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Comparing deliantra/server/server/time.C (file contents):
Revision 1.30 by root, Sun Dec 31 21:02:05 2006 UTC vs.
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
33/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37
38void 36void
39remove_door (object *op) 37remove_door (object *op)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
40{ 67{
41 int i; 68 int i;
42 object *tmp; 69 object *tmp;
43 70
44 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
45 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
46 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
47 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
49 } 78 }
79 }
50 80
51 if (op->other_arch) 81 if (op->other_arch)
52 { 82 {
53 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
54 tmp->x = op->x; 84 tmp->x = op->x;
60 90
61 op->destroy (); 91 op->destroy ();
62} 92}
63 93
64void 94void
65remove_door2 (object *op)
66{
67 int i;
68 object *tmp;
69
70 for (i = 1; i < 9; i += 2)
71 {
72 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
73 if (tmp && tmp->slaying == op->slaying)
74 { /* same key both doors */
75 tmp->set_speed (0.1);
76 tmp->speed_left = -0.2;
77 }
78 }
79
80 if (op->other_arch)
81 {
82 tmp = arch_to_object (op->other_arch);
83 tmp->x = op->x;
84 tmp->y = op->y;
85 tmp->map = op->map;
86 tmp->level = op->level;
87 insert_ob_in_map (tmp, op->map, op, 0);
88 }
89
90 op->destroy ();
91}
92
93/* Will generate a monster according to content
94 * of generator.
95 */
96void
97generate_monster_inv (object *gen) 95generate_monster (object *gen)
98{ 96{
99 int i;
100 object *op, *head = NULL;
101
102 int qty = 0;
103
104 /* Code below assumes the generator is on a map, as it tries
105 * to place the monster on the map. So if the generator
106 * isn't on a map, complain and exit.
107 */
108 if (gen->map == NULL)
109 {
110 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
111 return;
112 }
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116 if (!qty)
117 {
118 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
119 return; /*No inventory */
120 }
121 qty = rndm (0, qty - 1);
122 for (op = gen->inv; qty; qty--)
123 op = op->below;
124 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
125 if (i == -1)
126 return;
127 head = object_create_clone (op);
128 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
129 unflag_inv (head, FLAG_IS_A_TEMPLATE);
130 if (rndm (0, 9))
131 generate_artifact (head, gen->map->difficulty);
132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
133 if (QUERY_FLAG (head, FLAG_FREED))
134 return;
135 if (head->has_random_items ())
136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137}
138
139void
140generate_monster_arch (object *gen)
141{
142 int i;
143 object *op, *head = NULL, *prev = NULL;
144 archetype *at = gen->other_arch;
145
146 if (!gen->other_arch)
147 return;
148
149 /* Code below assumes the generator is on a map, as it tries
150 * to place the monster on the map. So if the generator
151 * isn't on a map, complain and exit.
152 */
153 if (!gen->map) 97 if (!gen->map)
154 return; 98 return;
155 99
156 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
157 if (i == -1)
158 return; 101 return;
159 102
160 while (at) 103 object *op;
104 int dir;
105
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107 {
108 // either copy one item from the inventory...
109 if (!gen->inv)
110 return;
111
112 // first select one item from the inventory
113 int index = 0;
114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115 if (!rndm (++index))
116 op = tmp;
117
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = object_create_clone (op);
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
161 { 126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
162 op = arch_to_object (at); 134 op = arch_to_object (gen->other_arch);
163 op->x = gen->x + freearr_x[i] + at->clone.x; 135 }
164 op->y = gen->y + freearr_y[i] + at->clone.y; 136 else
137 return;
165 138
166 if (head) 139 op->expand_tail ();
167 op->head = head, prev->more = op;
168 140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
169 if (rndm (0, 9)) 145 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
171 147
172 insert_ob_in_map (op, gen->map, gen, 0);
173 if (QUERY_FLAG (op, FLAG_FREED))
174 return;
175
176 if (op->has_random_items ()) 148 if (op->has_random_items ())
177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
178 150
179 if (head == NULL)
180 head = op;
181
182 prev = op;
183 at = at->more;
184 }
185}
186
187void
188generate_monster (object *gen)
189{
190
191 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
192 return; 151 return;
152 }
193 153
194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 154 op->destroy ();
195 generate_monster_inv (gen);
196 else
197 generate_monster_arch (gen);
198
199} 155}
200 156
201void 157void
202remove_force (object *op) 158remove_force (object *op)
203{ 159{
246 return; 202 return;
247 } 203 }
248 204
249 if (op->stats.food == 1) 205 if (op->stats.food == 1)
250 { 206 {
251 /* need to remove the object before fix_player is called, else fix_player 207 /* need to unapply the object before update_stats is called, else fix_player
252 * will not do anything. 208 * will not do anything.
253 */ 209 */
254 if (op->env->type == PLAYER) 210 if (op->env->type == PLAYER)
255 { 211 {
256 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
265 if (op->env->type == PLAYER) 221 if (op->env->type == PLAYER)
266 { 222 {
267 op->env->stats.food--; 223 op->env->stats.food--;
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
269 } 225 }
226
270 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 228}
272 229
273 230
274void 231void
275move_gate (object *op) 232move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
277 object *tmp; 234 object *tmp;
278 235
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 237 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 243 if (op->value)
287 { 244 {
288 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 247 op->stats.wc = 0;
291 if (op->arch->clone.speed) 248 if (op->arch->speed)
292 op->value = 0; 249 op->value = 0;
293 else 250 else
294 op->set_speed (0); 251 op->set_speed (0);
295 } 252 }
296 253
316 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 275 * the gate slightly.
319 */ 276 */
320 277
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 280 break;
324 281
325 if (tmp == NULL) 282 if (!tmp)
326 { 283 {
327 if (op->arch->clone.speed) 284 if (op->arch->speed)
328 op->value = 1; 285 op->value = 1;
329 else 286 else
330 op->set_speed (0); 287 op->set_speed (0);
331 288
332 return; 289 return;
343 } 300 }
344 else 301 else
345 { /* The gate is still going up */ 302 { /* The gate is still going up */
346 op->stats.wc++; 303 op->stats.wc++;
347 304
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 307
351 /* If there is something on top of the gate, we try to roll it off. 308 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 309 * If a player/monster, we don't roll, we just hit them with damage
353 */ 310 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 312 {
356 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
359 317
360 if (tmp != NULL) 318 if (tmp)
361 { 319 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 321 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
365 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 327 }
368 else
369 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
371 * off the gate. 330 * off the gate.
372 */ 331 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 333 {
375 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 336
378 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
379 if (i != -1) 338 if (i > 0)
380 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
381 tmp->remove (); 343 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 344 }
385 } 345 }
386 } 346 }
387 347
388 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 351 break;
392 352
393 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
394 if (tmp) 354 if (tmp)
395 {
396 op->stats.food = 1; 355 op->stats.food = 1;
397 }
398 else 356 else
399 { 357 {
400 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
401 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
404 } 363 }
405 } /* gate is halfway up */ 364 } /* gate is halfway up */
406 365
419 int v = op->value; 378 int v = op->value;
420 379
421 if (op->stats.sp) 380 if (op->stats.sp)
422 { 381 {
423 move_gate (op); 382 move_gate (op);
383
424 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 385 op->stats.sp = 0;
426 return; 386 return;
427 } 387 }
388
428 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 390 { /* keep gate down */
430 move_gate (op); 391 move_gate (op);
392
431 if (op->value != v) 393 if (op->value != v)
432 op->set_speed (0); 394 op->set_speed (0);
433 } 395 }
434} 396}
435 397
447 int last = op->value; 409 int last = op->value;
448 int detected; 410 int detected;
449 411
450 detected = 0; 412 detected = 0;
451 413
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 415 {
454 object *tmp2; 416 object *tmp2;
455 417
456 if (op->stats.hp) 418 if (op->stats.hp)
457 { 419 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 421 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 423 detected = 1;
424
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 426 detected = 1;
464 } 427 }
465 } 428 }
429
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 431 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 433 detected = 1;
472 } 434 }
473 435
474 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 439 if (detected && last == 0)
478 { 440 {
479 op->value = 1; 441 op->value = 1;
480 push_button (op); 442 push_button (op);
481 } 443 }
444
482 if (!detected && last == 1) 445 if (!detected && last == 1)
483 { 446 {
484 op->value = 0; 447 op->value = 0;
485 push_button (op); 448 push_button (op);
486 } 449 }
490 if (detected && last == 1) 453 if (detected && last == 1)
491 { 454 {
492 op->value = 0; 455 op->value = 0;
493 push_button (op); 456 push_button (op);
494 } 457 }
458
495 if (!detected && last == 0) 459 if (!detected && last == 0)
496 { 460 {
497 op->value = 1; 461 op->value = 1;
498 push_button (op); 462 push_button (op);
499 } 463 }
500 } 464 }
501} 465}
502
503 466
504void 467void
505animate_trigger (object *op) 468animate_trigger (object *op)
506{ 469{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
539 502
540 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
542 return; 505 return;
543 } 506 }
507
544 /* We're closing */ 508 /* We're closing */
545 op->move_on = 0; 509 op->move_on = 0;
546 510
547 op->stats.wc++; 511 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 568void
605fix_stopped_item (object *op, maptile *map, object *originator) 569fix_stopped_item (object *op, maptile *map, object *originator)
606{ 570{
607 if (map == NULL) 571 if (map == NULL)
608 return; 572 return;
573
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 574 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 575 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 576 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 577 merge_ob (op, NULL); /* only some arrows actually need this */
613} 578}
614 579
615
616object * 580object *
617fix_stopped_arrow (object *op) 581fix_stopped_arrow (object *op)
618{ 582{
619 if (rndm (0, 99) < op->stats.food) 583 if (rndm (0, 99) < op->stats.food)
620 { 584 {
623 return NULL; 587 return NULL;
624 } 588 }
625 589
626 op->set_speed (0); 590 op->set_speed (0);
627 op->direction = 0; 591 op->direction = 0;
628 op->move_on = 0; 592 op->move_on = 0;
629 op->move_type = 0; 593 op->move_type = 0;
594 op->skill = 0; // really?
595
596 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 600
636 if (op->spellarg != NULL) 601 if (op->spellarg)
637 { 602 {
638 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
639 free (op->spellarg); 604 free (op->spellarg);
640 op->spellarg = NULL; 605 op->spellarg = 0;
641 } 606 }
642 else 607 else
643 op->slaying = NULL; 608 op->slaying = 0;
644 609
645 /* Reset these to zero, so that object::can_merge will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 611 op->spellarg = NULL;
647 op->stats.sp = 0; 612 op->stats.sp = 0;
648 op->stats.hp = 0; 613 op->stats.hp = 0;
649 op->stats.grace = 0; 614 op->stats.grace = 0;
650 op->level = 0; 615 op->level = 0;
651 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
654 return op; 619 return op;
655} 620}
656 621
657/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 642 op->destroy ();
678 } 643 }
679 else 644 else
680 { 645 {
681 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
682 if (op) 648 if (op)
683 merge_ob (op, NULL); 649 merge_ob (op, 0);
684 } 650 }
685} 651}
686 652
687/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 654 */
689
690void 655void
691move_arrow (object *op) 656move_arrow (object *op)
692{ 657{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 658 int was_reflected;
696 maptile *m;
697 659
698 if (op->map == NULL) 660 if (!op->map)
699 { 661 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 663 op->destroy ();
702 return; 664 return;
703 } 665 }
733 stop_arrow (op); 695 stop_arrow (op);
734 return; 696 return;
735 } 697 }
736 698
737 /* Calculate target map square */ 699 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 700 was_reflected = 0;
741 701
742 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 703
745 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
746 { 705 {
747 stop_arrow (op); 706 stop_arrow (op);
748 return; 707 return;
749 } 708 }
750 709
751 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
753 { 712 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 717 break;
757 718
758 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
767 */ 728 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 730 {
770 int number = op->face->number; 731 int number = op->face;
771 732
772 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
773 op->state = 0; 734 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
786 } 736 }
787 else 737 else
788 { 738 {
789 /* Attack the object. */ 739 /* Attack the object. */
793 return; 743 return;
794 } 744 }
795 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
797 747
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 749 {
800 int retry = 0; 750 int retry = 0;
801 751
802 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 766 if (op->direction & 1)
817 { 767 {
818 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
819 retry = 1; 769 retry = 1;
820 } 770 }
771
821 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
822 * use this retry here to make this one block 773 * use this retry here to make this one block
823 * that did the same thing. 774 * that did the same thing.
824 */ 775 */
825 while (retry < 2) 776 while (retry < 2)
826 { 777 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 778 retry++;
832 779
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
837 */ 784 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 787
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 790
846 if (left == right) 791 if (left == right)
847 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
848 else if (left) 793 else if (left)
849 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
850 else if (right) 795 else if (right)
851 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
852 797
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 799 * don't need to retry again.
857 */ 800 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 803 break;
860
861 } 804 }
805
862 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 807 * stop it from moving.
864 */ 808 */
865 if (retry == 2) 809 if (retry == 2)
866 { 810 {
867 stop_arrow (op); 811 stop_arrow (op);
868 return; 812 return;
869 } 813 }
814
870 /* update object image for new facing */ 815 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 819 } /* object is reflected */
875 } /* object ran into a wall */ 820 } /* object ran into a wall */
876 821
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
884 */ 824 */
885 op->speed -= 0.05; 825 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 826
889/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 829}
892 830
893void 831void
894change_object (object *op) 832change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
896 int i, j; 834 int i, j;
897 835
898 if (op->other_arch == NULL) 836 if (!op->other_arch)
899 { 837 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 839 return;
902 } 840 }
903 841
904 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 844 {
907 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
908 return; 846 return;
909 else 847
910 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
911 } 849 }
912 850
913 object *pl = op->in_player ();
914 object *env = op->env; 851 object *env = op->env;
915 852
916 op->remove (); 853 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
918 { 855 {
919 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
920 857
921 if (op->type == LAMP) 858 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
923 860
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env) 862 if (env)
926 { 863 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
929 865
930 /* If this object is the players inventory, we need to tell the 866 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the 867 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below. 868 * updating the client, so we don't need to do that below.
933 */ 869 */
934 if (pl) 870 if (object *pl = op->in_player ())
935 { 871 {
936 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
938 } 874 }
939 } 875 }
940 else 876 else
941 { 877 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
944 tmp->destroy (); 880 tmp->destroy ();
945 else 881 else
946 { 882 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
949 } 887 }
950 } 888 }
951 } 889 }
952 890
953 op->destroy (); 891 op->destroy ();
969 move_teleporter (op->more); 907 move_teleporter (op->more);
970 908
971 if (op->head) 909 if (op->head)
972 head = op->head; 910 head = op->head;
973 911
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 912 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 914 break;
977 915
978 /* If nothing above us to move, nothing to do */ 916 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 951 return;
1014 teleport (head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
1015 } 953 }
1016} 954}
1017
1018 955
1019/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 959 can't be generalized.
1023*/ 960*/
1024
1025void 961void
1026move_player_changer (object *op) 962move_player_changer (object *op)
1027{ 963{
1028 object *player; 964 object *player;
1029 object *walk; 965 object *walk;
1030 char c;
1031 966
1032 if (!op->above || !EXIT_PATH (op)) 967 if (!op->above || !EXIT_PATH (op))
1033 return; 968 return;
1034 969
1035 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
1036 * needs to be on top. 971 * needs to be on top.
1037 */ 972 */
1038 if (op->above->type == PLAYER) 973 if (op->above->type == PLAYER)
1039 { 974 {
1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041 return; 976 return;
977
1042 player = op->above; 978 player = op->above;
1043 979
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 981 apply_changes_to_player (player, walk);
1046 982
1047 player->update_stats (); 983 player->update_stats ();
1048 984
1049 esrv_send_inventory (op->above, op->above); 985 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
1051 987
1052 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 990 {
1056 player->contr->savebed_map = EXIT_PATH (op); 991 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 992 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 993 player->contr->bed_y = EXIT_Y (op);
1059 } 994 }
1060 else 995 else
1061 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1062 997
1063 op->above->enter_exit (op); 998 op->above->enter_exit (op);
1064 player->contr->save ();
1065 } 999 }
1066} 1000}
1067 1001
1068/* firewalls fire other spells. 1002/* firewalls fire other spells.
1069 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
1078 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1079 1013
1080 spell = op->inv; 1014 spell = op->inv;
1081 1015
1082 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1083 spell = &op->other_arch->clone; 1017 spell = op->other_arch;
1084 1018
1085 if (!spell) 1019 if (!spell)
1086 { 1020 {
1087 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1088 return; 1022 return;
1101 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
1102 */ 1036 */
1103void 1037void
1104move_player_mover (object *op) 1038move_player_mover (object *op)
1105{ 1039{
1106 object *victim, *nextmover;
1107 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
1108 sint16 nx, ny; 1041 sint16 nx, ny;
1109 maptile *m; 1042 maptile *m;
1110 1043
1111 /* Determine direction now for random movers so we do the right thing */ 1044 /* Determine direction now for random movers so we do the right thing */
1112 if (!dir) 1045 if (!dir)
1113 dir = rndm (1, 8); 1046 dir = rndm (1, 8);
1114 1047
1115 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1048 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1116 { 1049 {
1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1118 (victim->move_type & op->move_type || !victim->move_type)) 1051 (victim->move_type & op->move_type || !victim->move_type))
1119 { 1052 {
1120 1053
1137 } 1070 }
1138 1071
1139 if (should_director_abort (op, victim)) 1072 if (should_director_abort (op, victim))
1140 return; 1073 return;
1141 1074
1142 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1143 { 1076 {
1144 if (nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1145 nextmover->speed_left = -.99; 1078 nextmover->speed_left = -.99f;
1079
1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147 {
1148 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1149 }
1150 } 1082 }
1151 1083
1152 if (victim->type == PLAYER) 1084 if (victim->type == PLAYER)
1153 { 1085 {
1154 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1158 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1159 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1160 * get to this space. 1092 * get to this space.
1161 */ 1093 */
1162 victim->contr->fire_on = 0; 1094 victim->contr->fire_on = 0;
1163 victim->speed_left = -FABS (victim->speed); 1095 victim->speed_left = 1.f;
1164 move_player (victim, dir); 1096 move_player (victim, dir);
1165 } 1097 }
1166 else 1098 else
1167 return; 1099 return;
1168 } 1100 }
1172 if (!op->stats.maxsp && op->attacktype) 1104 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2; 1105 op->stats.maxsp = 2;
1174 1106
1175 if (op->attacktype) 1107 if (op->attacktype)
1176 { /* flag to paralyze the player */ 1108 { /* flag to paralyze the player */
1177
1178 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1179 /* Not sure why, but for some chars on metalforge, they
1180 * would sometimes get -inf speed_left, and from the
1181 * description, it could only happen here, so just put
1182 * a lower sanity limit. My only guess is that the
1183 * mover has 0 speed.
1184 */
1185 if (victim->speed_left < -5.0)
1186 victim->speed_left = -5.0;
1187 } 1110 }
1188 } 1111 }
1189 } 1112 }
1190} 1113}
1191 1114
1207 return; 1130 return;
1208 } 1131 }
1209 1132
1210 if (op->above == NULL) 1133 if (op->above == NULL)
1211 return; 1134 return;
1135
1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1213 { 1137 {
1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1138 if (op->other_arch->archname == tmp->arch->archname)
1215 { 1139 {
1216 if (op->level <= 0) 1140 if (op->level <= 0)
1217 tmp->destroy (); 1141 tmp->destroy ();
1218 else 1142 else
1219 { 1143 {
1241 * has to make sure that there is in fact space for the object. 1165 * has to make sure that there is in fact space for the object.
1242 * It should really do this for small objects also, but there is 1166 * It should really do this for small objects also, but there is
1243 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1244 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1245*/ 1169*/
1246
1247void 1170void
1248move_creator (object *creator) 1171move_creator (object *creator)
1249{ 1172{
1250 object *new_ob; 1173 object *new_ob;
1251 1174
1286 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1288 } 1211 }
1289 1212
1290 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1291 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1292 { 1215 {
1293 new_ob->destroy (); 1216 new_ob->destroy ();
1294 return; 1217 return;
1295 } 1218 }
1219
1220 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1296 1223
1297 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);
1298 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1299 return; 1226 return;
1300 1227
1310 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1311 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1312 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1313 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1314 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.*/
1315
1316void 1242void
1317move_marker (object *op) 1243move_marker (object *op)
1318{ 1244{
1319 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1320 { 1246 {
1321 object *tmp2;
1322
1323 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1248 if (object *force = tmp->force_find (op->name))
1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1326 { 1252 {
1327 tmp2->destroy (); 1253 tmp->force_add (op->slaying, op->stats.food);
1328 break;
1329 }
1330 1254
1331 /* cycle through his inventory to look for the MARK we want to
1332 * place
1333 */
1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1336 break;
1337
1338 /* if we didn't find our own MARK */
1339 if (tmp2 == NULL)
1340 {
1341 object *force = get_archetype (FORCE_NAME);
1342
1343 if (op->stats.food)
1344 {
1345 force->set_speed (0.01);
1346 force->speed_left = -op->stats.food;
1347 }
1348 else
1349 force->set_speed (0);
1350
1351 /* put in the lock code */
1352 force->slaying = op->slaying;
1353
1354 if (op->lore)
1355 force->lore = op->lore;
1356
1357 insert_ob_in_ob (force, tmp);
1358 if (op->msg) 1255 if (op->msg)
1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360 1257
1361 if (op->stats.hp > 0) 1258 if (op->stats.hp > 0)
1362 { 1259 {
1363 op->stats.hp--; 1260 op->stats.hp--;
1261
1364 if (op->stats.hp == 0) 1262 if (op->stats.hp == 0)
1365 { 1263 {
1366 /* marker expires--granted mark number limit */ 1264 /* marker expires--granted mark number limit */
1367 op->destroy (); 1265 op->destroy ();
1368 return; 1266 return;
1370 } 1268 }
1371 } 1269 }
1372 } 1270 }
1373} 1271}
1374 1272
1375int 1273void
1376process_object (object *op) 1274process_object (object *op)
1377{ 1275{
1378 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1379 return 0; 1277 return;
1380 1278
1381 if (INVOKE_OBJECT (TICK, op)) 1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1382 return 0; 1280 return;
1383 1281
1384 if (QUERY_FLAG (op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386 return 1; 1284 return;
1387 1285
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389 { 1287 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1394 1289
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396 make_sure_seen (op); 1291 make_sure_seen (op);
1397 } 1292 }
1398 1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1299 {
1399 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400 { 1301 {
1401 change_object (op); 1302 change_object (op);
1402 return 1; 1303 return;
1403 } 1304 }
1404 1305
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406 generate_monster (op); 1307 generate_monster (op);
1407 1308
1408 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1409 { 1310 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1411 remove_force (op); 1312 remove_force (op);
1412 else 1313 else
1413 { 1314 {
1414 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1415 object *pl = op->in_player (); 1316 if (object *pl = op->in_player ())
1416
1417 if (pl)
1418 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1419 1318
1420 op->remove (); 1319 op->remove ();
1421 1320
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1424 1323
1425 op->destroy (); 1324 op->destroy ();
1426 } 1325 }
1427 1326
1428 return 1; 1327 return;
1328 }
1429 } 1329 }
1430 1330
1431 switch (op->type) 1331 switch (op->type)
1432 { 1332 {
1433 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1434 move_spell_effect (op); 1334 move_spell_effect (op);
1435 return 1; 1335 break;
1436 1336
1437 case ROD: 1337 case ROD:
1438 case HORN: 1338 case HORN:
1439 regenerate_rod (op); 1339 regenerate_rod (op);
1440 return 1; 1340 break;
1441 1341
1442 case FORCE: 1342 case FORCE:
1443 case POTION_EFFECT: 1343 case POTION_EFFECT:
1444 remove_force (op); 1344 remove_force (op);
1445 return 1; 1345 break;
1446 1346
1447 case BLINDNESS: 1347 case BLINDNESS:
1448 remove_blindness (op); 1348 remove_blindness (op);
1449 return 0; 1349 break;
1450 1350
1451 case POISONING: 1351 case POISONING:
1452 poison_more (op); 1352 poison_more (op);
1453 return 0; 1353 break;
1454 1354
1455 case DISEASE: 1355 case DISEASE:
1456 move_disease (op); 1356 move_disease (op);
1457 return 0; 1357 break;
1458 1358
1459 case SYMPTOM: 1359 case SYMPTOM:
1460 move_symptom (op); 1360 move_symptom (op);
1461 return 0; 1361 break;
1462 1362
1463 case THROWN_OBJ: 1363 case THROWN_OBJ:
1464 case ARROW: 1364 case ARROW:
1465 move_arrow (op); 1365 move_arrow (op);
1466 return 0; 1366 break;
1467 1367
1468 case DOOR: 1368 case DOOR:
1469 remove_door (op); 1369 remove_door (op);
1470 return 0; 1370 break;
1471 1371
1472 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1473 remove_door2 (op); 1373 remove_door2 (op);
1474 return 0; 1374 break;
1475 1375
1476 case TELEPORTER: 1376 case TELEPORTER:
1477 move_teleporter (op); 1377 move_teleporter (op);
1478 return 0; 1378 break;
1479 1379
1480 case GOLEM: 1380 case GOLEM:
1481 move_golem (op); 1381 move_golem (op);
1482 return 0; 1382 break;
1483 1383
1484 case EARTHWALL: 1384 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0; 1386 break;
1487 1387
1488 case FIREWALL: 1388 case FIREWALL:
1489 move_firewall (op); 1389 move_firewall (op);
1490 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1491 animate_turning (op); 1391 animate_turning (op);
1492 return 0; 1392 break;
1493 1393
1494 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1495 do_mood_floor (op); 1395 do_mood_floor (op);
1496 return 0; 1396 break;
1497 1397
1498 case GATE: 1398 case GATE:
1499 move_gate (op); 1399 move_gate (op);
1500 return 0; 1400 break;
1501 1401
1502 case TIMED_GATE: 1402 case TIMED_GATE:
1503 move_timed_gate (op); 1403 move_timed_gate (op);
1504 return 0; 1404 break;
1505 1405
1506 case TRIGGER: 1406 case TRIGGER:
1507 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1510 animate_trigger (op); 1410 animate_trigger (op);
1511 return 0; 1411 break;
1512 1412
1513 case DETECTOR: 1413 case DETECTOR:
1514 move_detector (op); 1414 move_detector (op);
1515 1415
1516 case DIRECTOR: 1416 case DIRECTOR:
1517 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1518 animate_turning (op); 1418 animate_turning (op);
1519 return 0; 1419 break;
1520 1420
1521 case HOLE: 1421 case HOLE:
1522 move_hole (op); 1422 move_hole (op);
1523 return 0; 1423 break;
1524 1424
1525 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1526 move_deep_swamp (op); 1426 move_deep_swamp (op);
1527 return 0; 1427 break;
1528 1428
1529 case RUNE: 1429 case RUNE:
1530 case TRAP: 1430 case TRAP:
1531 move_rune (op); 1431 move_rune (op);
1532 return 0; 1432 break;
1533 1433
1534 case PLAYERMOVER: 1434 case PLAYERMOVER:
1535 move_player_mover (op); 1435 move_player_mover (op);
1536 return 0; 1436 break;
1537 1437
1538 case CREATOR: 1438 case CREATOR:
1539 move_creator (op); 1439 move_creator (op);
1540 return 0; 1440 break;
1541 1441
1542 case MARKER: 1442 case MARKER:
1543 move_marker (op); 1443 move_marker (op);
1544 return 0; 1444 break;
1545 1445
1546 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1547 move_player_changer (op); 1447 move_player_changer (op);
1548 return 0; 1448 break;
1549 1449
1550 case PEACEMAKER: 1450 case PEACEMAKER:
1551 move_peacemaker (op); 1451 move_peacemaker (op);
1552 return 0; 1452 break;
1553 }
1554 1453
1555 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1556} 1459}
1460

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