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Comparing deliantra/server/server/time.C (file contents):
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.122 by root, Thu Nov 17 04:27:02 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * 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
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1f); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = gen->other_arch->instance ();
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 243 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
231 op->stats.wc = 0; 245 op->stats.wc = 0;
232 } 246 }
233 247
234 /* We're going down */ 248 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
258 /* We're going up */ 272 /* We're going up */
259 273
260 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 { 276 {
263
264 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
309 322
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
313 { 326 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
358 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
362 375
363/* hp : how long door is open/closed 376/* hp : how long door is open/closed
364 * maxhp : initial value for hp 377 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
366 */ 379 */
367void 380static void
368move_timed_gate (object *op) 381move_timed_gate (object *op)
369{ 382{
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
388 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
389 * connected: connected value of detector 405 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
392 */ 408 */
393 409static void
394void
395move_detector (object *op) 410move_detector (object *op)
396{ 411{
397 object *tmp; 412 object *tmp;
398 int last = op->value; 413 int last = op->value;
399 int detected; 414 int detected;
400 415
401 detected = 0; 416 detected = 0;
402 417
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 419 {
405 object *tmp2; 420 object *tmp2;
406 421
407 if (op->stats.hp) 422 if (op->stats.hp)
408 { 423 {
426 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
427 { 442 {
428 if (detected && last == 0) 443 if (detected && last == 0)
429 { 444 {
430 op->value = 1; 445 op->value = 1;
431 push_button (op); 446 push_button (op, tmp);
432 } 447 }
448
433 if (!detected && last == 1) 449 if (!detected && last == 1)
434 { 450 {
435 op->value = 0; 451 op->value = 0;
436 push_button (op); 452 push_button (op, tmp);
437 } 453 }
438 } 454 }
439 else 455 else
440 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
441 if (detected && last == 1) 457 if (detected && last == 1)
442 { 458 {
443 op->value = 0; 459 op->value = 0;
444 push_button (op); 460 push_button (op, tmp);
445 } 461 }
462
446 if (!detected && last == 0) 463 if (!detected && last == 0)
447 { 464 {
448 op->value = 1; 465 op->value = 1;
449 push_button (op); 466 push_button (op, tmp);
450 } 467 }
451 } 468 }
452} 469}
453
454 470
455void 471void
456animate_trigger (object *op) 472animate_trigger (object *op)
457{ 473{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
467 } 483 }
468} 484}
469 485
470void 486static void
471move_hole (object *op) 487move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 489 if (op->value)
476 { /* We're opening */ 490 { /* We're opening */
477 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
479 op->stats.wc = 0; 493 op->stats.wc = 0;
480 op->set_speed (0); 494 op->set_speed (0);
481 495
482 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 499 {
486 next = tmp->above; 500 next = tmp->above;
487 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
488 } 502 }
489 } 503 }
490 504
491 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
493 return; 507 return;
494 } 508 }
509
495 /* We're closing */ 510 /* We're closing */
496 op->move_on = 0; 511 op->move_on = 0;
497 512
498 op->stats.wc++; 513 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
500 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501 516
502 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
505 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
506} 521}
507 522
508 523
509/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
530 { 545 {
531 object *payload = op->inv; 546 object *payload = op->inv;
532 547
533 if (payload == NULL) 548 if (payload == NULL)
534 return NULL; 549 return NULL;
550
535 payload->remove (); 551 payload->remove ();
536 op->destroy (); 552 op->destroy ();
537 return payload; 553 return payload;
538 } 554 }
539 555
556fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
557{ 573{
558 if (map == NULL) 574 if (map == NULL)
559 return; 575 return;
560 576
561 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
562 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
563 else if (op->type == ARROW) 579 else if (op->type == ARROW)
564 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
565} 581}
566 582
582 598
583 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
587 604
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
598 op->spellarg = NULL; 606 op->custom_name = 0;
599 op->stats.sp = 0; 607 op->stats.sp = 0;
600 op->stats.hp = 0; 608 op->stats.hp = 0;
601 op->stats.grace = 0; 609 op->stats.grace = 0;
602 op->level = 0; 610 op->level = 0;
603 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
605 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
606 return op; 616 return op;
607} 617}
608 618
609/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
610 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
619 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
620 return; 630 return;
621 631
622 if (op->inv) 632 if (op->inv)
623 { 633 {
634 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 635 object *payload = op->inv;
625 636
626 payload->remove ();
627 payload->owner = 0; 637 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 639 op->destroy ();
630 } 640 }
631 else 641 else
635 if (op) 645 if (op)
636 merge_ob (op, 0); 646 merge_ob (op, 0);
637 } 647 }
638} 648}
639 649
640/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
641 */ 651 */
642void 652void
643move_arrow (object *op) 653move_arrow (object *op)
644{ 654{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 655 int was_reflected;
648 maptile *m;
649 656
650 if (op->map == NULL) 657 if (!op->map)
651 { 658 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
653 op->destroy (); 660 op->destroy ();
654 return; 661 return;
655 } 662 }
656 663
657 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
663 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
667 */ 674 */
668 if (op->inv == NULL) 675 if (!op->inv)
669 { 676 {
670 op->destroy (); 677 op->destroy ();
671 return; 678 return;
672 } 679 }
673 680
676 stop_arrow (op); 683 stop_arrow (op);
677 return; 684 return;
678 } 685 }
679 } 686 }
680 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
681 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
682 values look rediculous. */ 694 values look ridiculous. */
683 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
684 { 696 {
685 stop_arrow (op); 697 stop_arrow (op);
686 return; 698 return;
687 } 699 }
688 700
689 /* Calculate target map square */ 701 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 702 was_reflected = 0;
693 703
694 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 705
697 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
698 { 707 {
699 stop_arrow (op); 708 stop_arrow (op);
700 return; 709 return;
701 } 710 }
702 711
703 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
705 { 714 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break;
709 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
719 {
710 /* Not really fair, but don't let monsters hit themselves with 720 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 721 * their own arrow - this can be because they fire it then
712 * move into it. 722 * move into it.
713 */ 723 */
714 if (tmp && tmp != op->owner) 724
715 {
716 /* Found living object, but it is reflecting the missile. Update 725 /* Found living object, but it is reflecting the missile. Update
717 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
718 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
719 */ 728 */
720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
721 { 730 {
722 int number = op->face;
723
724 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
725 update_turn_face (op); 732 update_turn_face (op);
726 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
727 } 734 }
728 else 735 else
729 { 736 {
730 /* Attack the object. */ 737 /* Attack the object. */
731 op = hit_with_arrow (op, tmp); 738 op = hit_with_arrow (op, tmp);
732 739
733 if (!op) 740 if (!op)
734 return; 741 return;
735 } 742 }
736 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */
738 743
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 744 break;
745 }
746 }
747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 749 {
741 int retry = 0; 750 int retry = 0;
742 751
743 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
745 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
746 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
747 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
748 */ 757 */
749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
750 { 759 {
751 stop_arrow (op); 760 stop_arrow (op);
752 return; 761 return;
753 } 762 }
754 else 763 else
757 if (op->direction & 1) 766 if (op->direction & 1)
758 { 767 {
759 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
760 retry = 1; 769 retry = 1;
761 } 770 }
771
762 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
763 * use this retry here to make this one block 773 * use this retry here to make this one block
764 * that did the same thing. 774 * that did the same thing.
765 */ 775 */
766 while (retry < 2) 776 while (retry < 2)
767 { 777 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 778 retry++;
773 779
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
778 */ 784 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 787
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 790
787 if (left == right) 791 if (left == right)
788 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
789 else if (left) 793 else if (left)
790 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
791 else if (right) 795 else if (right)
792 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
793 797
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 799 * don't need to retry again.
798 */ 800 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 803 break;
801
802 } 804 }
805
803 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 807 * stop it from moving.
805 */ 808 */
806 if (retry == 2) 809 if (retry == 2)
807 { 810 {
808 stop_arrow (op); 811 stop_arrow (op);
809 return; 812 return;
810 } 813 }
814
811 /* update object image for new facing */ 815 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 819 } /* object is reflected */
816 } /* object ran into a wall */ 820 } /* object ran into a wall */
817 821
818 /* Move the arrow. */ 822 /* Move the arrow. */
819 op->remove (); 823 op->move_to (pos);
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed.
825 */
826 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828} 824}
829 825
830/* This routine doesnt seem to work for "inanimate" objects that 826static void
831 * are being carried, ie a held torch leaps from your hands!.
832 * Modified this routine to allow held objects. b.t. */
833
834void
835change_object (object *op) 827change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
837 int i, j;
838
839 if (op->other_arch == NULL) 829 if (!op->other_arch)
840 { 830 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 832 return;
843 } 833 }
844 834
845 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
847 { 837 {
848 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
849 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
850 else 855 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 } 856 {
881 else
882 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
884 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
885 tmp->destroy (); 860 tmp->destroy ();
886 else 861 else
887 { 862 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
890 } 867 }
891 } 868 }
892 } 869 }
893 870
894 op->destroy (); 871 op->destroy ();
910 move_teleporter (op->more); 887 move_teleporter (op->more);
911 888
912 if (op->head) 889 if (op->head)
913 head = op->head; 890 head = op->head;
914 891
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
917 break; 894 break;
918 895
919 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
921 return; 898 return;
922 899
923 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
924 { 901 {
925 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
950 else 927 else
951 { 928 {
952 /* Random teleporter */ 929 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 931 return;
932
955 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
956 } 934 }
957} 935}
958 936
959/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
960 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
961 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
962 can't be generalized. 940 can't be generalized.
963*/ 941*/
964void 942static void
965move_player_changer (object *op) 943move_player_changer (object *op)
966{ 944{
967 object *player;
968 object *walk;
969
970 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
971 return; 946 return;
972 947
973 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
974 * needs to be on top. 949 * needs to be on top.
975 */ 950 */
976 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
977 { 952 {
953 object *player = op->above;
954
978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
979 return; 956 return;
980 957
981 player = op->above;
982
983 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
984 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
985 960
986 player->update_stats (); 961 player->update_stats ();
987 962
988 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1015 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1016 991
1017 spell = op->inv; 992 spell = op->inv;
1018 993
1019 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1021 996
1022 if (!spell) 997 if (!spell)
1023 { 998 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1000 return;
1026 } 1001 }
1027 1002
1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1029} 1004}
1030 1005
1031/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1032 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1033 * 1008 *
1034 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1035 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1036 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1037 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1038 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1039 */ 1014 */
1040void 1015static void
1041move_player_mover (object *op) 1016move_player_mover (object *op)
1042{ 1017{
1043 int dir = op->stats.sp; 1018 int dir = 0;
1044 sint16 nx, ny;
1045 maptile *m;
1046
1047 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir)
1049 dir = rndm (1, 8);
1050 1019
1051 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1021 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1054 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1055 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1056 1045
1057 if (victim->head) 1046 if (victim->head)
1058 victim = victim->head; 1047 victim = victim->head;
1059 1048
1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1061 {
1062 op->remove ();
1063 return;
1064 }
1065
1066 nx = op->x + freearr_x[dir];
1067 ny = op->y + freearr_y[dir];
1068 m = op->map;
1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1070 {
1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1072 return;
1073 }
1074
1075 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1076 return; 1050 return;
1077 1051
1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1053 {
1080 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1082 1056
1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 } 1059 }
1086 1060
1087 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1088 { 1062 {
1089 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1090 if (op->level) 1064 if (op->level)
1091 { 1065 {
1092 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1093 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1094 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1095 * get to this space. 1069 * get to this space.
1096 */ 1070 */
1097 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1098 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1099 move_player (victim, dir); 1073 move_player (victim, dir);
1100 } 1074 }
1101 else 1075 else
1102 return; 1076 return;
1103 } 1077 }
1104 else 1078 else
1105 move_object (victim, dir); 1079 victim->move (dir);
1106 1080
1107 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1108 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1109 1083
1110 if (op->attacktype) 1084 if (op->attacktype)
1111 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1113 } 1087 }
1114 } 1088 }
1115 } 1089 }
1116} 1090}
1117 1091
1136 if (op->above == NULL) 1110 if (op->above == NULL)
1137 return; 1111 return;
1138 1112
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1114 {
1141 if (op->other_arch->name == tmp->arch->name) 1115 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1116 {
1143 if (op->level <= 0) 1117 if (op->level <= 0)
1144 tmp->destroy (); 1118 tmp->destroy ();
1145 else 1119 else
1146 { 1120 {
1168 * has to make sure that there is in fact space for the object. 1142 * has to make sure that there is in fact space for the object.
1169 * It should really do this for small objects also, but there is 1143 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1172*/ 1146*/
1173
1174void 1147void
1175move_creator (object *creator) 1148move_creator (object *creator)
1176{ 1149{
1177 object *new_ob; 1150 object *new_ob;
1178 1151
1179 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1180 { 1153 {
1181 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1182 return; 1155 return;
1183 } 1156 }
1184 1157
1185 if (creator->inv != NULL) 1158 if (creator->inv)
1186 { 1159 {
1187 object *ob; 1160 object *ob;
1188 int i; 1161 int i;
1189 object *ob_to_copy; 1162 object *ob_to_copy;
1190 1163
1191 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1192 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1193 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1194 { 1167 {
1195 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1196 { 1169 {
1197 ob_to_copy = ob; 1170 ob_to_copy = ob;
1198 } 1171 }
1199 } 1172 }
1200 new_ob = object_create_clone (ob_to_copy); 1173
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1177 }
1204 else 1178 else
1205 { 1179 {
1206 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1207 { 1181 {
1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1209 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1210 return; 1184 return;
1211 } 1185 }
1213 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1189 }
1216 1190
1217 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1193 {
1220 new_ob->destroy (); 1194 new_ob->destroy ();
1221 return; 1195 return;
1222 } 1196 }
1223 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1226 return; 1205 return;
1227 1206
1228 if (creator->slaying) 1207 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1209}
1233 1210
1234/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1242void 1219void
1243move_marker (object *op) 1220move_marker (object *op)
1244{ 1221{
1245 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1246 { 1223 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1229 {
1253 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1231
1257 /* cycle through his inventory to look for the MARK we want to
1258 * place
1259 */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1262 break;
1263
1264 /* if we didn't find our own MARK */
1265 if (!tmp2)
1266 {
1267 object *force = get_archetype (FORCE_NAME);
1268
1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg) 1232 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1234
1287 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1288 { 1236 {
1289 op->stats.hp--; 1237 op->stats.hp--;
1238
1290 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1291 { 1240 {
1292 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1293 op->destroy (); 1242 op->destroy ();
1294 return; 1243 return;
1296 } 1245 }
1297 } 1246 }
1298 } 1247 }
1299} 1248}
1300 1249
1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1301void 1296void
1302process_object (object *op) 1297process_object (object *op)
1303{ 1298{
1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1305 return; 1300 return;
1306 1301
1307 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1303 return;
1309 1304
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1312 return; 1307 return;
1313 1308
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1315 { 1310 {
1316 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1317 1312
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_seen (op); 1314 make_sure_seen (op);
1320 } 1315 }
1321 1316
1317 if (expect_false (
1322 if (op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]) 1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1325 { 1322 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1327 { 1324 {
1328 change_object (op); 1325 change_object (op);
1329 return; 1326 return;
1330 } 1327 }
1331 1328
1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1333 generate_monster (op); 1330 generate_monster (op);
1334 1331
1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1336 { 1333 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1338 remove_force (op); 1335 remove_force (op);
1339 else 1336 else
1340 { 1337 {
1341 /* If necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1342 object *pl = op->in_player ();
1343 1339
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove ();
1348
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1350 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1351 1342
1352 op->destroy (); 1343 op->drop_and_destroy ();
1353 } 1344 }
1354 1345
1355 return; 1346 return;
1356 } 1347 }
1357 } 1348 }
1481 1472
1482 case PLAYER: 1473 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left; 1475 ++op->speed_left;
1485 break; 1476 break;
1486 }
1487}
1488 1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1491}
1492

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