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Comparing deliantra/server/server/time.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 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 (©) 2005,2006,2007,2008 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->drop_and_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;
56 tmp->map = op->map; 86 tmp->map = op->map;
57 tmp->level = op->level; 87 tmp->level = op->level;
58 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
59 } 89 }
60 90
61 op->destroy (); 91 op->drop_and_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 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
161 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
162 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
163 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
164 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
165 143
166 if (head) 144 op->expand_tail ();
167 op->head = head, prev->more = op;
168 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
169 if (rndm (0, 9)) 150 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
171 152
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 ()) 153 if (op->has_random_items ())
177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
178 155
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; 156 return;
157 }
193 158
194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
195 generate_monster_inv (gen);
196 else
197 generate_monster_arch (gen);
198
199} 160}
200 161
201void 162void
202remove_force (object *op) 163remove_force (object *op)
203{ 164{
246 return; 207 return;
247 } 208 }
248 209
249 if (op->stats.food == 1) 210 if (op->stats.food == 1)
250 { 211 {
251 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
252 * will not do anything. 213 * will not do anything.
253 */ 214 */
254 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
255 { 216 {
256 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
265 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
266 { 227 {
267 op->env->stats.food--; 228 op->env->stats.food--;
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
269 } 230 }
231
270 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 233}
272 234
273 235
274void 236void
275move_gate (object *op) 237move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
277 object *tmp; 239 object *tmp;
278 240
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 242 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 248 if (op->value)
287 { 249 {
288 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 252 op->stats.wc = 0;
291 if (op->arch->clone.speed) 253 if (op->arch->speed)
292 op->value = 0; 254 op->value = 0;
293 else 255 else
294 op->set_speed (0); 256 op->set_speed (0);
295 } 257 }
296 258
316 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 280 * the gate slightly.
319 */ 281 */
320 282
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 285 break;
324 286
325 if (tmp == NULL) 287 if (!tmp)
326 { 288 {
327 if (op->arch->clone.speed) 289 if (op->arch->speed)
328 op->value = 1; 290 op->value = 1;
329 else 291 else
330 op->set_speed (0); 292 op->set_speed (0);
331 293
332 return; 294 return;
343 } 305 }
344 else 306 else
345 { /* The gate is still going up */ 307 { /* The gate is still going up */
346 op->stats.wc++; 308 op->stats.wc++;
347 309
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 312
351 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
353 */ 315 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 317 {
356 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
359 322
360 if (tmp != NULL) 323 if (tmp)
361 { 324 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 326 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
365 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 332 }
368 else
369 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
371 * off the gate. 335 * off the gate.
372 */ 336 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 338 {
375 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 341
378 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
379 if (i != -1) 343 if (i > 0)
380 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
381 tmp->remove (); 348 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 } 349 }
385 } 350 }
386 } 351 }
387 352
388 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 356 break;
392 357
393 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
394 if (tmp) 359 if (tmp)
395 {
396 op->stats.food = 1; 360 op->stats.food = 1;
397 }
398 else 361 else
399 { 362 {
400 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
401 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
404 } 368 }
405 } /* gate is halfway up */ 369 } /* gate is halfway up */
406 370
419 int v = op->value; 383 int v = op->value;
420 384
421 if (op->stats.sp) 385 if (op->stats.sp)
422 { 386 {
423 move_gate (op); 387 move_gate (op);
388
424 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 390 op->stats.sp = 0;
426 return; 391 return;
427 } 392 }
393
428 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 395 { /* keep gate down */
430 move_gate (op); 396 move_gate (op);
397
431 if (op->value != v) 398 if (op->value != v)
432 op->set_speed (0); 399 op->set_speed (0);
433 } 400 }
434} 401}
435 402
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 426 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 428 detected = 1;
429
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 431 detected = 1;
464 } 432 }
465 } 433 }
434
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 436 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 438 detected = 1;
472 } 439 }
473 440
474 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517} 485}
518 486
519void 487void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
589 case ARROW: 557 case ARROW:
590 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
591 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
592 return op; 560 return op;
593 561
594 default: 562 default:
595 return op; 563 return op;
604void 572void
605fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
606{ 574{
607 if (map == NULL) 575 if (map == NULL)
608 return; 576 return;
577
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 580 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
613} 582}
614 583
615
616object * 584object *
617fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
618{ 586{
619 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
620 { 588 {
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 604
636 if (op->spellarg != NULL) 605 if (op->spellarg)
637 { 606 {
638 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
639 free (op->spellarg); 608 free (op->spellarg);
640 op->spellarg = NULL; 609 op->spellarg = 0;
641 } 610 }
642 else 611 else
643 op->slaying = NULL; 612 op->slaying = 0;
644 613
645 /* Reset these to zero, so that object::can_merge will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 615 op->spellarg = NULL;
647 op->stats.sp = 0; 616 op->stats.sp = 0;
648 op->stats.hp = 0; 617 op->stats.hp = 0;
649 op->stats.grace = 0; 618 op->stats.grace = 0;
650 op->level = 0; 619 op->level = 0;
651 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
654 return op; 623 return op;
655} 624}
656 625
657/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 627 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
668 return; 637 return;
669 638
670 if (op->inv) 639 if (op->inv)
671 { 640 {
641 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 642 object *payload = op->inv;
673 643
674 payload->remove ();
675 payload->owner = 0; 644 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 646 op->destroy ();
678 } 647 }
679 else 648 else
680 { 649 {
681 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
682 if (op) 652 if (op)
683 merge_ob (op, NULL); 653 merge_ob (op, 0);
684 } 654 }
685} 655}
686 656
687/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 658 */
689
690void 659void
691move_arrow (object *op) 660move_arrow (object *op)
692{ 661{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 662 int was_reflected;
696 maptile *m;
697 663
698 if (op->map == NULL) 664 if (!op->map)
699 { 665 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 667 op->destroy ();
702 return; 668 return;
703 } 669 }
711 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
712 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
713 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
715 */ 681 */
716 if (op->inv == NULL) 682 if (!op->inv)
717 { 683 {
718 op->destroy (); 684 op->destroy ();
719 return; 685 return;
720 } 686 }
721 687
733 stop_arrow (op); 699 stop_arrow (op);
734 return; 700 return;
735 } 701 }
736 702
737 /* Calculate target map square */ 703 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 704 was_reflected = 0;
741 705
742 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 707
745 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
746 { 709 {
747 stop_arrow (op); 710 stop_arrow (op);
748 return; 711 return;
749 } 712 }
750 713
751 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
753 { 716 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 721 break;
757 722
758 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
767 */ 732 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 734 {
770 int number = op->face->number; 735 int number = op->face;
771 736
772 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
773 op->state = 0; 738 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 */ 739 was_reflected = 1; /* skip normal movement calculations */
786 } 740 }
787 else 741 else
788 { 742 {
789 /* Attack the object. */ 743 /* Attack the object. */
793 return; 747 return;
794 } 748 }
795 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
797 751
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 753 {
800 int retry = 0; 754 int retry = 0;
801 755
802 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 770 if (op->direction & 1)
817 { 771 {
818 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
819 retry = 1; 773 retry = 1;
820 } 774 }
775
821 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
822 * use this retry here to make this one block 777 * use this retry here to make this one block
823 * that did the same thing. 778 * that did the same thing.
824 */ 779 */
825 while (retry < 2) 780 while (retry < 2)
826 { 781 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 782 retry++;
832 783
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* 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 785 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
837 */ 788 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 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)));
841 791
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 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)));
845 794
846 if (left == right) 795 if (left == right)
847 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
848 else if (left) 797 else if (left)
849 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
850 else if (right) 799 else if (right)
851 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
852 801
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 - 802 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 803 * don't need to retry again.
857 */ 804 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 807 break;
860
861 } 808 }
809
862 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 811 * stop it from moving.
864 */ 812 */
865 if (retry == 2) 813 if (retry == 2)
866 { 814 {
867 stop_arrow (op); 815 stop_arrow (op);
868 return; 816 return;
869 } 817 }
818
870 /* update object image for new facing */ 819 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 823 } /* object is reflected */
875 } /* object ran into a wall */ 824 } /* object ran into a wall */
876 825
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 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
884 */ 828 */
885 op->speed -= 0.05; 829 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 830
889/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 833}
892 834
893void 835void
894change_object (object *op) 836change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
896 int i, j; 838 int i, j;
897 839
898 if (op->other_arch == NULL) 840 if (!op->other_arch)
899 { 841 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 843 return;
902 } 844 }
903 845
904 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 848 {
907 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
908 return; 850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
909 else 866 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* 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
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else
941 { 867 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
944 tmp->destroy (); 870 tmp->destroy ();
945 else 871 else
946 { 872 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
949 } 877 }
950 } 878 }
951 } 879 }
952 880
953 op->destroy (); 881 op->destroy ();
963 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
964 * have speed, we don't really want to call it twice for the same 892 * have speed, we don't really want to call it twice for the same
965 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
966 * N times without the speed check. 894 * N times without the speed check.
967 */ 895 */
968 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
969 move_teleporter (op->more); 897 move_teleporter (op->more);
970 898
971 if (op->head) 899 if (op->head)
972 head = op->head; 900 head = op->head;
973 901
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 904 break;
977 905
978 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 937 else
1010 { 938 {
1011 /* Random teleporter */ 939 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 941 return;
942
1014 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1015 } 944 }
1016} 945}
1017
1018 946
1019/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 950 can't be generalized.
1023*/ 951*/
1024
1025void 952void
1026move_player_changer (object *op) 953move_player_changer (object *op)
1027{ 954{
1028 object *player; 955 object *player;
1029 object *walk; 956 object *walk;
1030 char c;
1031 957
1032 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1033 return; 959 return;
1034 960
1035 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1036 * needs to be on top. 962 * needs to be on top.
1037 */ 963 */
1038 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1039 { 965 {
1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041 return; 967 return;
968
1042 player = op->above; 969 player = op->above;
1043 970
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1046 973
1047 player->update_stats (); 974 player->update_stats ();
1048 975
1049 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1051 978
1052 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 981 {
1056 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1059 } 985 }
1060 else 986 else
1061 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1062 988
1063 op->above->enter_exit (op); 989 op->above->enter_exit (op);
1064 player->contr->save ();
1065 } 990 }
1066} 991}
1067 992
1068/* firewalls fire other spells. 993/* firewalls fire other spells.
1069 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1078 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1079 1004
1080 spell = op->inv; 1005 spell = op->inv;
1081 1006
1082 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1083 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1084 1009
1085 if (!spell) 1010 if (!spell)
1086 { 1011 {
1087 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1088 return; 1013 return;
1101 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1102 */ 1027 */
1103void 1028void
1104move_player_mover (object *op) 1029move_player_mover (object *op)
1105{ 1030{
1106 object *victim, *nextmover;
1107 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1108 sint16 nx, ny; 1032 sint16 nx, ny;
1109 maptile *m; 1033 maptile *m;
1110 1034
1111 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1112 if (!dir) 1036 if (!dir)
1113 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1114 1038
1115 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1116 { 1040 {
1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1118 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1119 { 1043 {
1120 1044
1137 } 1061 }
1138 1062
1139 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1140 return; 1064 return;
1141 1065
1142 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1143 { 1067 {
1144 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1145 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147 {
1148 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1149 }
1150 } 1073 }
1151 1074
1152 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1153 { 1076 {
1154 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1158 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1159 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1160 * get to this space. 1083 * get to this space.
1161 */ 1084 */
1162 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1163 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1164 move_player (victim, dir); 1087 move_player (victim, dir);
1165 } 1088 }
1166 else 1089 else
1167 return; 1090 return;
1168 } 1091 }
1172 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1174 1097
1175 if (op->attacktype) 1098 if (op->attacktype)
1176 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1177
1178 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 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 } 1101 }
1188 } 1102 }
1189 } 1103 }
1190} 1104}
1191 1105
1207 return; 1121 return;
1208 } 1122 }
1209 1123
1210 if (op->above == NULL) 1124 if (op->above == NULL)
1211 return; 1125 return;
1126
1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1213 { 1128 {
1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1215 { 1130 {
1216 if (op->level <= 0) 1131 if (op->level <= 0)
1217 tmp->destroy (); 1132 tmp->destroy ();
1218 else 1133 else
1219 { 1134 {
1241 * has to make sure that there is in fact space for the object. 1156 * 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 1157 * It should really do this for small objects also, but there is
1243 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1244 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1245*/ 1160*/
1246
1247void 1161void
1248move_creator (object *creator) 1162move_creator (object *creator)
1249{ 1163{
1250 object *new_ob; 1164 object *new_ob;
1251 1165
1253 { 1167 {
1254 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1255 return; 1169 return;
1256 } 1170 }
1257 1171
1258 if (creator->inv != NULL) 1172 if (creator->inv)
1259 { 1173 {
1260 object *ob; 1174 object *ob;
1261 int i; 1175 int i;
1262 object *ob_to_copy; 1176 object *ob_to_copy;
1263 1177
1268 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1269 { 1183 {
1270 ob_to_copy = ob; 1184 ob_to_copy = ob;
1271 } 1185 }
1272 } 1186 }
1273 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1274 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1275 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1276 } 1190 }
1277 else 1191 else
1278 { 1192 {
1279 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1280 { 1194 {
1281 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1282 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1283 return; 1197 return;
1284 } 1198 }
1286 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1288 } 1202 }
1289 1203
1290 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1291 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1292 { 1206 {
1293 new_ob->destroy (); 1207 new_ob->destroy ();
1294 return; 1208 return;
1295 } 1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1296 1214
1297 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1298 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1299 return; 1217 return;
1300 1218
1301 if (creator->slaying) 1219 if (creator->slaying)
1302 {
1303 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1304 }
1305} 1221}
1306 1222
1307/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1308 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1309 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1310 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1311 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1312 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1313 0 and then delete itself every time it grants a mark. 1229 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.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1315
1316void 1231void
1317move_marker (object *op) 1232move_marker (object *op)
1318{ 1233{
1319 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1320 { 1235 {
1321 object *tmp2;
1322
1323 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1326 { 1241 {
1327 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1328 break;
1329 }
1330 1243
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) 1244 if (op->msg)
1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360 1246
1361 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1362 { 1248 {
1363 op->stats.hp--; 1249 op->stats.hp--;
1250
1364 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1365 { 1252 {
1366 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1367 op->destroy (); 1254 op->destroy ();
1368 return; 1255 return;
1370 } 1257 }
1371 } 1258 }
1372 } 1259 }
1373} 1260}
1374 1261
1375int 1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1306void
1376process_object (object *op) 1307process_object (object *op)
1377{ 1308{
1378 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1379 return 0; 1310 return;
1380 1311
1381 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1382 return 0; 1313 return;
1383 1314
1384 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386 return 1; 1317 return;
1387 1318
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389 { 1320 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1394 1322
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396 make_sure_seen (op); 1324 make_sure_seen (op);
1397 } 1325 }
1398 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1399 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400 { 1334 {
1401 change_object (op); 1335 change_object (op);
1402 return 1; 1336 return;
1403 } 1337 }
1404 1338
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406 generate_monster (op); 1340 generate_monster (op);
1407 1341
1408 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1409 { 1343 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1411 remove_force (op); 1345 remove_force (op);
1412 else 1346 else
1413 { 1347 {
1414 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1415 object *pl = op->in_player ();
1416 1349
1417 if (pl)
1418 esrv_del_item (pl->contr, op->count);
1419
1420 op->remove ();
1421
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1424 1352
1425 op->destroy (); 1353 op->drop_and_destroy ();
1426 } 1354 }
1427 1355
1428 return 1; 1356 return;
1357 }
1429 } 1358 }
1430 1359
1431 switch (op->type) 1360 switch (op->type)
1432 { 1361 {
1433 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1434 move_spell_effect (op); 1363 move_spell_effect (op);
1435 return 1; 1364 break;
1436 1365
1437 case ROD: 1366 case ROD:
1438 case HORN: 1367 case HORN:
1439 regenerate_rod (op); 1368 regenerate_rod (op);
1440 return 1; 1369 break;
1441 1370
1442 case FORCE: 1371 case FORCE:
1443 case POTION_EFFECT: 1372 case POTION_EFFECT:
1444 remove_force (op); 1373 remove_force (op);
1445 return 1; 1374 break;
1446 1375
1447 case BLINDNESS: 1376 case BLINDNESS:
1448 remove_blindness (op); 1377 remove_blindness (op);
1449 return 0; 1378 break;
1450 1379
1451 case POISONING: 1380 case POISONING:
1452 poison_more (op); 1381 poison_more (op);
1453 return 0; 1382 break;
1454 1383
1455 case DISEASE: 1384 case DISEASE:
1456 move_disease (op); 1385 move_disease (op);
1457 return 0; 1386 break;
1458 1387
1459 case SYMPTOM: 1388 case SYMPTOM:
1460 move_symptom (op); 1389 move_symptom (op);
1461 return 0; 1390 break;
1462 1391
1463 case THROWN_OBJ: 1392 case THROWN_OBJ:
1464 case ARROW: 1393 case ARROW:
1465 move_arrow (op); 1394 move_arrow (op);
1466 return 0; 1395 break;
1467 1396
1468 case DOOR: 1397 case DOOR:
1469 remove_door (op); 1398 remove_door (op);
1470 return 0; 1399 break;
1471 1400
1472 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1473 remove_door2 (op); 1402 remove_door2 (op);
1474 return 0; 1403 break;
1475 1404
1476 case TELEPORTER: 1405 case TELEPORTER:
1477 move_teleporter (op); 1406 move_teleporter (op);
1478 return 0; 1407 break;
1479 1408
1480 case GOLEM: 1409 case GOLEM:
1481 move_golem (op); 1410 move_golem (op);
1482 return 0; 1411 break;
1483 1412
1484 case EARTHWALL: 1413 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0; 1415 break;
1487 1416
1488 case FIREWALL: 1417 case FIREWALL:
1489 move_firewall (op); 1418 move_firewall (op);
1490 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1491 animate_turning (op); 1420 animate_turning (op);
1492 return 0; 1421 break;
1493 1422
1494 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1495 do_mood_floor (op); 1424 do_mood_floor (op);
1496 return 0; 1425 break;
1497 1426
1498 case GATE: 1427 case GATE:
1499 move_gate (op); 1428 move_gate (op);
1500 return 0; 1429 break;
1501 1430
1502 case TIMED_GATE: 1431 case TIMED_GATE:
1503 move_timed_gate (op); 1432 move_timed_gate (op);
1504 return 0; 1433 break;
1505 1434
1506 case TRIGGER: 1435 case TRIGGER:
1507 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1510 animate_trigger (op); 1439 animate_trigger (op);
1511 return 0; 1440 break;
1512 1441
1513 case DETECTOR: 1442 case DETECTOR:
1514 move_detector (op); 1443 move_detector (op);
1515 1444
1516 case DIRECTOR: 1445 case DIRECTOR:
1517 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1518 animate_turning (op); 1447 animate_turning (op);
1519 return 0; 1448 break;
1520 1449
1521 case HOLE: 1450 case HOLE:
1522 move_hole (op); 1451 move_hole (op);
1523 return 0; 1452 break;
1524 1453
1525 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1526 move_deep_swamp (op); 1455 move_deep_swamp (op);
1527 return 0; 1456 break;
1528 1457
1529 case RUNE: 1458 case RUNE:
1530 case TRAP: 1459 case TRAP:
1531 move_rune (op); 1460 move_rune (op);
1532 return 0; 1461 break;
1533 1462
1534 case PLAYERMOVER: 1463 case PLAYERMOVER:
1535 move_player_mover (op); 1464 move_player_mover (op);
1536 return 0; 1465 break;
1537 1466
1538 case CREATOR: 1467 case CREATOR:
1539 move_creator (op); 1468 move_creator (op);
1540 return 0; 1469 break;
1541 1470
1542 case MARKER: 1471 case MARKER:
1543 move_marker (op); 1472 move_marker (op);
1544 return 0; 1473 break;
1545 1474
1546 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1547 move_player_changer (op); 1476 move_player_changer (op);
1548 return 0; 1477 break;
1549 1478
1550 case PEACEMAKER: 1479 case PEACEMAKER:
1551 move_peacemaker (op); 1480 move_peacemaker (op);
1552 return 0; 1481 break;
1553 }
1554 1482
1555 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1556} 1497}
1498

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