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Comparing deliantra/server/server/time.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * 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
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 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)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
56 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
58 tmp->y = op->y; 54 tmp->y = op->y;
59 tmp->map = op->map; 55 tmp->map = op->map;
60 tmp->level = op->level; 56 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 57 insert_ob_in_map (tmp, op->map, op, 0);
62 } 58 }
63 remove_ob (op); 59
64 free_object (op); 60 op->destroy ();
65} 61}
66 62
67void 63void
68remove_door2 (object *op) 64remove_door2 (object *op)
69{ 65{
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 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]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
88 tmp->map = op->map; 84 tmp->map = op->map;
89 tmp->level = op->level; 85 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 86 insert_ob_in_map (tmp, op->map, op, 0);
91 } 87 }
92 remove_ob (op);
93 free_object (op);
94}
95 88
96/* Will generate a monster according to content 89 op->destroy ();
97 * of generator. 90}
98 */ 91
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 95 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 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 }
197 else 120 else
198 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 }
199 128
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 ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 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");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 remove_ob (op); 167
226 free_object (op); 168 op->destroy ();
227} 169}
228 170
229void 171void
230remove_blindness (object *op) 172remove_blindness (object *op)
231{ 173{
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
176
234 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
178
235 if (op->env != NULL) 179 if (op->env)
236 { 180 {
237 change_abil (op->env, op); 181 change_abil (op->env, op);
238 fix_player (op->env); 182 op->env->update_stats ();
239 } 183 }
240 remove_ob (op); 184
241 free_object (op); 185 op->destroy ();
242} 186}
243 187
244void 188void
245poison_more (object *op) 189poison_more (object *op)
246{ 190{
247 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)
248 { 192 {
249 remove_ob (op); 193 op->destroy ();
250 free_object (op);
251 return; 194 return;
252 } 195 }
196
253 if (op->stats.food == 1) 197 if (op->stats.food == 1)
254 { 198 {
255 /* 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
256 * will not do anything. 200 * will not do anything.
257 */ 201 */
258 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
259 { 203 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 205 op->env->update_stats ();
262 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.");
263 } 207 }
264 remove_ob (op); 208
265 free_object (op); 209 op->destroy ();
266 return; 210 return;
267 } 211 }
212
268 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
269 { 214 {
270 op->env->stats.food--; 215 op->env->stats.food--;
271 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...");
272 } 217 }
218
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 220}
275 221
276 222
277void 223void
278move_gate (object *op) 224move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
280 object *tmp; 226 object *tmp;
281 227
282 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))
283 { 229 {
284 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));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 231 op->stats.wc = 0;
288 } 232 }
289 233
290 /* We're going down */ 234 /* We're going down */
291 if (op->value) 235 if (op->value)
294 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 239 op->stats.wc = 0;
296 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
297 op->value = 0; 241 op->value = 0;
298 else 242 else
299 {
300 op->speed = 0; 243 op->set_speed (0);
301 update_ob_speed (op);
302 } 244 }
303 } 245
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 247 {
306 op->move_block = 0; 248 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
309 } 251 }
252
310 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
312 return; 255 return;
313 } 256 }
314 257
331 if (tmp == NULL) 274 if (tmp == NULL)
332 { 275 {
333 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
334 op->value = 1; 277 op->value = 1;
335 else 278 else
336 {
337 op->speed = 0; 279 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 280
339 }
340 return; 281 return;
341 } 282 }
342 } 283 }
343 284
344 if (op->stats.food) 285 if (op->stats.food)
361 */ 302 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 304 {
364 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
367 309
368 if (tmp != NULL) 310 if (tmp)
369 { 311 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 313 {
372 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
373 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
374 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);
375 } 318 }
376 else 319 else
377 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
384 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);
385 328
386 /* If there is a free spot, move the object someplace */ 329 /* If there is a free spot, move the object someplace */
387 if (i != -1) 330 if (i != -1)
388 { 331 {
389 remove_ob (tmp); 332 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 334 insert_ob_in_map (tmp, op->map, op, 0);
392 } 335 }
393 } 336 }
394 } 337 }
435 } 378 }
436 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 380 { /* keep gate down */
438 move_gate (op); 381 move_gate (op);
439 if (op->value != v) 382 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 383 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 384 }
445} 385}
446 386
447/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
458 int last = op->value; 398 int last = op->value;
459 int detected; 399 int detected;
460 400
461 detected = 0; 401 detected = 0;
462 402
463 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)
464 { 404 {
465 object *tmp2; 405 object *tmp2;
466 406
467 if (op->stats.hp) 407 if (op->stats.hp)
468 { 408 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 410 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 412 detected = 1;
413
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 415 detected = 1;
475 } 416 }
476 } 417 }
418
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 420 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 422 detected = 1;
483 } 423 }
484 424
485 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
535 if (op->value) 475 if (op->value)
536 { /* We're opening */ 476 { /* We're opening */
537 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
539 op->stats.wc = 0; 479 op->stats.wc = 0;
540 op->speed = 0; 480 op->set_speed (0);
541 update_ob_speed (op);
542 481
543 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 485 {
547 next = tmp->above; 486 next = tmp->above;
548 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
549 } 488 }
550 } 489 }
490
551 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
553 return; 493 return;
554 } 494 }
555 /* We're closing */ 495 /* We're closing */
556 op->move_on = 0; 496 op->move_on = 0;
557 497
558 op->stats.wc++; 498 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
561 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 506}
570 507
571 508
572/* 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
573 * 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
593 { 530 {
594 object *payload = op->inv; 531 object *payload = op->inv;
595 532
596 if (payload == NULL) 533 if (payload == NULL)
597 return NULL; 534 return NULL;
598 remove_ob (payload); 535 payload->remove ();
599 remove_ob (op); 536 op->destroy ();
600 free_object (op);
601 return payload; 537 return payload;
602 } 538 }
603 539
604 case ARROW: 540 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
607 return op; 543 return op;
608 544
609 default: 545 default:
610 return op; 546 return op;
619void 555void
620fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
621{ 557{
622 if (map == NULL) 558 if (map == NULL)
623 return; 559 return;
560
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 563 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
628} 565}
629 566
630
631object * 567object *
632fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
633{ 569{
634 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
635 { 571 {
636 /* Small chance of breaking */ 572 /* Small chance of breaking */
637 remove_ob (op); 573 op->destroy ();
638 free_object (op);
639 return NULL; 574 return NULL;
640 } 575 }
641 576
577 op->set_speed (0);
642 op->direction = 0; 578 op->direction = 0;
643 op->move_on = 0; 579 op->move_on = 0;
644 op->move_type = 0; 580 op->move_type = 0;
645 op->speed = 0; 581 op->skill = 0; // really?
646 update_ob_speed (op); 582
583 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 587
653 if (op->spellarg != NULL) 588 if (op->spellarg)
654 { 589 {
655 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
656 free (op->spellarg); 591 free (op->spellarg);
657 op->spellarg = NULL; 592 op->spellarg = 0;
658 } 593 }
659 else 594 else
660 op->slaying = NULL; 595 op->slaying = 0;
661 596
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 598 op->spellarg = NULL;
664 op->stats.sp = 0; 599 op->stats.sp = 0;
665 op->stats.hp = 0; 600 op->stats.hp = 0;
666 op->stats.grace = 0; 601 op->stats.grace = 0;
667 op->level = 0; 602 op->level = 0;
668 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
671 return op; 606 return op;
672} 607}
673 608
674/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
675 * 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
676 * here too. -b.t. 611 * here too. -b.t.
677 * 612 *
678 * 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
679 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
680 */ 615 */
681
682static void 616static void
683stop_arrow (object *op) 617stop_arrow (object *op)
684{ 618{
685 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
686 return; 620 return;
687 621
688 if (op->inv) 622 if (op->inv)
689 { 623 {
690 object *payload = op->inv; 624 object *payload = op->inv;
691 625
692 remove_ob (payload); 626 payload->remove ();
693 clear_owner (payload); 627 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 628 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 629 op->destroy ();
696 free_object (op);
697 } 630 }
698 else 631 else
699 { 632 {
700 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
701 if (op) 635 if (op)
702 merge_ob (op, NULL); 636 merge_ob (op, 0);
703 } 637 }
704} 638}
705 639
706/* 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.
707 */ 641 */
708
709void 642void
710move_arrow (object *op) 643move_arrow (object *op)
711{ 644{
712 object *tmp; 645 object *tmp;
713 sint16 new_x, new_y; 646 sint16 new_x, new_y;
715 maptile *m; 648 maptile *m;
716 649
717 if (op->map == NULL) 650 if (op->map == NULL)
718 { 651 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 653 op->destroy ();
721 free_object (op);
722 return; 654 return;
723 } 655 }
724 656
725 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 658 if (op->type == THROWN_OBJ)
733 * 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,
734 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
735 */ 667 */
736 if (op->inv == NULL) 668 if (op->inv == NULL)
737 { 669 {
738 remove_ob (op); 670 op->destroy ();
739 free_object (op);
740 return; 671 return;
741 } 672 }
673
742 if (op->last_sp-- < 0) 674 if (op->last_sp-- < 0)
743 { 675 {
744 stop_arrow (op); 676 stop_arrow (op);
745 return; 677 return;
746 } 678 }
769 } 701 }
770 702
771 /* 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 */
772 if (mflags & P_IS_ALIVE) 704 if (mflags & P_IS_ALIVE)
773 { 705 {
774 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)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 708 break;
777
778 709
779 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
781 * move into it. 712 * move into it.
782 */ 713 */
783
784 if (tmp != NULL && tmp != op->owner) 714 if (tmp && tmp != op->owner)
785 { 715 {
786 /* Found living object, but it is reflecting the missile. Update 716 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
789 */ 719 */
790
791 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))
792 { 721 {
793
794 int number = op->face->number; 722 int number = op->face;
795 723
796 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
797 op->state = 0; 725 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
806 } 727 }
807 else 728 else
808 { 729 {
809 /* Attack the object. */ 730 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 731 op = hit_with_arrow (op, tmp);
732
811 if (op == NULL) 733 if (!op)
812 return; 734 return;
813 } 735 }
814 } /* if this is not hitting its owner */ 736 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 737 } /* if there is something alive on this space */
816
817 738
818 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)))
819 { 740 {
820 int retry = 0; 741 int retry = 0;
821 742
893 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 815 } /* object is reflected */
895 } /* object ran into a wall */ 816 } /* object ran into a wall */
896 817
897 /* Move the arrow. */ 818 /* Move the arrow. */
898 remove_ob (op); 819 op->remove ();
899 op->x = new_x; 820 op->x = new_x;
900 op->y = new_y; 821 op->y = new_y;
901 822
902 /* 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
903 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
911 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
912 833
913void 834void
914change_object (object *op) 835change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 836{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 837 int i, j;
918 838
919 if (op->other_arch == NULL) 839 if (op->other_arch == NULL)
920 { 840 {
921 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);
928 if (op->stats.food-- > 0) 848 if (op->stats.food-- > 0)
929 return; 849 return;
930 else 850 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 851 op->stats.food = 1; /* so 1 other_arch is made */
932 } 852 }
853
854 object *pl = op->in_player ();
933 env = op->env; 855 object *env = op->env;
934 remove_ob (op); 856
857 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 859 {
937 tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861
938 if (op->type == LAMP) 862 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 866 if (env)
942 { 867 {
943 tmp->x = env->x, tmp->y = env->y; 868 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 869 tmp = insert_ob_in_ob (tmp, env);
870
945 /* 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
946 * 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
947 * 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.
948 */ 874 */
949 if ((pl = is_player_inv (env)) != NULL) 875 if (pl)
950 { 876 {
951 esrv_del_item (pl->contr, op->count); 877 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 878 esrv_send_item (pl, tmp);
953 } 879 }
954 } 880 }
955 else 881 else
956 { 882 {
957 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);
958 if (j == -1) /* No free spot */ 884 if (j == -1) /* No free spot */
959 free_object (tmp); 885 tmp->destroy ();
960 else 886 else
961 { 887 {
962 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];
963 insert_ob_in_map (tmp, op->map, op, 0); 889 insert_ob_in_map (tmp, op->map, op, 0);
964 } 890 }
965 } 891 }
966 } 892 }
967 free_object (op); 893
894 op->destroy ();
968} 895}
969 896
970void 897void
971move_teleporter (object *op) 898move_teleporter (object *op)
972{ 899{
977 * there is an old multipart teleporter in which the other parts 904 * there is an old multipart teleporter in which the other parts
978 * 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
979 * function - in fact, as written below, part N would get called 906 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 907 * N times without the speed check.
981 */ 908 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 910 move_teleporter (op->more);
984 911
985 if (op->head) 912 if (op->head)
986 head = op->head; 913 head = op->head;
987 914
998 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
999 { 926 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 928 return;
1002 929
1003 enter_exit (tmp, head); 930 tmp->enter_exit (head);
1004 } 931 }
1005 else 932 else
1006 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
1007 return; 934 return;
1008 } 935 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 936 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 937 {
1011 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)))
1012 { 939 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 941 head->destroy ();
1015 free_object (head);
1016 return; 942 return;
1017 } 943 }
944
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 946 return;
947
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 949 }
1022 else 950 else
1023 { 951 {
1024 /* Random teleporter */ 952 /* Random teleporter */
1032/* This object will teleport someone to a different map 960/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 961 and will also apply changes to the player from its inventory.
1034 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
1035 can't be generalized. 963 can't be generalized.
1036*/ 964*/
1037
1038void 965void
1039move_player_changer (object *op) 966move_player_changer (object *op)
1040{ 967{
1041 object *player; 968 object *player;
1042 object *walk; 969 object *walk;
1043 char c;
1044 970
1045 if (!op->above || !EXIT_PATH (op)) 971 if (!op->above || !EXIT_PATH (op))
1046 return; 972 return;
1047 973
1048 /* This isn't all that great - means that the player_mover 974 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 975 * needs to be on top.
1050 */ 976 */
1051 if (op->above->type == PLAYER) 977 if (op->above->type == PLAYER)
1052 { 978 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 980 return;
981
1055 player = op->above; 982 player = op->above;
1056 983
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 984 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 985 apply_changes_to_player (player, walk);
1059 986
1060 fix_player (player); 987 player->update_stats ();
1061 988
1062 esrv_send_inventory (op->above, op->above); 989 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 990 esrv_update_item (UPD_FACE, op->above, op->above);
1064 991
1065 /* update players death & WoR home-position */ 992 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 993 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 994 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 995 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 996 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 997 player->contr->bed_y = EXIT_Y (op);
1072 } 998 }
1073 else 999 else
1074 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));
1075 1001
1076 enter_exit (op->above, op); 1002 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 1003 }
1079} 1004}
1080 1005
1081/* firewalls fire other spells. 1006/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1007 * The direction of the wall is stored in op->stats.sp.
1089 1014
1090 if (!op->map) 1015 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1016 return; /* dm has created a firewall in his inventory */
1092 1017
1093 spell = op->inv; 1018 spell = op->inv;
1019
1094 if (!spell || spell->type != SPELL) 1020 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1021 spell = &op->other_arch->clone;
1022
1096 if (!spell) 1023 if (!spell)
1097 { 1024 {
1098 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);
1099 return; 1026 return;
1100 } 1027 }
1101 1028
1102 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);
1103} 1030}
1104
1105 1031
1106/* move_player_mover: this function takes a "player mover" as an 1032/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1033 * argument, and performs the function of a player mover, which is:
1108 * 1034 *
1109 * 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
1113 * it'll paralyze the victim for hp*his speed/op->speed 1039 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1040 */
1115void 1041void
1116move_player_mover (object *op) 1042move_player_mover (object *op)
1117{ 1043{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1044 int dir = op->stats.sp;
1120 sint16 nx, ny; 1045 sint16 nx, ny;
1121 maptile *m; 1046 maptile *m;
1122 1047
1123 /* 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 */
1124 if (!dir) 1049 if (!dir)
1125 dir = rndm (1, 8); 1050 dir = rndm (1, 8);
1126 1051
1127 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)
1128 { 1053 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1054 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1055 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1056 {
1132 1057
1133 if (victim->head) 1058 if (victim->head)
1134 victim = victim->head; 1059 victim = victim->head;
1135 1060
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1061 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1062 {
1138 remove_ob (op); 1063 op->remove ();
1139 free_object (op);
1140 return; 1064 return;
1141 } 1065 }
1066
1142 nx = op->x + freearr_x[dir]; 1067 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1068 ny = op->y + freearr_y[dir];
1144 m = op->map; 1069 m = op->map;
1145 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)
1146 { 1071 {
1147 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);
1148 return; 1073 return;
1149 } 1074 }
1150 1075
1151 if (should_director_abort (op, victim)) 1076 if (should_director_abort (op, victim))
1152 return; 1077 return;
1153 1078
1154 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)
1155 { 1080 {
1156 if (nextmover->type == PLAYERMOVER) 1081 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1082 nextmover->speed_left = -.99f;
1083
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 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 */
1161 }
1162 } 1086 }
1163 1087
1164 if (victim->type == PLAYER) 1088 if (victim->type == PLAYER)
1165 { 1089 {
1166 /* only level >=1 movers move people */ 1090 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1094 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1095 * place. This can happen if the player used a spell to
1172 * get to this space. 1096 * get to this space.
1173 */ 1097 */
1174 victim->contr->fire_on = 0; 1098 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1099 victim->speed_left = 0.f;
1176 move_player (victim, dir); 1100 move_player (victim, dir);
1177 } 1101 }
1178 else 1102 else
1179 return; 1103 return;
1180 } 1104 }
1184 if (!op->stats.maxsp && op->attacktype) 1108 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1109 op->stats.maxsp = 2;
1186 1110
1187 if (op->attacktype) 1111 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1112 { /* flag to paralyze the player */
1189
1190 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));
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1114 }
1200 } 1115 }
1201 } 1116 }
1202} 1117}
1203 1118
1213{ 1128{
1214 object *tmp; 1129 object *tmp;
1215 1130
1216 if (!op->other_arch) 1131 if (!op->other_arch)
1217 { 1132 {
1218 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");
1219 return; 1134 return;
1220 } 1135 }
1221 1136
1222 if (op->above == NULL) 1137 if (op->above == NULL)
1223 return; 1138 return;
1139
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1140 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1141 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1142 if (op->other_arch->name == tmp->arch->name)
1227 { 1143 {
1228 if (op->level <= 0) 1144 if (op->level <= 0)
1229 { 1145 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1146 else
1234 { 1147 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1148 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1149
1237 if (new_nrof >= 1UL << 31) 1150 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1151 new_nrof = 1UL << 31;
1152
1239 tmp->nrof = new_nrof; 1153 tmp->nrof = new_nrof;
1240 } 1154 }
1155
1241 break; 1156 break;
1242 } 1157 }
1243 } 1158 }
1244} 1159}
1245 1160
1289 } 1204 }
1290 else 1205 else
1291 { 1206 {
1292 if (creator->other_arch == NULL) 1207 if (creator->other_arch == NULL)
1293 { 1208 {
1294 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",
1295 creator->x, creator->y); 1210 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1211 return;
1297 } 1212 }
1298 1213
1299 new_ob = object_create_arch (creator->other_arch); 1214 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1216 }
1302 1217
1303 /* Make sure this multipart object fits */ 1218 /* Make sure this multipart object fits */
1304 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))
1305 { 1220 {
1306 free_object (new_ob); 1221 new_ob->destroy ();
1307 return; 1222 return;
1308 } 1223 }
1309 1224
1310 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);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1226 if (QUERY_FLAG (new_ob, FLAG_FREED))
1323 with a specific code as the slaying field. 1238 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1239 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1240 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1241 0 and then delete itself every time it grants a mark.
1327 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.*/
1328
1329void 1243void
1330move_marker (object *op) 1244move_marker (object *op)
1331{ 1245{
1246 if (object *tmp = op->ms ().player ())
1247 {
1332 object *tmp, *tmp2; 1248 object *tmp2;
1333 1249
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1250 /* remove an old force with a slaying field == op->name */
1340 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)
1341 { 1253 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1254 tmp2->destroy ();
1343 break; 1255 break;
1344 } 1256 }
1345 1257
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* 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
1353 * place 1259 * place
1354 */ 1260 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1263 break;
1359 }
1360 1264
1361 /* if we didn't find our own MARK */ 1265 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1266 if (!tmp2)
1363 { 1267 {
1364 object *force = get_archetype (FORCE_NAME); 1268 object *force = get_archetype (FORCE_NAME);
1365 1269
1366 force->speed = 0;
1367 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)
1368 { 1292 {
1369 force->speed = 0.01; 1293 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1294 op->destroy ();
1295 return;
1371 } 1296 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1297 }
1394 } /* if tmp2 == NULL */ 1298 }
1395 } /* if tmp->type == PLAYER */ 1299 }
1396 } /* For all objects on this space */
1397} 1300}
1398 1301
1399int 1302void
1400process_object (object *op) 1303process_object (object *op)
1401{ 1304{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1403 return 0; 1306 return;
1404 1307
1405 if (INVOKE_OBJECT (TICK, op)) 1308 if (INVOKE_OBJECT (TICK, op))
1406 return 0; 1309 return;
1407 1310
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1313 return;
1411 1314
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1316 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1418 1318
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1320 make_sure_seen (op);
1421 } 1321 }
1422 1322
1323 if (op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP])
1326 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1328 {
1425 change_object (op); 1329 change_object (op);
1426 return 1; 1330 return;
1427 } 1331 }
1428 1332
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1334 generate_monster (op);
1431 1335
1432 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)
1433 { 1337 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1339 remove_force (op);
1436 else 1340 else
1437 { 1341 {
1438 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1343 object *pl = op->in_player ();
1440 1344
1441 if (pl) 1345 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1443 1347
1444 remove_ob (op); 1348 op->remove ();
1445 1349
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1448 1352
1449 free_object (op); 1353 op->destroy ();
1450 } 1354 }
1451 1355
1452 return 1; 1356 return;
1357 }
1453 } 1358 }
1454 1359
1455 switch (op->type) 1360 switch (op->type)
1456 { 1361 {
1457 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1458 move_spell_effect (op); 1363 move_spell_effect (op);
1459 return 1; 1364 break;
1460 1365
1461 case ROD: 1366 case ROD:
1462 case HORN: 1367 case HORN:
1463 regenerate_rod (op); 1368 regenerate_rod (op);
1464 return 1; 1369 break;
1465 1370
1466 case FORCE: 1371 case FORCE:
1467 case POTION_EFFECT: 1372 case POTION_EFFECT:
1468 remove_force (op); 1373 remove_force (op);
1469 return 1; 1374 break;
1470 1375
1471 case BLINDNESS: 1376 case BLINDNESS:
1472 remove_blindness (op); 1377 remove_blindness (op);
1473 return 0; 1378 break;
1474 1379
1475 case POISONING: 1380 case POISONING:
1476 poison_more (op); 1381 poison_more (op);
1477 return 0; 1382 break;
1478 1383
1479 case DISEASE: 1384 case DISEASE:
1480 move_disease (op); 1385 move_disease (op);
1481 return 0; 1386 break;
1482 1387
1483 case SYMPTOM: 1388 case SYMPTOM:
1484 move_symptom (op); 1389 move_symptom (op);
1485 return 0; 1390 break;
1486 1391
1487 case THROWN_OBJ: 1392 case THROWN_OBJ:
1488 case ARROW: 1393 case ARROW:
1489 move_arrow (op); 1394 move_arrow (op);
1490 return 0; 1395 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1396
1496 case DOOR: 1397 case DOOR:
1497 remove_door (op); 1398 remove_door (op);
1498 return 0; 1399 break;
1499 1400
1500 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1501 remove_door2 (op); 1402 remove_door2 (op);
1502 return 0; 1403 break;
1503 1404
1504 case TELEPORTER: 1405 case TELEPORTER:
1505 move_teleporter (op); 1406 move_teleporter (op);
1506 return 0; 1407 break;
1507 1408
1508 case GOLEM: 1409 case GOLEM:
1509 move_golem (op); 1410 move_golem (op);
1510 return 0; 1411 break;
1511 1412
1512 case EARTHWALL: 1413 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1415 break;
1515 1416
1516 case FIREWALL: 1417 case FIREWALL:
1517 move_firewall (op); 1418 move_firewall (op);
1518 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1519 animate_turning (op); 1420 animate_turning (op);
1520 return 0; 1421 break;
1521 1422
1522 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1523 do_mood_floor (op); 1424 do_mood_floor (op);
1524 return 0; 1425 break;
1525 1426
1526 case GATE: 1427 case GATE:
1527 move_gate (op); 1428 move_gate (op);
1528 return 0; 1429 break;
1529 1430
1530 case TIMED_GATE: 1431 case TIMED_GATE:
1531 move_timed_gate (op); 1432 move_timed_gate (op);
1532 return 0; 1433 break;
1533 1434
1534 case TRIGGER: 1435 case TRIGGER:
1535 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1439 animate_trigger (op);
1539 return 0; 1440 break;
1540 1441
1541 case DETECTOR: 1442 case DETECTOR:
1542 move_detector (op); 1443 move_detector (op);
1543 1444
1544 case DIRECTOR: 1445 case DIRECTOR:
1545 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1546 animate_turning (op); 1447 animate_turning (op);
1547 return 0; 1448 break;
1548 1449
1549 case HOLE: 1450 case HOLE:
1550 move_hole (op); 1451 move_hole (op);
1551 return 0; 1452 break;
1552 1453
1553 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1455 move_deep_swamp (op);
1555 return 0; 1456 break;
1556 1457
1557 case RUNE: 1458 case RUNE:
1558 case TRAP: 1459 case TRAP:
1559 move_rune (op); 1460 move_rune (op);
1560 return 0; 1461 break;
1561 1462
1562 case PLAYERMOVER: 1463 case PLAYERMOVER:
1563 move_player_mover (op); 1464 move_player_mover (op);
1564 return 0; 1465 break;
1565 1466
1566 case CREATOR: 1467 case CREATOR:
1567 move_creator (op); 1468 move_creator (op);
1568 return 0; 1469 break;
1569 1470
1570 case MARKER: 1471 case MARKER:
1571 move_marker (op); 1472 move_marker (op);
1572 return 0; 1473 break;
1573 1474
1574 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1575 move_player_changer (op); 1476 move_player_changer (op);
1576 return 0; 1477 break;
1577 1478
1578 case PEACEMAKER: 1479 case PEACEMAKER:
1579 move_peacemaker (op); 1480 move_peacemaker (op);
1580 return 0; 1481 break;
1581 }
1582 1482
1583 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1584} 1488}
1489

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