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Comparing deliantra/server/server/time.C (file contents):
Revision 1.33 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* 24/*
26 * 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
27 * collected in this file. 26 * collected in this file.
28 */ 27 */
29
30#include <global.h> 28#include <global.h>
31#include <spells.h> 29#include <spells.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
34/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
35 * 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
36 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
37 */ 35 */
38
39void 36void
40remove_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)
41{ 67{
42 int i; 68 int i;
43 object *tmp; 69 object *tmp;
44 70
45 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
46 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]);
47 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
48 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
50 } 78 }
79 }
51 80
52 if (op->other_arch) 81 if (op->other_arch)
53 { 82 {
54 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x; 84 tmp->x = op->x;
57 tmp->map = op->map; 86 tmp->map = op->map;
58 tmp->level = op->level; 87 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
60 } 89 }
61 90
62 op->destroy (); 91 op->drop_and_destroy ();
63} 92}
64 93
65void 94void
66remove_door2 (object *op)
67{
68 int i;
69 object *tmp;
70
71 for (i = 1; i < 9; i += 2)
72 {
73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
76 tmp->set_speed (0.1);
77 tmp->speed_left = -0.2;
78 }
79 }
80
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92}
93
94/* Will generate a monster according to content
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 95generate_monster (object *gen)
99{ 96{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 97 if (!gen->map)
155 return; 98 return;
156 99
157 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))
158 if (i == -1)
159 return; 101 return;
160 102
161 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);
162 { 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
163 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
164 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
165 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
166 143
167 if (head) 144 op->expand_tail ();
168 op->head = head, prev->more = op;
169 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
170 if (rndm (0, 9)) 150 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
172 152
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 153 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 155
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 156 return;
157 }
194 158
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
247 return; 207 return;
248 } 208 }
249 209
250 if (op->stats.food == 1) 210 if (op->stats.food == 1)
251 { 211 {
252 /* 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
253 * will not do anything. 213 * will not do anything.
254 */ 214 */
255 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
256 { 216 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
273} 233}
274 234
275 235
276void 236void
277move_gate (object *op) 237move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
279 object *tmp; 239 object *tmp;
280 240
281 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))
282 { 242 {
283 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));
288 if (op->value) 248 if (op->value)
289 { 249 {
290 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
292 op->stats.wc = 0; 252 op->stats.wc = 0;
293 if (op->arch->clone.speed) 253 if (op->arch->speed)
294 op->value = 0; 254 op->value = 0;
295 else 255 else
296 op->set_speed (0); 256 op->set_speed (0);
297 } 257 }
298 258
318 * 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,
319 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
320 * the gate slightly. 280 * the gate slightly.
321 */ 281 */
322 282
323 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
324 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))
325 break; 285 break;
326 286
327 if (tmp == NULL) 287 if (!tmp)
328 { 288 {
329 if (op->arch->clone.speed) 289 if (op->arch->speed)
330 op->value = 1; 290 op->value = 1;
331 else 291 else
332 op->set_speed (0); 292 op->set_speed (0);
333 293
334 return; 294 return;
345 } 305 }
346 else 306 else
347 { /* The gate is still going up */ 307 { /* The gate is still going up */
348 op->stats.wc++; 308 op->stats.wc++;
349 309
350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
352 312
353 /* 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.
354 * 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
355 */ 315 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 { 317 {
358 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
361 322
362 if (tmp != NULL) 323 if (tmp)
363 { 324 {
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
365 { 326 {
366 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
367 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
368 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);
369 } 332 }
370 else
371 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
372 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
373 * off the gate. 335 * off the gate.
374 */ 336 */
375 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)))
376 { 338 {
377 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
378 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);
379 341
380 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
381 if (i != -1) 343 if (i > 0)
382 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
383 tmp->remove (); 348 tmp->move_to (pos);
384 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
385 insert_ob_in_map (tmp, op->map, op, 0);
386 } 349 }
387 } 350 }
388 } 351 }
389 352
390 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
391 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
392 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))
393 break; 356 break;
394 357
395 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
396 if (tmp) 359 if (tmp)
397 {
398 op->stats.food = 1; 360 op->stats.food = 1;
399 }
400 else 361 else
401 { 362 {
402 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
403 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
404 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
405 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
406 } 368 }
407 } /* gate is halfway up */ 369 } /* gate is halfway up */
408 370
421 int v = op->value; 383 int v = op->value;
422 384
423 if (op->stats.sp) 385 if (op->stats.sp)
424 { 386 {
425 move_gate (op); 387 move_gate (op);
388
426 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
427 op->stats.sp = 0; 390 op->stats.sp = 0;
428 return; 391 return;
429 } 392 }
393
430 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
431 { /* keep gate down */ 395 { /* keep gate down */
432 move_gate (op); 396 move_gate (op);
397
433 if (op->value != v) 398 if (op->value != v)
434 op->set_speed (0); 399 op->set_speed (0);
435 } 400 }
436} 401}
437 402
449 int last = op->value; 414 int last = op->value;
450 int detected; 415 int detected;
451 416
452 detected = 0; 417 detected = 0;
453 418
454 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)
455 { 420 {
456 object *tmp2; 421 object *tmp2;
457 422
458 if (op->stats.hp) 423 if (op->stats.hp)
459 { 424 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 426 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 428 detected = 1;
429
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 431 detected = 1;
466 } 432 }
467 } 433 }
434
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 436 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 438 detected = 1;
474 } 439 }
475 440
476 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
477 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
478 { 443 {
479 if (detected && last == 0) 444 if (detected && last == 0)
480 { 445 {
481 op->value = 1; 446 op->value = 1;
482 push_button (op); 447 push_button (op, tmp);
483 } 448 }
449
484 if (!detected && last == 1) 450 if (!detected && last == 1)
485 { 451 {
486 op->value = 0; 452 op->value = 0;
487 push_button (op); 453 push_button (op, tmp);
488 } 454 }
489 } 455 }
490 else 456 else
491 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
492 if (detected && last == 1) 458 if (detected && last == 1)
493 { 459 {
494 op->value = 0; 460 op->value = 0;
495 push_button (op); 461 push_button (op, tmp);
496 } 462 }
463
497 if (!detected && last == 0) 464 if (!detected && last == 0)
498 { 465 {
499 op->value = 1; 466 op->value = 1;
500 push_button (op); 467 push_button (op, tmp);
501 } 468 }
502 } 469 }
503} 470}
504
505 471
506void 472void
507animate_trigger (object *op) 473animate_trigger (object *op)
508{ 474{
509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
519} 485}
520 486
521void 487void
522move_hole (object *op) 488move_hole (object *op)
523{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
524 object *next, *tmp;
525
526 if (op->value) 490 if (op->value)
527 { /* We're opening */ 491 { /* We're opening */
528 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
529 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
530 op->stats.wc = 0; 494 op->stats.wc = 0;
531 op->set_speed (0); 495 op->set_speed (0);
532 496
533 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
534 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
535 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
536 { 500 {
537 next = tmp->above; 501 next = tmp->above;
538 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
539 } 503 }
540 } 504 }
541 505
542 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
543 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
544 return; 508 return;
545 } 509 }
510
546 /* We're closing */ 511 /* We're closing */
547 op->move_on = 0; 512 op->move_on = 0;
548 513
549 op->stats.wc++; 514 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
581 { 546 {
582 object *payload = op->inv; 547 object *payload = op->inv;
583 548
584 if (payload == NULL) 549 if (payload == NULL)
585 return NULL; 550 return NULL;
551
586 payload->remove (); 552 payload->remove ();
587 op->destroy (); 553 op->destroy ();
588 return payload; 554 return payload;
589 } 555 }
590 556
606void 572void
607fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
608{ 574{
609 if (map == NULL) 575 if (map == NULL)
610 return; 576 return;
577
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
612 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 580 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
615} 582}
616 583
617
618object * 584object *
619fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
620{ 586{
621 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
622 { 588 {
625 return NULL; 591 return NULL;
626 } 592 }
627 593
628 op->set_speed (0); 594 op->set_speed (0);
629 op->direction = 0; 595 op->direction = 0;
630 op->move_on = 0; 596 op->move_on = 0;
631 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
635 op->slaying = 0;
636 op->skill = 0;
637 604
638 if (op->spellarg != NULL) 605 if (op->spellarg)
639 { 606 {
640 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
641 free (op->spellarg); 608 free (op->spellarg);
642 op->spellarg = NULL; 609 op->spellarg = 0;
643 } 610 }
644 else 611 else
645 op->slaying = NULL; 612 op->slaying = 0;
646 613
647 /* 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 */
648 op->spellarg = NULL; 615 op->spellarg = NULL;
649 op->stats.sp = 0; 616 op->stats.sp = 0;
650 op->stats.hp = 0; 617 op->stats.hp = 0;
651 op->stats.grace = 0; 618 op->stats.grace = 0;
652 op->level = 0; 619 op->level = 0;
653 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
655 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
656 return op; 623 return op;
657} 624}
658 625
659/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
660 * 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
669 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
670 return; 637 return;
671 638
672 if (op->inv) 639 if (op->inv)
673 { 640 {
641 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 642 object *payload = op->inv;
675 643
676 payload->remove ();
677 payload->owner = 0; 644 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 646 op->destroy ();
680 } 647 }
681 else 648 else
682 { 649 {
683 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
684 if (op) 652 if (op)
685 merge_ob (op, NULL); 653 merge_ob (op, 0);
686 } 654 }
687} 655}
688 656
689/* 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.
690 */ 658 */
691
692void 659void
693move_arrow (object *op) 660move_arrow (object *op)
694{ 661{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 662 int was_reflected;
698 maptile *m;
699 663
700 if (op->map == NULL) 664 if (!op->map)
701 { 665 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 667 op->destroy ();
704 return; 668 return;
705 } 669 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
717 */ 681 */
718 if (op->inv == NULL) 682 if (!op->inv)
719 { 683 {
720 op->destroy (); 684 op->destroy ();
721 return; 685 return;
722 } 686 }
723 687
735 stop_arrow (op); 699 stop_arrow (op);
736 return; 700 return;
737 } 701 }
738 702
739 /* Calculate target map square */ 703 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 704 was_reflected = 0;
743 705
744 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 707
747 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
748 { 709 {
749 stop_arrow (op); 710 stop_arrow (op);
750 return; 711 return;
751 } 712 }
752 713
753 /* 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 */
754 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
755 { 716 {
756 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)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break; 721 break;
759 722
760 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
767 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
769 */ 732 */
770 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))
771 { 734 {
772 int number = op->face->number; 735 int number = op->face;
773 736
774 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
775 op->state = 0; 738 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
788 } 740 }
789 else 741 else
790 { 742 {
791 /* Attack the object. */ 743 /* Attack the object. */
795 return; 747 return;
796 } 748 }
797 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
799 751
800 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))
801 { 753 {
802 int retry = 0; 754 int retry = 0;
803 755
804 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
805 * 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
818 if (op->direction & 1) 770 if (op->direction & 1)
819 { 771 {
820 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
821 retry = 1; 773 retry = 1;
822 } 774 }
775
823 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
824 * use this retry here to make this one block 777 * use this retry here to make this one block
825 * that did the same thing. 778 * that did the same thing.
826 */ 779 */
827 while (retry < 2) 780 while (retry < 2)
828 { 781 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 782 retry++;
834 783
835 /* 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
836 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
839 */ 788 */
840 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));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 791
844 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));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 794
848 if (left == right) 795 if (left == right)
849 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
850 else if (left) 797 else if (left)
851 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
852 else if (right) 799 else if (right)
853 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
854 801
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* 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 -
858 * don't need to retry again. 803 * don't need to retry again.
859 */ 804 */
860 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))
861 break; 807 break;
862
863 } 808 }
809
864 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 811 * stop it from moving.
866 */ 812 */
867 if (retry == 2) 813 if (retry == 2)
868 { 814 {
869 stop_arrow (op); 815 stop_arrow (op);
870 return; 816 return;
871 } 817 }
818
872 /* update object image for new facing */ 819 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
875 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
876 } /* object is reflected */ 823 } /* object is reflected */
877 } /* object ran into a wall */ 824 } /* object ran into a wall */
878 825
879 /* Move the arrow. */
880 op->remove ();
881 op->x = new_x;
882 op->y = new_y;
883
884 /* 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
885 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
886 */ 828 */
887 op->speed -= 0.05; 829 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889}
890 830
891/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
892 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
893 * Modified this routine to allow held objects. b.t. */ 833}
894 834
895void 835void
896change_object (object *op) 836change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
898 int i, j; 838 int i, j;
899 839
900 if (op->other_arch == NULL) 840 if (!op->other_arch)
901 { 841 {
902 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 ());
903 return; 843 return;
904 } 844 }
905 845
906 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 { 848 {
909 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
910 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);
911 else 866 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 }
942 else
943 { 867 {
944 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);
945 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
946 tmp->destroy (); 870 tmp->destroy ();
947 else 871 else
948 { 872 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
951 } 877 }
952 } 878 }
953 } 879 }
954 880
955 op->destroy (); 881 op->destroy ();
971 move_teleporter (op->more); 897 move_teleporter (op->more);
972 898
973 if (op->head) 899 if (op->head)
974 head = op->head; 900 head = op->head;
975 901
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break; 904 break;
979 905
980 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1011 else 937 else
1012 { 938 {
1013 /* Random teleporter */ 939 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 941 return;
942
1016 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1017 } 944 }
1018} 945}
1019
1020 946
1021/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 950 can't be generalized.
1026void 952void
1027move_player_changer (object *op) 953move_player_changer (object *op)
1028{ 954{
1029 object *player; 955 object *player;
1030 object *walk; 956 object *walk;
1031 char c;
1032 957
1033 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1034 return; 959 return;
1035 960
1036 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1037 * needs to be on top. 962 * needs to be on top.
1038 */ 963 */
1039 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1040 { 965 {
1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1042 return; 967 return;
968
1043 player = op->above; 969 player = op->above;
1044 970
1045 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1046 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1047 973
1048 player->update_stats (); 974 player->update_stats ();
1049 975
1050 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1051 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1052 978
1053 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1054 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1055 if (c == '/')
1056 { 981 {
1057 player->contr->savebed_map = EXIT_PATH (op); 982 player->contr->savebed_map = EXIT_PATH (op);
1058 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1059 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1060 } 985 }
1061 else 986 else
1062 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));
1063 988
1064 op->above->enter_exit (op); 989 op->above->enter_exit (op);
1065 player->contr->save ();
1066 } 990 }
1067} 991}
1068 992
1069/* firewalls fire other spells. 993/* firewalls fire other spells.
1070 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1079 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1080 1004
1081 spell = op->inv; 1005 spell = op->inv;
1082 1006
1083 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1085 1009
1086 if (!spell) 1010 if (!spell)
1087 { 1011 {
1088 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);
1089 return; 1013 return;
1102 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1103 */ 1027 */
1104void 1028void
1105move_player_mover (object *op) 1029move_player_mover (object *op)
1106{ 1030{
1107 object *victim, *nextmover;
1108 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1109 sint16 nx, ny; 1032 sint16 nx, ny;
1110 maptile *m; 1033 maptile *m;
1111 1034
1112 /* 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 */
1113 if (!dir) 1036 if (!dir)
1114 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1115 1038
1116 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)
1117 { 1040 {
1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1119 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1120 { 1043 {
1121 1044
1138 } 1061 }
1139 1062
1140 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1141 return; 1064 return;
1142 1065
1143 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)
1144 { 1067 {
1145 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1146 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1148 {
1149 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 */
1150 }
1151 } 1073 }
1152 1074
1153 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1154 { 1076 {
1155 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1159 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1160 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1161 * get to this space. 1083 * get to this space.
1162 */ 1084 */
1163 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1164 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1165 move_player (victim, dir); 1087 move_player (victim, dir);
1166 } 1088 }
1167 else 1089 else
1168 return; 1090 return;
1169 } 1091 }
1173 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1175 1097
1176 if (op->attacktype) 1098 if (op->attacktype)
1177 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1178
1179 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));
1180 /* Not sure why, but for some chars on metalforge, they
1181 * would sometimes get -inf speed_left, and from the
1182 * description, it could only happen here, so just put
1183 * a lower sanity limit. My only guess is that the
1184 * mover has 0 speed.
1185 */
1186 if (victim->speed_left < -5.0)
1187 victim->speed_left = -5.0;
1188 } 1101 }
1189 } 1102 }
1190 } 1103 }
1191} 1104}
1192 1105
1208 return; 1121 return;
1209 } 1122 }
1210 1123
1211 if (op->above == NULL) 1124 if (op->above == NULL)
1212 return; 1125 return;
1126
1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1214 { 1128 {
1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1216 { 1130 {
1217 if (op->level <= 0) 1131 if (op->level <= 0)
1218 tmp->destroy (); 1132 tmp->destroy ();
1219 else 1133 else
1220 { 1134 {
1242 * 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.
1243 * 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
1244 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1245 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1246*/ 1160*/
1247
1248void 1161void
1249move_creator (object *creator) 1162move_creator (object *creator)
1250{ 1163{
1251 object *new_ob; 1164 object *new_ob;
1252 1165
1254 { 1167 {
1255 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1256 return; 1169 return;
1257 } 1170 }
1258 1171
1259 if (creator->inv != NULL) 1172 if (creator->inv)
1260 { 1173 {
1261 object *ob; 1174 object *ob;
1262 int i; 1175 int i;
1263 object *ob_to_copy; 1176 object *ob_to_copy;
1264 1177
1269 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1270 { 1183 {
1271 ob_to_copy = ob; 1184 ob_to_copy = ob;
1272 } 1185 }
1273 } 1186 }
1274 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1277 } 1190 }
1278 else 1191 else
1279 { 1192 {
1280 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1281 { 1194 {
1282 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",
1283 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1284 return; 1197 return;
1285 } 1198 }
1287 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1289 } 1202 }
1290 1203
1291 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1292 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))
1293 { 1206 {
1294 new_ob->destroy (); 1207 new_ob->destroy ();
1295 return; 1208 return;
1296 } 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);
1297 1214
1298 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);
1299 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1300 return; 1217 return;
1301 1218
1302 if (creator->slaying) 1219 if (creator->slaying)
1303 {
1304 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1305 }
1306} 1221}
1307 1222
1308/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1309 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1310 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1311 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1312 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1313 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1314 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1315 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.*/
1316
1317void 1231void
1318move_marker (object *op) 1232move_marker (object *op)
1319{ 1233{
1320 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1321 { 1235 {
1322 object *tmp2;
1323
1324 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1327 { 1241 {
1328 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1329 break;
1330 }
1331 1243
1332 /* cycle through his inventory to look for the MARK we want to
1333 * place
1334 */
1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1337 break;
1338
1339 /* if we didn't find our own MARK */
1340 if (tmp2 == NULL)
1341 {
1342 object *force = get_archetype (FORCE_NAME);
1343
1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg) 1244 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361 1246
1362 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1363 { 1248 {
1364 op->stats.hp--; 1249 op->stats.hp--;
1250
1365 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1366 { 1252 {
1367 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1368 op->destroy (); 1254 op->destroy ();
1369 return; 1255 return;
1371 } 1257 }
1372 } 1258 }
1373 } 1259 }
1374} 1260}
1375 1261
1376int 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
1377process_object (object *op) 1307process_object (object *op)
1378{ 1308{
1379 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1380 return 0; 1310 return;
1381 1311
1382 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1383 return 0; 1313 return;
1384 1314
1385 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1387 return 1; 1317 return;
1388 1318
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1390 { 1320 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1395 1322
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1397 make_sure_seen (op); 1324 make_sure_seen (op);
1398 } 1325 }
1399 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1401 { 1334 {
1402 change_object (op); 1335 change_object (op);
1403 return 1; 1336 return;
1404 } 1337 }
1405 1338
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1407 generate_monster (op); 1340 generate_monster (op);
1408 1341
1409 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)
1410 { 1343 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1412 remove_force (op); 1345 remove_force (op);
1413 else 1346 else
1414 { 1347 {
1415 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1416 object *pl = op->in_player ();
1417 1349
1418 if (pl)
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1425 1352
1426 op->destroy (); 1353 op->drop_and_destroy ();
1427 } 1354 }
1428 1355
1429 return 1; 1356 return;
1357 }
1430 } 1358 }
1431 1359
1432 switch (op->type) 1360 switch (op->type)
1433 { 1361 {
1434 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1435 move_spell_effect (op); 1363 move_spell_effect (op);
1436 return 1; 1364 break;
1437 1365
1438 case ROD: 1366 case ROD:
1439 case HORN: 1367 case HORN:
1440 regenerate_rod (op); 1368 regenerate_rod (op);
1441 return 1; 1369 break;
1442 1370
1443 case FORCE: 1371 case FORCE:
1444 case POTION_EFFECT: 1372 case POTION_EFFECT:
1445 remove_force (op); 1373 remove_force (op);
1446 return 1; 1374 break;
1447 1375
1448 case BLINDNESS: 1376 case BLINDNESS:
1449 remove_blindness (op); 1377 remove_blindness (op);
1450 return 0; 1378 break;
1451 1379
1452 case POISONING: 1380 case POISONING:
1453 poison_more (op); 1381 poison_more (op);
1454 return 0; 1382 break;
1455 1383
1456 case DISEASE: 1384 case DISEASE:
1457 move_disease (op); 1385 move_disease (op);
1458 return 0; 1386 break;
1459 1387
1460 case SYMPTOM: 1388 case SYMPTOM:
1461 move_symptom (op); 1389 move_symptom (op);
1462 return 0; 1390 break;
1463 1391
1464 case THROWN_OBJ: 1392 case THROWN_OBJ:
1465 case ARROW: 1393 case ARROW:
1466 move_arrow (op); 1394 move_arrow (op);
1467 return 0; 1395 break;
1468 1396
1469 case DOOR: 1397 case DOOR:
1470 remove_door (op); 1398 remove_door (op);
1471 return 0; 1399 break;
1472 1400
1473 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1474 remove_door2 (op); 1402 remove_door2 (op);
1475 return 0; 1403 break;
1476 1404
1477 case TELEPORTER: 1405 case TELEPORTER:
1478 move_teleporter (op); 1406 move_teleporter (op);
1479 return 0; 1407 break;
1480 1408
1481 case GOLEM: 1409 case GOLEM:
1482 move_golem (op); 1410 move_golem (op);
1483 return 0; 1411 break;
1484 1412
1485 case EARTHWALL: 1413 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0; 1415 break;
1488 1416
1489 case FIREWALL: 1417 case FIREWALL:
1490 move_firewall (op); 1418 move_firewall (op);
1491 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1492 animate_turning (op); 1420 animate_turning (op);
1493 return 0; 1421 break;
1494 1422
1495 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1496 do_mood_floor (op); 1424 do_mood_floor (op);
1497 return 0; 1425 break;
1498 1426
1499 case GATE: 1427 case GATE:
1500 move_gate (op); 1428 move_gate (op);
1501 return 0; 1429 break;
1502 1430
1503 case TIMED_GATE: 1431 case TIMED_GATE:
1504 move_timed_gate (op); 1432 move_timed_gate (op);
1505 return 0; 1433 break;
1506 1434
1507 case TRIGGER: 1435 case TRIGGER:
1508 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1511 animate_trigger (op); 1439 animate_trigger (op);
1512 return 0; 1440 break;
1513 1441
1514 case DETECTOR: 1442 case DETECTOR:
1515 move_detector (op); 1443 move_detector (op);
1516 1444
1517 case DIRECTOR: 1445 case DIRECTOR:
1518 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1519 animate_turning (op); 1447 animate_turning (op);
1520 return 0; 1448 break;
1521 1449
1522 case HOLE: 1450 case HOLE:
1523 move_hole (op); 1451 move_hole (op);
1524 return 0; 1452 break;
1525 1453
1526 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1527 move_deep_swamp (op); 1455 move_deep_swamp (op);
1528 return 0; 1456 break;
1529 1457
1530 case RUNE: 1458 case RUNE:
1531 case TRAP: 1459 case TRAP:
1532 move_rune (op); 1460 move_rune (op);
1533 return 0; 1461 break;
1534 1462
1535 case PLAYERMOVER: 1463 case PLAYERMOVER:
1536 move_player_mover (op); 1464 move_player_mover (op);
1537 return 0; 1465 break;
1538 1466
1539 case CREATOR: 1467 case CREATOR:
1540 move_creator (op); 1468 move_creator (op);
1541 return 0; 1469 break;
1542 1470
1543 case MARKER: 1471 case MARKER:
1544 move_marker (op); 1472 move_marker (op);
1545 return 0; 1473 break;
1546 1474
1547 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1548 move_player_changer (op); 1476 move_player_changer (op);
1549 return 0; 1477 break;
1550 1478
1551 case PEACEMAKER: 1479 case PEACEMAKER:
1552 move_peacemaker (op); 1480 move_peacemaker (op);
1553 return 0; 1481 break;
1554 }
1555 1482
1556 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 }
1557} 1497}
1498

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