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Comparing deliantra/server/server/time.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
56 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
58 tmp->y = op->y; 54 tmp->y = op->y;
59 tmp->map = op->map; 55 tmp->map = op->map;
60 tmp->level = op->level; 56 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 57 insert_ob_in_map (tmp, op->map, op, 0);
62 } 58 }
63 op->remove (); 59
64 op->destroy (0); 60 op->destroy ();
65} 61}
66 62
67void 63void
68remove_door2 (object *op) 64remove_door2 (object *op)
69{ 65{
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
88 tmp->map = op->map; 84 tmp->map = op->map;
89 tmp->level = op->level; 85 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 86 insert_ob_in_map (tmp, op->map, op, 0);
91 } 87 }
92 op->remove (); 88
93 op->destroy (0); 89 op->destroy ();
94} 90}
95 91
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 95 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
197 else 120 else
198 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
199 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 op->remove (); 167
226 op->destroy (0); 168 op->destroy ();
227} 169}
228 170
229void 171void
230remove_blindness (object *op) 172remove_blindness (object *op)
231{ 173{
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
176
234 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
178
235 if (op->env != NULL) 179 if (op->env)
236 { 180 {
237 change_abil (op->env, op); 181 change_abil (op->env, op);
238 fix_player (op->env); 182 op->env->update_stats ();
239 } 183 }
240 op->remove (); 184
241 op->destroy (0); 185 op->destroy ();
242} 186}
243 187
244void 188void
245poison_more (object *op) 189poison_more (object *op)
246{ 190{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 192 {
249 op->remove ();
250 op->destroy (0); 193 op->destroy ();
251 return; 194 return;
252 } 195 }
196
253 if (op->stats.food == 1) 197 if (op->stats.food == 1)
254 { 198 {
255 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 200 * will not do anything.
257 */ 201 */
258 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
259 { 203 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 205 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 207 }
264 op->remove (); 208
265 op->destroy (0); 209 op->destroy ();
266 return; 210 return;
267 } 211 }
212
268 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
269 { 214 {
270 op->env->stats.food--; 215 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 217 }
218
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 220}
275 221
276 222
277void 223void
278move_gate (object *op) 224move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
280 object *tmp; 226 object *tmp;
281 227
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 229 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 239 op->stats.wc = 0;
294 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
295 op->value = 0; 241 op->value = 0;
296 else 242 else
297 {
298 op->speed = 0; 243 op->set_speed (0);
299 update_ob_speed (op);
300 } 244 }
301 } 245
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 247 {
304 op->move_block = 0; 248 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
307 } 251 }
252
308 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
310 return; 255 return;
311 } 256 }
312 257
329 if (tmp == NULL) 274 if (tmp == NULL)
330 { 275 {
331 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
332 op->value = 1; 277 op->value = 1;
333 else 278 else
334 {
335 op->speed = 0; 279 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 280
337 }
338 return; 281 return;
339 } 282 }
340 } 283 }
341 284
342 if (op->stats.food) 285 if (op->stats.food)
359 */ 302 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 304 {
362 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
365 309
366 if (tmp != NULL) 310 if (tmp)
367 { 311 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 313 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
371 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 } 318 }
374 else 319 else
375 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
433 } 378 }
434 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 380 { /* keep gate down */
436 move_gate (op); 381 move_gate (op);
437 if (op->value != v) 382 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 383 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 384 }
443} 385}
444 386
445/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
456 int last = op->value; 398 int last = op->value;
457 int detected; 399 int detected;
458 400
459 detected = 0; 401 detected = 0;
460 402
461 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
462 { 404 {
463 object *tmp2; 405 object *tmp2;
464 406
465 if (op->stats.hp) 407 if (op->stats.hp)
466 { 408 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 410 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 412 detected = 1;
413
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 415 detected = 1;
473 } 416 }
474 } 417 }
418
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 420 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 422 detected = 1;
481 } 423 }
482 424
483 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
533 if (op->value) 475 if (op->value)
534 { /* We're opening */ 476 { /* We're opening */
535 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
537 op->stats.wc = 0; 479 op->stats.wc = 0;
538 op->speed = 0; 480 op->set_speed (0);
539 update_ob_speed (op);
540 481
541 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
544 { 485 {
545 next = tmp->above; 486 next = tmp->above;
546 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
547 } 488 }
548 } 489 }
490
549 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
551 return; 493 return;
552 } 494 }
553 /* We're closing */ 495 /* We're closing */
554 op->move_on = 0; 496 op->move_on = 0;
555 497
556 op->stats.wc++; 498 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
559 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 506}
568 507
569 508
570/* stop_item() returns a pointer to the stopped object. The stopped object 509/* stop_item() returns a pointer to the stopped object. The stopped object
571 * may or may not have been removed from maps or inventories. It will not 510 * may or may not have been removed from maps or inventories. It will not
592 object *payload = op->inv; 531 object *payload = op->inv;
593 532
594 if (payload == NULL) 533 if (payload == NULL)
595 return NULL; 534 return NULL;
596 payload->remove (); 535 payload->remove ();
597 op->remove ();
598 op->destroy (0); 536 op->destroy ();
599 return payload; 537 return payload;
600 } 538 }
601 539
602 case ARROW: 540 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
604 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
605 return op; 543 return op;
606 544
607 default: 545 default:
608 return op; 546 return op;
617void 555void
618fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
619{ 557{
620 if (map == NULL) 558 if (map == NULL)
621 return; 559 return;
560
622 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
623 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW) 563 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
626} 565}
627 566
628
629object * 567object *
630fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
631{ 569{
632 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
633 { 571 {
634 /* Small chance of breaking */ 572 /* Small chance of breaking */
635 op->remove ();
636 op->destroy (0); 573 op->destroy ();
637 return NULL; 574 return NULL;
638 } 575 }
639 576
577 op->set_speed (0);
640 op->direction = 0; 578 op->direction = 0;
641 op->move_on = 0; 579 op->move_on = 0;
642 op->move_type = 0; 580 op->move_type = 0;
643 op->speed = 0; 581 op->skill = 0; // really?
644 update_ob_speed (op); 582
583 // restore original wc, dam, attacktype and slaying
645 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
648 op->slaying = 0;
649 op->skill = 0;
650 587
651 if (op->spellarg != NULL) 588 if (op->spellarg)
652 { 589 {
653 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
654 free (op->spellarg); 591 free (op->spellarg);
655 op->spellarg = NULL; 592 op->spellarg = 0;
656 } 593 }
657 else 594 else
658 op->slaying = NULL; 595 op->slaying = 0;
659 596
660 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
661 op->spellarg = NULL; 598 op->spellarg = NULL;
662 op->stats.sp = 0; 599 op->stats.sp = 0;
663 op->stats.hp = 0; 600 op->stats.hp = 0;
664 op->stats.grace = 0; 601 op->stats.grace = 0;
665 op->level = 0; 602 op->level = 0;
666 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
667 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
668 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
669 return op; 606 return op;
670} 607}
671 608
672/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
673 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
674 * here too. -b.t. 611 * here too. -b.t.
675 * 612 *
676 * Returns a pointer to the stopped object (which will have been removed 613 * Returns a pointer to the stopped object (which will have been removed
677 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
678 */ 615 */
679
680static void 616static void
681stop_arrow (object *op) 617stop_arrow (object *op)
682{ 618{
683 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
684 return; 620 return;
686 if (op->inv) 622 if (op->inv)
687 { 623 {
688 object *payload = op->inv; 624 object *payload = op->inv;
689 625
690 payload->remove (); 626 payload->remove ();
691 clear_owner (payload); 627 payload->owner = 0;
692 insert_ob_in_map (payload, op->map, payload, 0); 628 insert_ob_in_map (payload, op->map, payload, 0);
693 op->remove ();
694 op->destroy (0); 629 op->destroy ();
695 } 630 }
696 else 631 else
697 { 632 {
698 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
699 if (op) 635 if (op)
700 merge_ob (op, NULL); 636 merge_ob (op, 0);
701 } 637 }
702} 638}
703 639
704/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 641 */
706
707void 642void
708move_arrow (object *op) 643move_arrow (object *op)
709{ 644{
710 object *tmp; 645 object *tmp;
711 sint16 new_x, new_y; 646 sint16 new_x, new_y;
713 maptile *m; 648 maptile *m;
714 649
715 if (op->map == NULL) 650 if (op->map == NULL)
716 { 651 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->remove ();
719 op->destroy (0); 653 op->destroy ();
720 return; 654 return;
721 } 655 }
722 656
723 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ) 658 if (op->type == THROWN_OBJ)
731 * bomb code, but there are potential other cases where that could happen, 665 * bomb code, but there are potential other cases where that could happen,
732 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
733 */ 667 */
734 if (op->inv == NULL) 668 if (op->inv == NULL)
735 { 669 {
736 op->remove ();
737 op->destroy (0); 670 op->destroy ();
738 return; 671 return;
739 } 672 }
740 673
741 if (op->last_sp-- < 0) 674 if (op->last_sp-- < 0)
742 { 675 {
768 } 701 }
769 702
770 /* only need to look for living creatures if this flag is set */ 703 /* only need to look for living creatures if this flag is set */
771 if (mflags & P_IS_ALIVE) 704 if (mflags & P_IS_ALIVE)
772 { 705 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 708 break;
776 709
777 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
786 */ 719 */
787 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
788 { 721 {
789 int number = op->face->number; 722 int number = op->face;
790 723
791 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
792 op->state = 0; 725 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
805 } 727 }
806 else 728 else
807 { 729 {
808 /* Attack the object. */ 730 /* Attack the object. */
910 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
911 833
912void 834void
913change_object (object *op) 835change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 836{ /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j; 837 int i, j;
917 838
918 if (op->other_arch == NULL) 839 if (op->other_arch == NULL)
919 { 840 {
920 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
927 if (op->stats.food-- > 0) 848 if (op->stats.food-- > 0)
928 return; 849 return;
929 else 850 else
930 op->stats.food = 1; /* so 1 other_arch is made */ 851 op->stats.food = 1; /* so 1 other_arch is made */
931 } 852 }
853
854 object *pl = op->in_player ();
932 env = op->env; 855 object *env = op->env;
856
933 op->remove (); 857 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < NROFNEWOBJS (op); i++)
935 { 859 {
936 tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861
937 if (op->type == LAMP) 862 if (op->type == LAMP)
938 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864
939 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
940 if (env) 866 if (env)
941 { 867 {
942 tmp->x = env->x, tmp->y = env->y; 868 tmp->x = env->x, tmp->y = env->y;
943 tmp = insert_ob_in_ob (tmp, env); 869 tmp = insert_ob_in_ob (tmp, env);
870
944 /* If this object is the players inventory, we need to tell the 871 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the 872 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below. 873 * updating the client, so we don't need to do that below.
947 */ 874 */
948 if ((pl = is_player_inv (env)) != NULL) 875 if (pl)
949 { 876 {
950 esrv_del_item (pl->contr, op->count); 877 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp); 878 esrv_send_item (pl, tmp);
952 } 879 }
953 } 880 }
954 else 881 else
955 { 882 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y); 883 j = find_first_free_spot (tmp, op->map, op->x, op->y);
957 if (j == -1) /* No free spot */ 884 if (j == -1) /* No free spot */
958 tmp->destroy (0); 885 tmp->destroy ();
959 else 886 else
960 { 887 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
962 insert_ob_in_map (tmp, op->map, op, 0); 889 insert_ob_in_map (tmp, op->map, op, 0);
963 } 890 }
964 } 891 }
965 } 892 }
893
966 op->destroy (0); 894 op->destroy ();
967} 895}
968 896
969void 897void
970move_teleporter (object *op) 898move_teleporter (object *op)
971{ 899{
976 * there is an old multipart teleporter in which the other parts 904 * there is an old multipart teleporter in which the other parts
977 * have speed, we don't really want to call it twice for the same 905 * have speed, we don't really want to call it twice for the same
978 * function - in fact, as written below, part N would get called 906 * function - in fact, as written below, part N would get called
979 * N times without the speed check. 907 * N times without the speed check.
980 */ 908 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
982 move_teleporter (op->more); 910 move_teleporter (op->more);
983 911
984 if (op->head) 912 if (op->head)
985 head = op->head; 913 head = op->head;
986 914
997 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
998 { 926 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return; 928 return;
1001 929
1002 enter_exit (tmp, head); 930 tmp->enter_exit (head);
1003 } 931 }
1004 else 932 else
1005 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
1006 return; 934 return;
1007 } 935 }
1008 else if (EXIT_X (head) || EXIT_Y (head)) 936 else if (EXIT_X (head) || EXIT_Y (head))
1009 { 937 {
1010 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1011 { 939 {
1012 LOG (llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
1013 head->remove ();
1014 head->destroy (0); 941 head->destroy ();
1015 return; 942 return;
1016 } 943 }
944
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return; 946 return;
947
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 } 949 }
1021 else 950 else
1022 { 951 {
1023 /* Random teleporter */ 952 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 954 return;
1026 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1027 } 956 }
1028} 957}
1029
1030 958
1031/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 962 can't be generalized.
1035*/ 963*/
1036
1037void 964void
1038move_player_changer (object *op) 965move_player_changer (object *op)
1039{ 966{
1040 object *player; 967 object *player;
1041 object *walk; 968 object *walk;
1042 char c;
1043 969
1044 if (!op->above || !EXIT_PATH (op)) 970 if (!op->above || !EXIT_PATH (op))
1045 return; 971 return;
1046 972
1047 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 974 * needs to be on top.
1049 */ 975 */
1050 if (op->above->type == PLAYER) 976 if (op->above->type == PLAYER)
1051 { 977 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 979 return;
980
1054 player = op->above; 981 player = op->above;
1055 982
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 984 apply_changes_to_player (player, walk);
1058 985
1059 fix_player (player); 986 player->update_stats ();
1060 987
1061 esrv_send_inventory (op->above, op->above); 988 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
1063 990
1064 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 993 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 994 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 995 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 996 player->contr->bed_y = EXIT_Y (op);
1071 } 997 }
1072 else 998 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 999 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 1000
1075 enter_exit (op->above, op); 1001 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 1002 }
1078} 1003}
1079 1004
1080/* firewalls fire other spells. 1005/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
1088 1013
1089 if (!op->map) 1014 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 1015 return; /* dm has created a firewall in his inventory */
1091 1016
1092 spell = op->inv; 1017 spell = op->inv;
1018
1093 if (!spell || spell->type != SPELL) 1019 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1020 spell = &op->other_arch->clone;
1021
1095 if (!spell) 1022 if (!spell)
1096 { 1023 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1025 return;
1099 } 1026 }
1100 1027
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1029}
1103
1104 1030
1105/* move_player_mover: this function takes a "player mover" as an 1031/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1032 * argument, and performs the function of a player mover, which is:
1107 * 1033 *
1108 * a player mover finds any players that are sitting on it. It 1034 * a player mover finds any players that are sitting on it. It
1112 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1039 */
1114void 1040void
1115move_player_mover (object *op) 1041move_player_mover (object *op)
1116{ 1042{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1119 sint16 nx, ny; 1044 sint16 nx, ny;
1120 maptile *m; 1045 maptile *m;
1121 1046
1122 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1048 if (!dir)
1124 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1125 1050
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1052 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1055 {
1131 1056
1133 victim = victim->head; 1058 victim = victim->head;
1134 1059
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 { 1061 {
1137 op->remove (); 1062 op->remove ();
1138 op->destroy (0);
1139 return; 1063 return;
1140 } 1064 }
1065
1141 nx = op->x + freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
1143 m = op->map; 1068 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1070 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1072 return;
1148 } 1073 }
1149 1074
1150 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1151 return; 1076 return;
1152 1077
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1079 {
1155 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1085 }
1162 1086
1163 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1164 { 1088 {
1165 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1169 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1171 * get to this space. 1095 * get to this space.
1172 */ 1096 */
1173 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1099 move_player (victim, dir);
1176 } 1100 }
1177 else 1101 else
1178 return; 1102 return;
1179 } 1103 }
1183 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1185 1109
1186 if (op->attacktype) 1110 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1113 }
1199 } 1114 }
1200 } 1115 }
1201} 1116}
1202 1117
1212{ 1127{
1213 object *tmp; 1128 object *tmp;
1214 1129
1215 if (!op->other_arch) 1130 if (!op->other_arch)
1216 { 1131 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1132 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1133 return;
1219 } 1134 }
1220 1135
1221 if (op->above == NULL) 1136 if (op->above == NULL)
1222 return; 1137 return;
1138
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1140 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->name == tmp->arch->name)
1226 { 1142 {
1227 if (op->level <= 0) 1143 if (op->level <= 0)
1228 {
1229 tmp->remove ();
1230 tmp->destroy (0); 1144 tmp->destroy ();
1231 }
1232 else 1145 else
1233 { 1146 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1147 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235 1148
1236 if (new_nrof >= 1UL << 31) 1149 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31; 1150 new_nrof = 1UL << 31;
1151
1238 tmp->nrof = new_nrof; 1152 tmp->nrof = new_nrof;
1239 } 1153 }
1154
1240 break; 1155 break;
1241 } 1156 }
1242 } 1157 }
1243} 1158}
1244 1159
1288 } 1203 }
1289 else 1204 else
1290 { 1205 {
1291 if (creator->other_arch == NULL) 1206 if (creator->other_arch == NULL)
1292 { 1207 {
1293 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1294 creator->x, creator->y); 1209 &creator->name, &creator->map->path, creator->x, creator->y);
1295 return; 1210 return;
1296 } 1211 }
1297 1212
1298 new_ob = object_create_arch (creator->other_arch); 1213 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 } 1215 }
1301 1216
1302 /* Make sure this multipart object fits */ 1217 /* Make sure this multipart object fits */
1303 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1304 { 1219 {
1305 new_ob->destroy (0); 1220 new_ob->destroy ();
1306 return; 1221 return;
1307 } 1222 }
1308 1223
1309 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1322 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1326 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1327
1328void 1242void
1329move_marker (object *op) 1243move_marker (object *op)
1330{ 1244{
1245 if (object *tmp = op->ms ().player ())
1246 {
1331 object *tmp, *tmp2; 1247 object *tmp2;
1332 1248
1333 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1334 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1339 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1340 { 1252 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1342 break;
1343 }
1344
1345 if (tmp2)
1346 {
1347 tmp2->remove ();
1348 tmp2->destroy (0); 1253 tmp2->destroy ();
1254 break;
1349 } 1255 }
1350 1256
1351 /* cycle through his inventory to look for the MARK we want to 1257 /* cycle through his inventory to look for the MARK we want to
1352 * place 1258 * place
1353 */ 1259 */
1354 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1355 {
1356 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1357 break; 1262 break;
1358 }
1359 1263
1360 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1361 if (tmp2 == NULL) 1265 if (!tmp2)
1362 { 1266 {
1363 object *force = get_archetype (FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1364 1268
1365 force->speed = 0;
1366 if (op->stats.food) 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)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286
1287 if (op->stats.hp > 0)
1288 {
1289 op->stats.hp--;
1290 if (op->stats.hp == 0)
1367 { 1291 {
1368 force->speed = 0.01; 1292 /* marker expires--granted mark number limit */
1369 force->speed_left = -op->stats.food; 1293 op->destroy ();
1294 return;
1370 } 1295 }
1371 update_ob_speed (force);
1372 /* put in the lock code */
1373 force->slaying = op->slaying;
1374
1375 if (op->lore)
1376 force->lore = op->lore;
1377
1378 insert_ob_in_ob (force, tmp);
1379 if (op->msg)
1380 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1381
1382 if (op->stats.hp > 0)
1383 {
1384 op->stats.hp--;
1385 if (op->stats.hp == 0)
1386 {
1387 /* marker expires--granted mark number limit */
1388 op->remove ();
1389 op->destroy (0);
1390 return;
1391 }
1392 } 1296 }
1393 } /* if tmp2 == NULL */ 1297 }
1394 } /* if tmp->type == PLAYER */ 1298 }
1395 } /* For all objects on this space */
1396} 1299}
1397 1300
1398int 1301void
1399process_object (object *op) 1302process_object (object *op)
1400{ 1303{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1402 return 0; 1305 return;
1403 1306
1404 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1405 return 0; 1308 return;
1406 1309
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1312 return;
1410 1313
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1315 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1417 1317
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1319 make_sure_seen (op);
1420 } 1320 }
1421 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1327 {
1424 change_object (op); 1328 change_object (op);
1425 return 1; 1329 return;
1426 } 1330 }
1427 1331
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1333 generate_monster (op);
1430 1334
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1336 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1338 remove_force (op);
1435 else 1339 else
1436 { 1340 {
1437 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1438 object *pl = is_player_inv (op); 1342 object *pl = op->in_player ();
1439 1343
1440 if (pl) 1344 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1442 1346
1443 op->remove (); 1347 op->remove ();
1444 1348
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1447 1351
1448 op->destroy (0); 1352 op->destroy ();
1449 } 1353 }
1450 1354
1451 return 1; 1355 return;
1356 }
1452 } 1357 }
1453 1358
1454 switch (op->type) 1359 switch (op->type)
1455 { 1360 {
1456 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1457 move_spell_effect (op); 1362 move_spell_effect (op);
1458 return 1; 1363 break;
1459 1364
1460 case ROD: 1365 case ROD:
1461 case HORN: 1366 case HORN:
1462 regenerate_rod (op); 1367 regenerate_rod (op);
1463 return 1; 1368 break;
1464 1369
1465 case FORCE: 1370 case FORCE:
1466 case POTION_EFFECT: 1371 case POTION_EFFECT:
1467 remove_force (op); 1372 remove_force (op);
1468 return 1; 1373 break;
1469 1374
1470 case BLINDNESS: 1375 case BLINDNESS:
1471 remove_blindness (op); 1376 remove_blindness (op);
1472 return 0; 1377 break;
1473 1378
1474 case POISONING: 1379 case POISONING:
1475 poison_more (op); 1380 poison_more (op);
1476 return 0; 1381 break;
1477 1382
1478 case DISEASE: 1383 case DISEASE:
1479 move_disease (op); 1384 move_disease (op);
1480 return 0; 1385 break;
1481 1386
1482 case SYMPTOM: 1387 case SYMPTOM:
1483 move_symptom (op); 1388 move_symptom (op);
1484 return 0; 1389 break;
1485 1390
1486 case THROWN_OBJ: 1391 case THROWN_OBJ:
1487 case ARROW: 1392 case ARROW:
1488 move_arrow (op); 1393 move_arrow (op);
1489 return 0; 1394 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1395
1495 case DOOR: 1396 case DOOR:
1496 remove_door (op); 1397 remove_door (op);
1497 return 0; 1398 break;
1498 1399
1499 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1500 remove_door2 (op); 1401 remove_door2 (op);
1501 return 0; 1402 break;
1502 1403
1503 case TELEPORTER: 1404 case TELEPORTER:
1504 move_teleporter (op); 1405 move_teleporter (op);
1505 return 0; 1406 break;
1506 1407
1507 case GOLEM: 1408 case GOLEM:
1508 move_golem (op); 1409 move_golem (op);
1509 return 0; 1410 break;
1510 1411
1511 case EARTHWALL: 1412 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1414 break;
1514 1415
1515 case FIREWALL: 1416 case FIREWALL:
1516 move_firewall (op); 1417 move_firewall (op);
1517 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1518 animate_turning (op); 1419 animate_turning (op);
1519 return 0; 1420 break;
1520 1421
1521 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1522 do_mood_floor (op); 1423 do_mood_floor (op);
1523 return 0; 1424 break;
1524 1425
1525 case GATE: 1426 case GATE:
1526 move_gate (op); 1427 move_gate (op);
1527 return 0; 1428 break;
1528 1429
1529 case TIMED_GATE: 1430 case TIMED_GATE:
1530 move_timed_gate (op); 1431 move_timed_gate (op);
1531 return 0; 1432 break;
1532 1433
1533 case TRIGGER: 1434 case TRIGGER:
1534 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1438 animate_trigger (op);
1538 return 0; 1439 break;
1539 1440
1540 case DETECTOR: 1441 case DETECTOR:
1541 move_detector (op); 1442 move_detector (op);
1542 1443
1543 case DIRECTOR: 1444 case DIRECTOR:
1544 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1545 animate_turning (op); 1446 animate_turning (op);
1546 return 0; 1447 break;
1547 1448
1548 case HOLE: 1449 case HOLE:
1549 move_hole (op); 1450 move_hole (op);
1550 return 0; 1451 break;
1551 1452
1552 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1454 move_deep_swamp (op);
1554 return 0; 1455 break;
1555 1456
1556 case RUNE: 1457 case RUNE:
1557 case TRAP: 1458 case TRAP:
1558 move_rune (op); 1459 move_rune (op);
1559 return 0; 1460 break;
1560 1461
1561 case PLAYERMOVER: 1462 case PLAYERMOVER:
1562 move_player_mover (op); 1463 move_player_mover (op);
1563 return 0; 1464 break;
1564 1465
1565 case CREATOR: 1466 case CREATOR:
1566 move_creator (op); 1467 move_creator (op);
1567 return 0; 1468 break;
1568 1469
1569 case MARKER: 1470 case MARKER:
1570 move_marker (op); 1471 move_marker (op);
1571 return 0; 1472 break;
1572 1473
1573 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1574 move_player_changer (op); 1475 move_player_changer (op);
1575 return 0; 1476 break;
1576 1477
1577 case PEACEMAKER: 1478 case PEACEMAKER:
1578 move_peacemaker (op); 1479 move_peacemaker (op);
1579 return 0; 1480 break;
1580 }
1581 1481
1582 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1583} 1487}
1488

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