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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 1.124 by root, Sun Jan 29 02:47:06 2017 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
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
605 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
606 return op; 618 return op;
607} 619}
608 620
609/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
610 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
619 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
620 return; 632 return;
621 633
622 if (op->inv) 634 if (op->inv)
623 { 635 {
636 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 637 object *payload = op->inv;
625 638
626 payload->remove ();
627 payload->owner = 0; 639 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 641 op->destroy ();
630 } 642 }
631 else 643 else
635 if (op) 647 if (op)
636 merge_ob (op, 0); 648 merge_ob (op, 0);
637 } 649 }
638} 650}
639 651
640/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
641 */ 653 */
642void 654void
643move_arrow (object *op) 655move_arrow (object *op)
644{ 656{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 657 int was_reflected;
648 maptile *m;
649 658
650 if (op->map == NULL) 659 if (!op->map)
651 { 660 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
653 op->destroy (); 662 op->destroy ();
654 return; 663 return;
655 } 664 }
656 665
657 /* we need to stop thrown objects at some point. Like here. */ 666 /* 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, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
667 */ 676 */
668 if (op->inv == NULL) 677 if (!op->inv)
669 { 678 {
670 op->destroy (); 679 op->destroy ();
671 return; 680 return;
672 } 681 }
673 682
676 stop_arrow (op); 685 stop_arrow (op);
677 return; 686 return;
678 } 687 }
679 } 688 }
680 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
681 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
682 values look rediculous. */ 696 values look ridiculous. */
683 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
684 { 698 {
685 stop_arrow (op); 699 stop_arrow (op);
686 return; 700 return;
687 } 701 }
688 702
689 /* Calculate target map square */ 703 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 704 was_reflected = 0;
693 705
694 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 707
697 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
698 { 709 {
699 stop_arrow (op); 710 stop_arrow (op);
700 return; 711 return;
701 } 712 }
702 713
703 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
705 { 716 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break;
709 718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
721 {
710 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
712 * move into it. 724 * move into it.
713 */ 725 */
714 if (tmp && tmp != op->owner) 726
715 {
716 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
717 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
718 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
719 */ 730 */
720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
721 { 732 {
722 int number = op->face;
723
724 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
725 update_turn_face (op); 734 update_turn_face (op);
726 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
727 } 736 }
728 else 737 else
729 { 738 {
730 /* Attack the object. */ 739 /* Attack the object. */
731 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
732 741
733 if (!op) 742 if (!op)
734 return; 743 return;
735 } 744 }
736 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */
738 745
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 break;
747 }
748 }
749
750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 751 {
741 int retry = 0; 752 int retry = 0;
742 753
743 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
745 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
746 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
747 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
748 */ 759 */
749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
750 { 761 {
751 stop_arrow (op); 762 stop_arrow (op);
752 return; 763 return;
753 } 764 }
754 else 765 else
757 if (op->direction & 1) 768 if (op->direction & 1)
758 { 769 {
759 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
760 retry = 1; 771 retry = 1;
761 } 772 }
773
762 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
763 * use this retry here to make this one block 775 * use this retry here to make this one block
764 * that did the same thing. 776 * that did the same thing.
765 */ 777 */
766 while (retry < 2) 778 while (retry < 2)
767 { 779 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 780 retry++;
773 781
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* 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 783 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
778 */ 786 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 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)));
782 789
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 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)));
786 792
787 if (left == right) 793 if (left == right)
788 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
789 else if (left) 795 else if (left)
790 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
791 else if (right) 797 else if (right)
792 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
793 799
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 - 800 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 801 * don't need to retry again.
798 */ 802 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 805 break;
801
802 } 806 }
807
803 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 809 * stop it from moving.
805 */ 810 */
806 if (retry == 2) 811 if (retry == 2)
807 { 812 {
808 stop_arrow (op); 813 stop_arrow (op);
809 return; 814 return;
810 } 815 }
816
811 /* update object image for new facing */ 817 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 819 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 820 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 821 } /* object is reflected */
816 } /* object ran into a wall */ 822 } /* object ran into a wall */
817 823
818 /* Move the arrow. */ 824 /* Move the arrow. */
819 op->remove (); 825 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} 826}
829 827
830/* This routine doesnt seem to work for "inanimate" objects that 828static 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) 829change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
837 int i, j;
838
839 if (op->other_arch == NULL) 831 if (!op->other_arch)
840 { 832 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 834 return;
843 } 835 }
844 836
845 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
847 { 839 {
848 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
849 return; 841 return;
842
843 op->stats.food = 1; /* so 1 other_arch is made */
844 }
845
846 object *env = op->env;
847
848 op->remove ();
849 for (int i = 0; i < op->stats.food; i++)
850 {
851 object *tmp = op->other_arch->instance ();
852
853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
855 if (env)
856 env->insert (tmp);
850 else 857 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 } 858 {
881 else
882 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
884 if (j == -1) /* No free spot */ 861 if (j < 0) /* No free spot */
885 tmp->destroy (); 862 tmp->destroy ();
886 else 863 else
887 { 864 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 865 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 866
867 if (pos.normalise ())
868 pos.insert (tmp, op);
890 } 869 }
891 } 870 }
892 } 871 }
893 872
894 op->destroy (); 873 op->destroy ();
910 move_teleporter (op->more); 889 move_teleporter (op->more);
911 890
912 if (op->head) 891 if (op->head)
913 head = op->head; 892 head = op->head;
914 893
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
917 break; 896 break;
918 897
919 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
921 return; 900 return;
922 901
923 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
924 { 903 {
925 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
950 else 929 else
951 { 930 {
952 /* Random teleporter */ 931 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 933 return;
934
955 teleport (head, TELEPORTER, tmp); 935 teleport (head, TELEPORTER, tmp);
956 } 936 }
957} 937}
958 938
959/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
960 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
961 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
962 can't be generalized. 942 can't be generalized.
963*/ 943*/
964void 944static void
965move_player_changer (object *op) 945move_player_changer (object *op)
966{ 946{
967 object *player;
968 object *walk;
969
970 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
971 return; 948 return;
972 949
973 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
974 * needs to be on top. 951 * needs to be on top.
975 */ 952 */
976 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
977 { 954 {
955 object *player = op->above;
956
978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
979 return; 958 return;
980 959
981 player = op->above;
982
983 for (walk = op->inv; walk; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
984 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
985 962
986 player->update_stats (); 963 player->update_stats ();
987 964
988 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1015 return; /* dm has created a firewall in his inventory */ 992 return; /* dm has created a firewall in his inventory */
1016 993
1017 spell = op->inv; 994 spell = op->inv;
1018 995
1019 if (!spell || spell->type != SPELL) 996 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 997 spell = op->other_arch;
1021 998
1022 if (!spell) 999 if (!spell)
1023 { 1000 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1001 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1002 return;
1026 } 1003 }
1027 1004
1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1029} 1006}
1030 1007
1031/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1032 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1033 * 1010 *
1034 * a player mover finds any players that are sitting on it. It 1011 * 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. 1012 * 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, 1013 * 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, 1014 * 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 1015 * it'll paralyze the victim for hp*his speed/op->speed
1039 */ 1016 */
1040void 1017static void
1041move_player_mover (object *op) 1018move_player_mover (object *op)
1042{ 1019{
1043 int dir = op->stats.sp; 1020 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 1021
1051 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1023 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1054 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1055 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1056 1047
1057 if (victim->head) 1048 if (victim->head)
1058 victim = victim->head; 1049 victim = victim->head;
1059 1050
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)) 1051 if (should_director_abort (op, victim))
1076 return; 1052 return;
1077 1053
1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1055 {
1080 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99f; 1057 nextmover->speed_left = -.99f;
1082 1058
1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 } 1061 }
1086 1062
1087 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1088 { 1064 {
1089 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1090 if (op->level) 1066 if (op->level)
1091 { 1067 {
1092 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1093 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1094 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1095 * get to this space. 1071 * get to this space.
1096 */ 1072 */
1097 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1098 victim->speed_left = 1.f; 1074 victim->speed_left = 1.f;
1099 move_player (victim, dir); 1075 move_player (victim, dir);
1100 } 1076 }
1101 else 1077 else
1102 return; 1078 return;
1103 } 1079 }
1104 else 1080 else
1105 move_object (victim, dir); 1081 victim->move (dir);
1106 1082
1107 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1108 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1109 1085
1110 if (op->attacktype) 1086 if (op->attacktype)
1111 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1113 } 1089 }
1114 } 1090 }
1115 } 1091 }
1116} 1092}
1117 1093
1136 if (op->above == NULL) 1112 if (op->above == NULL)
1137 return; 1113 return;
1138 1114
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1115 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1116 {
1141 if (op->other_arch->name == tmp->arch->name) 1117 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1118 {
1143 if (op->level <= 0) 1119 if (op->level <= 0)
1144 tmp->destroy (); 1120 tmp->destroy ();
1145 else 1121 else
1146 { 1122 {
1155 break; 1131 break;
1156 } 1132 }
1157 } 1133 }
1158} 1134}
1159 1135
1160/* move_creator (by peterm) 1136/* move_creator (by peterm)
1161 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1162 * connected: what will trigger it 1138 * connected: what will trigger it
1163 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1164 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1165 * everytime it's triggered 1141 * everytime it's triggered
1168 * has to make sure that there is in fact space for the object. 1144 * 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 1145 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1146 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1147 * outside of the map which would cause the server to crash
1172*/ 1148*/
1173
1174void 1149void
1175move_creator (object *creator) 1150move_creator (object *creator)
1176{ 1151{
1177 object *new_ob; 1152 object *new_ob;
1178 1153
1179 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1180 { 1155 {
1181 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1182 return; 1157 return;
1183 } 1158 }
1184 1159
1185 if (creator->inv != NULL) 1160 if (creator->inv)
1186 { 1161 {
1187 object *ob; 1162 object *ob;
1188 int i; 1163 int i;
1189 object *ob_to_copy; 1164 object *ob_to_copy;
1190 1165
1191 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1192 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1193 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1194 { 1169 {
1195 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1196 { 1171 {
1197 ob_to_copy = ob; 1172 ob_to_copy = ob;
1198 } 1173 }
1199 } 1174 }
1200 new_ob = object_create_clone (ob_to_copy); 1175
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1179 }
1204 else 1180 else
1205 { 1181 {
1206 if (creator->other_arch == NULL) 1182 if (!creator->other_arch)
1207 { 1183 {
1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1184 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); 1185 &creator->name, &creator->map->path, creator->x, creator->y);
1210 return; 1186 return;
1211 } 1187 }
1213 new_ob = object_create_arch (creator->other_arch); 1189 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1190 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1191 }
1216 1192
1217 /* Make sure this multipart object fits */ 1193 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1194 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1195 {
1220 new_ob->destroy (); 1196 new_ob->destroy ();
1221 return; 1197 return;
1222 } 1198 }
1223 1199
1200 // for now lets try to identify everything generated here, it mostly
1201 // happens automated, so this will at least fix many identify-experience holes
1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1226 return; 1207 return;
1227 1208
1228 if (creator->slaying) 1209 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1211}
1233 1212
1234/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1242void 1221void
1243move_marker (object *op) 1222move_marker (object *op)
1244{ 1223{
1245 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1246 { 1225 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1231 {
1253 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1233
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) 1234 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1236
1287 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1288 { 1238 {
1289 op->stats.hp--; 1239 op->stats.hp--;
1240
1290 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1291 { 1242 {
1292 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1293 op->destroy (); 1244 op->destroy ();
1294 return; 1245 return;
1296 } 1247 }
1297 } 1248 }
1298 } 1249 }
1299} 1250}
1300 1251
1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1301void 1298void
1302process_object (object *op) 1299process_object (object *op)
1303{ 1300{
1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1305 return; 1302 return;
1306 1303
1307 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1305 return;
1309 1306
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1312 return; 1309 return;
1313 1310
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1315 { 1312 {
1316 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1317 1314
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_seen (op); 1316 make_sure_seen (op);
1320 } 1317 }
1321 1318
1319 if (expect_false (
1322 if (op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]) 1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1325 { 1324 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1327 { 1326 {
1328 change_object (op); 1327 change_object (op);
1329 return; 1328 return;
1330 } 1329 }
1331 1330
1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1333 generate_monster (op); 1332 generate_monster (op);
1334 1333
1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1336 { 1335 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1338 remove_force (op); 1337 remove_force (op);
1339 else 1338 else
1340 { 1339 {
1341 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1342 object *pl = op->in_player ();
1343 1341
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove ();
1348
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1350 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1351 1344
1352 op->destroy (); 1345 op->drop_and_destroy ();
1353 } 1346 }
1354 1347
1355 return; 1348 return;
1356 } 1349 }
1357 } 1350 }
1481 1474
1482 case PLAYER: 1475 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left; 1477 ++op->speed_left;
1485 break; 1478 break;
1486 }
1487}
1488 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1493}
1494

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