)
179 op->head = head, prev->more = op;
180
181 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0);
184 if (QUERY_FLAG (op, FLAG_FREED))
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194
195void
196generate_monster (object *gen)
197{
198 97
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 99 return;
100
101 object *op;
102
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
202 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
203 else 120 else
204 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
205 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
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))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
206} 147}
207 148
208void 149void
209remove_force (object *op) 150remove_force (object *op)
210{ 151{
211 if (--op->duration > 0) 152 if (--op->duration > 0)
212 return; 153 return;
213 154
155 if (op->env)
214 switch (op->subtype) 156 switch (op->subtype)
215 { 157 {
216 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 161
223 default: 162 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 164 change_abil (op->env, op);
228 fix_player (op->env); 165 op->env->update_stats ();
229 }
230 } 166 }
231 remove_ob (op); 167
232 free_object (op); 168 op->destroy ();
233} 169}
234 170
235void 171void
236remove_blindness (object *op) 172remove_blindness (object *op)
237{ 173{
238 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
239 return; 175 return;
176
240 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
178
241 if (op->env != NULL) 179 if (op->env)
242 { 180 {
243 change_abil (op->env, op); 181 change_abil (op->env, op);
244 fix_player (op->env); 182 op->env->update_stats ();
245 } 183 }
246 remove_ob (op); 184
247 free_object (op); 185 op->destroy ();
248} 186}
249 187
250void 188void
251poison_more (object *op) 189poison_more (object *op)
252{ 190{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 { 192 {
255 remove_ob (op); 193 op->destroy ();
256 free_object (op);
257 return; 194 return;
258 } 195 }
196
259 if (op->stats.food == 1) 197 if (op->stats.food == 1)
260 { 198 {
261 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 200 * will not do anything.
263 */ 201 */
264 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
265 { 203 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env); 205 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 207 }
270 remove_ob (op); 208
271 free_object (op); 209 op->destroy ();
272 return; 210 return;
273 } 211 }
212
274 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
275 { 214 {
276 op->env->stats.food--; 215 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 217 }
218
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 220}
281 221
282 222
283void 223void
284move_gate (object *op) 224move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
286 object *tmp; 226 object *tmp;
287 227
288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
289 { 229 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 231 op->stats.wc = 0;
294 } 232 }
295 233
296 /* We're going down */ 234 /* We're going down */
297 if (op->value) 235 if (op->value)
300 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 239 op->stats.wc = 0;
302 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
303 op->value = 0; 241 op->value = 0;
304 else 242 else
305 {
306 op->speed = 0; 243 op->set_speed (0);
307 update_ob_speed (op);
308 } 244 }
309 } 245
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 247 {
312 op->move_block = 0; 248 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
315 } 251 }
252
316 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
318 return; 255 return;
319 } 256 }
320 257
337 if (tmp == NULL) 274 if (tmp == NULL)
338 { 275 {
339 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
340 op->value = 1; 277 op->value = 1;
341 else 278 else
342 {
343 op->speed = 0; 279 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 280
345 }
346 return; 281 return;
347 } 282 }
348 } 283 }
349 284
350 if (op->stats.food) 285 if (op->stats.food)
367 */ 302 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 304 {
370 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
373 309
374 if (tmp != NULL) 310 if (tmp)
375 { 311 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 { 313 {
378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
379 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 } 318 }
382 else 319 else
383 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
391 328
392 /* If there is a free spot, move the object someplace */ 329 /* If there is a free spot, move the object someplace */
393 if (i != -1) 330 if (i != -1)
394 { 331 {
395 remove_ob (tmp); 332 tmp->remove ();
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
397 insert_ob_in_map (tmp, op->map, op, 0); 334 insert_ob_in_map (tmp, op->map, op, 0);
398 } 335 }
399 } 336 }
400 } 337 }
441 } 378 }
442 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 380 { /* keep gate down */
444 move_gate (op); 381 move_gate (op);
445 if (op->value != v) 382 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 383 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 384 }
451} 385}
452 386
453/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
464 int last = op->value; 398 int last = op->value;
465 int detected; 399 int detected;
466 400
467 detected = 0; 401 detected = 0;
468 402
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
470 { 404 {
471 object *tmp2; 405 object *tmp2;
472 406
473 if (op->stats.hp) 407 if (op->stats.hp)
474 { 408 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 410 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 412 detected = 1;
413
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 415 detected = 1;
481 } 416 }
482 } 417 }
418
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 420 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 422 detected = 1;
489 } 423 }
490 424
491 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
541 if (op->value) 475 if (op->value)
542 { /* We're opening */ 476 { /* We're opening */
543 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
545 op->stats.wc = 0; 479 op->stats.wc = 0;
546 op->speed = 0; 480 op->set_speed (0);
547 update_ob_speed (op);
548 481
549 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
552 { 485 {
553 next = tmp->above; 486 next = tmp->above;
554 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
555 } 488 }
556 } 489 }
490
557 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
559 return; 493 return;
560 } 494 }
561 /* We're closing */ 495 /* We're closing */
562 op->move_on = 0; 496 op->move_on = 0;
563 497
564 op->stats.wc++; 498 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
567 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 506}
576 507
577 508
578/* stop_item() returns a pointer to the stopped object. The stopped object 509/* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not 510 * may or may not have been removed from maps or inventories. It will not
599 { 530 {
600 object *payload = op->inv; 531 object *payload = op->inv;
601 532
602 if (payload == NULL) 533 if (payload == NULL)
603 return NULL; 534 return NULL;
604 remove_ob (payload); 535 payload->remove ();
605 remove_ob (op); 536 op->destroy ();
606 free_object (op);
607 return payload; 537 return payload;
608 } 538 }
609 539
610 case ARROW: 540 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
613 return op; 543 return op;
614 544
615 default: 545 default:
616 return op; 546 return op;
621 * Inserts item into the old map, or merges it if it already is on the map. 551 * Inserts item into the old map, or merges it if it already is on the map.
622 * 552 *
623 * 'map' must be the value of op->map before stop_item() was called. 553 * 'map' must be the value of op->map before stop_item() was called.
624 */ 554 */
625void 555void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
627{ 557{
628 if (map == NULL) 558 if (map == NULL)
629 return; 559 return;
560
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 563 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
634} 565}
635 566
636
637object * 567object *
638fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
639{ 569{
640 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
641 { 571 {
642 /* Small chance of breaking */ 572 /* Small chance of breaking */
643 remove_ob (op); 573 op->destroy ();
644 free_object (op);
645 return NULL; 574 return NULL;
646 } 575 }
647 576
577 op->set_speed (0);
648 op->direction = 0; 578 op->direction = 0;
649 op->move_on = 0; 579 op->move_on = 0;
650 op->move_type = 0; 580 op->move_type = 0;
651 op->speed = 0; 581 op->skill = 0; // really?
652 update_ob_speed (op); 582
583 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
656 op->slaying = 0;
657 op->skill = 0;
658 587
659 if (op->spellarg != NULL) 588 if (op->spellarg)
660 { 589 {
661 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
662 free (op->spellarg); 591 free (op->spellarg);
663 op->spellarg = NULL; 592 op->spellarg = 0;
664 } 593 }
665 else 594 else
666 op->slaying = NULL; 595 op->slaying = 0;
667 596
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
669 op->spellarg = NULL; 598 op->spellarg = NULL;
670 op->stats.sp = 0; 599 op->stats.sp = 0;
671 op->stats.hp = 0; 600 op->stats.hp = 0;
672 op->stats.grace = 0; 601 op->stats.grace = 0;
673 op->level = 0; 602 op->level = 0;
674 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
676 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
677 return op; 606 return op;
678} 607}
679 608
680/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
681 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
682 * here too. -b.t. 611 * here too. -b.t.
683 * 612 *
684 * Returns a pointer to the stopped object (which will have been removed 613 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
686 */ 615 */
687
688static void 616static void
689stop_arrow (object *op) 617stop_arrow (object *op)
690{ 618{
691 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
692 return; 620 return;
693 621
694 if (op->inv) 622 if (op->inv)
695 { 623 {
696 object *payload = op->inv; 624 object *payload = op->inv;
697 625
698 remove_ob (payload); 626 payload->remove ();
699 clear_owner (payload); 627 payload->owner = 0;
700 insert_ob_in_map (payload, op->map, payload, 0); 628 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 629 op->destroy ();
702 free_object (op);
703 } 630 }
704 else 631 else
705 { 632 {
706 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
707 if (op) 635 if (op)
708 merge_ob (op, NULL); 636 merge_ob (op, 0);
709 } 637 }
710} 638}
711 639
712/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
713 */ 641 */
714
715void 642void
716move_arrow (object *op) 643move_arrow (object *op)
717{ 644{
718 object *tmp; 645 object *tmp;
719 sint16 new_x, new_y; 646 sint16 new_x, new_y;
720 int was_reflected, mflags; 647 int was_reflected, mflags;
721 mapstruct *m; 648 maptile *m;
722 649
723 if (op->map == NULL) 650 if (op->map == NULL)
724 { 651 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op); 653 op->destroy ();
727 free_object (op);
728 return; 654 return;
729 } 655 }
730 656
731 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 658 if (op->type == THROWN_OBJ)
739 * bomb code, but there are potential other cases where that could happen, 665 * bomb code, but there are potential other cases where that could happen,
740 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
741 */ 667 */
742 if (op->inv == NULL) 668 if (op->inv == NULL)
743 { 669 {
744 remove_ob (op); 670 op->destroy ();
745 free_object (op);
746 return; 671 return;
747 } 672 }
673
748 if (op->last_sp-- < 0) 674 if (op->last_sp-- < 0)
749 { 675 {
750 stop_arrow (op); 676 stop_arrow (op);
751 return; 677 return;
752 } 678 }
775 } 701 }
776 702
777 /* only need to look for living creatures if this flag is set */ 703 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 704 if (mflags & P_IS_ALIVE)
779 { 705 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break; 708 break;
783
784 709
785 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
787 * move into it. 712 * move into it.
788 */ 713 */
789
790 if (tmp != NULL && tmp != op->owner) 714 if (tmp && tmp != op->owner)
791 { 715 {
792 /* Found living object, but it is reflecting the missile. Update 716 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
795 */ 719 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
798 { 721 {
799
800 int number = op->face->number; 722 int number = op->face;
801 723
802 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
803 op->state = 0; 725 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
812 } 727 }
813 else 728 else
814 { 729 {
815 /* Attack the object. */ 730 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 731 op = hit_with_arrow (op, tmp);
732
817 if (op == NULL) 733 if (!op)
818 return; 734 return;
819 } 735 }
820 } /* if this is not hitting its owner */ 736 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 737 } /* if there is something alive on this space */
822
823 738
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 740 {
826 int retry = 0; 741 int retry = 0;
827 742
849 * that did the same thing. 764 * that did the same thing.
850 */ 765 */
851 while (retry < 2) 766 while (retry < 2)
852 { 767 {
853 int left, right, mflags; 768 int left, right, mflags;
854 mapstruct *m1; 769 maptile *m1;
855 sint16 x1, y1; 770 sint16 x1, y1;
856 771
857 retry++; 772 retry++;
858 773
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
899 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
900 } /* object is reflected */ 815 } /* object is reflected */
901 } /* object ran into a wall */ 816 } /* object ran into a wall */
902 817
903 /* Move the arrow. */ 818 /* Move the arrow. */
904 remove_ob (op); 819 op->remove ();
905 op->x = new_x; 820 op->x = new_x;
906 op->y = new_y; 821 op->y = new_y;
907 822
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
917 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
918 833
919void 834void
920change_object (object *op) 835change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 836{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j; 837 int i, j;
924 838
925 if (op->other_arch == NULL) 839 if (op->other_arch == NULL)
926 { 840 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
934 if (op->stats.food-- > 0) 848 if (op->stats.food-- > 0)
935 return; 849 return;
936 else 850 else
937 op->stats.food = 1; /* so 1 other_arch is made */ 851 op->stats.food = 1; /* so 1 other_arch is made */
938 } 852 }
853
854 object *pl = op->in_player ();
939 env = op->env; 855 object *env = op->env;
940 remove_ob (op); 856
857 op->remove ();
941 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < NROFNEWOBJS (op); i++)
942 { 859 {
943 tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861
944 if (op->type == LAMP) 862 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env) 866 if (env)
948 { 867 {
949 tmp->x = env->x, tmp->y = env->y; 868 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env); 869 tmp = insert_ob_in_ob (tmp, env);
870
951 /* If this object is the players inventory, we need to tell the 871 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the 872 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below. 873 * updating the client, so we don't need to do that below.
954 */ 874 */
955 if ((pl = is_player_inv (env)) != NULL) 875 if (pl)
956 { 876 {
957 esrv_del_item (pl->contr, op->count); 877 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp); 878 esrv_send_item (pl, tmp);
959 } 879 }
960 } 880 }
961 else 881 else
962 { 882 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 883 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */ 884 if (j == -1) /* No free spot */
965 free_object (tmp); 885 tmp->destroy ();
966 else 886 else
967 { 887 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
969 insert_ob_in_map (tmp, op->map, op, 0); 889 insert_ob_in_map (tmp, op->map, op, 0);
970 } 890 }
971 } 891 }
972 } 892 }
973 free_object (op); 893
894 op->destroy ();
974} 895}
975 896
976void 897void
977move_teleporter (object *op) 898move_teleporter (object *op)
978{ 899{
983 * there is an old multipart teleporter in which the other parts 904 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 905 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 906 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 907 * N times without the speed check.
987 */ 908 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 910 move_teleporter (op->more);
990 911
991 if (op->head) 912 if (op->head)
992 head = op->head; 913 head = op->head;
993 914
1004 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
1005 { 926 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 928 return;
1008 929
1009 enter_exit (tmp, head); 930 tmp->enter_exit (head);
1010 } 931 }
1011 else 932 else
1012 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
1013 return; 934 return;
1014 } 935 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 936 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 937 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 { 939 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 941 head->destroy ();
1021 free_object (head);
1022 return; 942 return;
1023 } 943 }
944
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 946 return;
947
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 949 }
1028 else 950 else
1029 { 951 {
1030 /* Random teleporter */ 952 /* Random teleporter */
1038/* This object will teleport someone to a different map 960/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 961 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it 962 This was invented for giving classes, but there's no reason it
1041 can't be generalized. 963 can't be generalized.
1042*/ 964*/
1043
1044void 965void
1045move_player_changer (object *op) 966move_player_changer (object *op)
1046{ 967{
1047 object *player; 968 object *player;
1048 object *walk; 969 object *walk;
1049 char c;
1050 970
1051 if (!op->above || !EXIT_PATH (op)) 971 if (!op->above || !EXIT_PATH (op))
1052 return; 972 return;
1053 973
1054 /* This isn't all that great - means that the player_mover 974 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 975 * needs to be on top.
1056 */ 976 */
1057 if (op->above->type == PLAYER) 977 if (op->above->type == PLAYER)
1058 { 978 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 980 return;
981
1061 player = op->above; 982 player = op->above;
1062 983
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 984 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 985 apply_changes_to_player (player, walk);
1065 986
1066 fix_player (player); 987 player->update_stats ();
1067 988
1068 esrv_send_inventory (op->above, op->above); 989 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 990 esrv_update_item (UPD_FACE, op->above, op->above);
1070 991
1071 /* update players death & WoR home-position */ 992 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 993 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 994 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 995 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 996 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 997 player->contr->bed_y = EXIT_Y (op);
1078 } 998 }
1079 else 999 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1000 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 1001
1082 enter_exit (op->above, op); 1002 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 1003 }
1085} 1004}
1086 1005
1087/* firewalls fire other spells. 1006/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 1007 * The direction of the wall is stored in op->stats.sp.
1095 1014
1096 if (!op->map) 1015 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 1016 return; /* dm has created a firewall in his inventory */
1098 1017
1099 spell = op->inv; 1018 spell = op->inv;
1019
1100 if (!spell || spell->type != SPELL) 1020 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 1021 spell = &op->other_arch->clone;
1022
1102 if (!spell) 1023 if (!spell)
1103 { 1024 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 1026 return;
1106 } 1027 }
1107 1028
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1029 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109} 1030}
1110
1111 1031
1112/* move_player_mover: this function takes a "player mover" as an 1032/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1033 * argument, and performs the function of a player mover, which is:
1114 * 1034 *
1115 * a player mover finds any players that are sitting on it. It 1035 * a player mover finds any players that are sitting on it. It
1119 * it'll paralyze the victim for hp*his speed/op->speed 1039 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1040 */
1121void 1041void
1122move_player_mover (object *op) 1042move_player_mover (object *op)
1123{ 1043{
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp; 1044 int dir = op->stats.sp;
1126 sint16 nx, ny; 1045 sint16 nx, ny;
1127 mapstruct *m; 1046 maptile *m;
1128 1047
1129 /* Determine direction now for random movers so we do the right thing */ 1048 /* Determine direction now for random movers so we do the right thing */
1130 if (!dir) 1049 if (!dir)
1131 dir = rndm (1, 8); 1050 dir = rndm (1, 8);
1132 1051
1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1052 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1134 { 1053 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1054 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type)) 1055 (victim->move_type & op->move_type || !victim->move_type))
1137 { 1056 {
1138 1057
1139 if (victim->head) 1058 if (victim->head)
1140 victim = victim->head; 1059 victim = victim->head;
1141 1060
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1061 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 { 1062 {
1144 remove_ob (op); 1063 op->remove ();
1145 free_object (op);
1146 return; 1064 return;
1147 } 1065 }
1066
1148 nx = op->x + freearr_x[dir]; 1067 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir]; 1068 ny = op->y + freearr_y[dir];
1150 m = op->map; 1069 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1070 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 { 1071 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1072 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1154 return; 1073 return;
1155 } 1074 }
1156 1075
1157 if (should_director_abort (op, victim)) 1076 if (should_director_abort (op, victim))
1158 return; 1077 return;
1159 1078
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1079 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1161 { 1080 {
1162 if (nextmover->type == PLAYERMOVER) 1081 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1082 nextmover->speed_left = -.99f;
1083
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1085 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1167 }
1168 } 1086 }
1169 1087
1170 if (victim->type == PLAYER) 1088 if (victim->type == PLAYER)
1171 { 1089 {
1172 /* only level >=1 movers move people */ 1090 /* only level >=1 movers move people */
1176 * is cleared, otherwise the player will get stuck in 1094 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1095 * place. This can happen if the player used a spell to
1178 * get to this space. 1096 * get to this space.
1179 */ 1097 */
1180 victim->contr->fire_on = 0; 1098 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1099 victim->speed_left = 0.f;
1182 move_player (victim, dir); 1100 move_player (victim, dir);
1183 } 1101 }
1184 else 1102 else
1185 return; 1103 return;
1186 } 1104 }
1190 if (!op->stats.maxsp && op->attacktype) 1108 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1109 op->stats.maxsp = 2;
1192 1110
1193 if (op->attacktype) 1111 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1112 { /* flag to paralyze the player */
1195
1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1113 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1114 }
1206 } 1115 }
1207 } 1116 }
1208} 1117}
1209 1118
1219{ 1128{
1220 object *tmp; 1129 object *tmp;
1221 1130
1222 if (!op->other_arch) 1131 if (!op->other_arch)
1223 { 1132 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1133 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1225 return; 1134 return;
1226 } 1135 }
1227 1136
1228 if (op->above == NULL) 1137 if (op->above == NULL)
1229 return; 1138 return;
1139
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1140 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1141 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1142 if (op->other_arch->name == tmp->arch->name)
1233 { 1143 {
1234 if (op->level <= 0) 1144 if (op->level <= 0)
1235 { 1145 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1146 else
1240 { 1147 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1148 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1149
1243 if (new_nrof >= 1UL << 31) 1150 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1151 new_nrof = 1UL << 31;
1152
1245 tmp->nrof = new_nrof; 1153 tmp->nrof = new_nrof;
1246 } 1154 }
1155
1247 break; 1156 break;
1248 } 1157 }
1249 } 1158 }
1250} 1159}
1251 1160
1295 } 1204 }
1296 else 1205 else
1297 { 1206 {
1298 if (creator->other_arch == NULL) 1207 if (creator->other_arch == NULL)
1299 { 1208 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1210 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1211 return;
1303 } 1212 }
1304 1213
1305 new_ob = object_create_arch (creator->other_arch); 1214 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1216 }
1308 1217
1309 /* Make sure this multipart object fits */ 1218 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1311 { 1220 {
1312 free_object (new_ob); 1221 new_ob->destroy ();
1313 return; 1222 return;
1314 } 1223 }
1315 1224
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1226 if (QUERY_FLAG (new_ob, FLAG_FREED))
1329 with a specific code as the slaying field. 1238 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1239 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1240 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1241 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1242 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1243void
1336move_marker (object *op) 1244move_marker (object *op)
1337{ 1245{
1246 if (object *tmp = op->ms ().player ())
1247 {
1338 object *tmp, *tmp2; 1248 object *tmp2;
1339 1249
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1250 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1347 { 1253 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1254 tmp2->destroy ();
1349 break; 1255 break;
1350 } 1256 }
1351 1257
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to 1258 /* cycle through his inventory to look for the MARK we want to
1359 * place 1259 * place
1360 */ 1260 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1364 break; 1263 break;
1365 }
1366 1264
1367 /* if we didn't find our own MARK */ 1265 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL) 1266 if (!tmp2)
1369 { 1267 {
1370 object *force = get_archetype (FORCE_NAME); 1268 object *force = get_archetype (FORCE_NAME);
1371 1269
1372 force->speed = 0;
1373 if (op->stats.food) 1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287
1288 if (op->stats.hp > 0)
1289 {
1290 op->stats.hp--;
1291 if (op->stats.hp == 0)
1374 { 1292 {
1375 force->speed = 0.01; 1293 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1294 op->destroy ();
1295 return;
1377 } 1296 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1297 }
1400 } /* if tmp2 == NULL */ 1298 }
1401 } /* if tmp->type == PLAYER */ 1299 }
1402 } /* For all objects on this space */
1403} 1300}
1404 1301
1405int 1302void
1406process_object (object *op) 1303process_object (object *op)
1407{ 1304{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1409 return 0; 1306 return;
1410 1307
1411 if (INVOKE_OBJECT (TICK, op)) 1308 if (INVOKE_OBJECT (TICK, op))
1412 return 0; 1309 return;
1413 1310
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1; 1313 return;
1417 1314
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 { 1316 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1424 1318
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op); 1320 make_sure_seen (op);
1427 } 1321 }
1428 1322
1323 if (op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP])
1326 {
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1430 { 1328 {
1431 change_object (op); 1329 change_object (op);
1432 return 1; 1330 return;
1433 } 1331 }
1434 1332
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1436 generate_monster (op); 1334 generate_monster (op);
1437 1335
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1439 { 1337 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1441 remove_force (op); 1339 remove_force (op);
1442 else 1340 else
1443 { 1341 {
1444 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1445 object *pl = is_player_inv (op); 1343 object *pl = op->in_player ();
1446 1344
1447 if (pl) 1345 if (pl)
1448 esrv_del_item (pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1449 1347
1450 remove_ob (op); 1348 op->remove ();
1451 1349
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1454 1352
1455 free_object (op); 1353 op->destroy ();
1456 } 1354 }
1457 1355
1458 return 1; 1356 return;
1357 }
1459 } 1358 }
1359
1460 switch (op->type) 1360 switch (op->type)
1461 { 1361 {
1462 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1463 move_spell_effect (op); 1363 move_spell_effect (op);
1464 return 1; 1364 break;
1465 1365
1466 case ROD: 1366 case ROD:
1467 case HORN: 1367 case HORN:
1468 regenerate_rod (op); 1368 regenerate_rod (op);
1469 return 1; 1369 break;
1470 1370
1471 case FORCE: 1371 case FORCE:
1472 case POTION_EFFECT: 1372 case POTION_EFFECT:
1473 remove_force (op); 1373 remove_force (op);
1474 return 1; 1374 break;
1475 1375
1476 case BLINDNESS: 1376 case BLINDNESS:
1477 remove_blindness (op); 1377 remove_blindness (op);
1478 return 0; 1378 break;
1479 1379
1480 case POISONING: 1380 case POISONING:
1481 poison_more (op); 1381 poison_more (op);
1482 return 0; 1382 break;
1483 1383
1484 case DISEASE: 1384 case DISEASE:
1485 move_disease (op); 1385 move_disease (op);
1486 return 0; 1386 break;
1487 1387
1488 case SYMPTOM: 1388 case SYMPTOM:
1489 move_symptom (op); 1389 move_symptom (op);
1490 return 0; 1390 break;
1491 1391
1492 case THROWN_OBJ: 1392 case THROWN_OBJ:
1493 case ARROW: 1393 case ARROW:
1494 move_arrow (op); 1394 move_arrow (op);
1495 return 0; 1395 break;
1496
1497 case LIGHTNING: /* It now moves twice as fast */
1498 move_bolt (op);
1499 return 0;
1500 1396
1501 case DOOR: 1397 case DOOR:
1502 remove_door (op); 1398 remove_door (op);
1503 return 0; 1399 break;
1504 1400
1505 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1506 remove_door2 (op); 1402 remove_door2 (op);
1507 return 0; 1403 break;
1508 1404
1509 case TELEPORTER: 1405 case TELEPORTER:
1510 move_teleporter (op); 1406 move_teleporter (op);
1511 return 0; 1407 break;
1512 1408
1513 case GOLEM: 1409 case GOLEM:
1514 move_golem (op); 1410 move_golem (op);
1515 return 0; 1411 break;
1516 1412
1517 case EARTHWALL: 1413 case EARTHWALL:
1518 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1519 return 0; 1415 break;
1520 1416
1521 case FIREWALL: 1417 case FIREWALL:
1522 move_firewall (op); 1418 move_firewall (op);
1523 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1524 animate_turning (op); 1420 animate_turning (op);
1525 return 0; 1421 break;
1526 1422
1527 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1528 do_mood_floor (op); 1424 do_mood_floor (op);
1529 return 0; 1425 break;
1530 1426
1531 case GATE: 1427 case GATE:
1532 move_gate (op); 1428 move_gate (op);
1533 return 0; 1429 break;
1534 1430
1535 case TIMED_GATE: 1431 case TIMED_GATE:
1536 move_timed_gate (op); 1432 move_timed_gate (op);
1537 return 0; 1433 break;
1538 1434
1539 case TRIGGER: 1435 case TRIGGER:
1540 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1541 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1542 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1543 animate_trigger (op); 1439 animate_trigger (op);
1544 return 0; 1440 break;
1545 1441
1546 case DETECTOR: 1442 case DETECTOR:
1547 move_detector (op); 1443 move_detector (op);
1548 1444
1549 case DIRECTOR: 1445 case DIRECTOR:
1550 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1551 animate_turning (op); 1447 animate_turning (op);
1552 return 0; 1448 break;
1553 1449
1554 case HOLE: 1450 case HOLE:
1555 move_hole (op); 1451 move_hole (op);
1556 return 0; 1452 break;
1557 1453
1558 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1559 move_deep_swamp (op); 1455 move_deep_swamp (op);
1560 return 0; 1456 break;
1561 1457
1562 case RUNE: 1458 case RUNE:
1563 case TRAP: 1459 case TRAP:
1564 move_rune (op); 1460 move_rune (op);
1565 return 0; 1461 break;
1566 1462
1567 case PLAYERMOVER: 1463 case PLAYERMOVER:
1568 move_player_mover (op); 1464 move_player_mover (op);
1569 return 0; 1465 break;
1570 1466
1571 case CREATOR: 1467 case CREATOR:
1572 move_creator (op); 1468 move_creator (op);
1573 return 0; 1469 break;
1574 1470
1575 case MARKER: 1471 case MARKER:
1576 move_marker (op); 1472 move_marker (op);
1577 return 0; 1473 break;
1578 1474
1579 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1580 move_player_changer (op); 1476 move_player_changer (op);
1581 return 0; 1477 break;
1582 1478
1583 case PEACEMAKER: 1479 case PEACEMAKER:
1584 move_peacemaker (op); 1480 move_peacemaker (op);
1585 return 0; 1481 break;
1586 }
1587 1482
1588 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1589} 1488}
1489

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