ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.5 by root, Tue Aug 29 07:34:01 2006 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.5 2006/08/29 07:34:01 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29/* 24/*
30 * 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
31 * collected in this file. 26 * collected in this file.
32 */ 27 */
33
34#include <global.h> 28#include <global.h>
35#include <spells.h> 29#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 30#include <sproto.h>
38#endif
39 31
40/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
41 * 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
42 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
43 */ 35 */
44 36void
45void remove_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)
67{
46 int i; 68 int i;
47 object *tmp; 69 object *tmp;
70
48 for(i=1;i<9;i+=2) 71 for (i = 1; i < 9; i += 2)
72 {
49 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]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
50 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 77 tmp->speed_left = -0.2f;
78 }
53 } 79 }
54 80
55 if(op->other_arch) 81 if (op->other_arch)
56 { 82 {
57 tmp=arch_to_object(op->other_arch); 83 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
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 remove_ob(op);
62 free_object(op);
63}
64 90
65void remove_door2(object *op) { 91 op->drop_and_destroy ();
92}
93
94void
95generate_monster (object *gen)
96{
97 if (!gen->map)
98 return;
99
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return;
102
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;
66 int i; 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);
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
139 op = arch_to_object (gen->other_arch);
140 }
141 else
142 return;
143
144 op->expand_tail ();
145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
150 if (rndm (0, 9))
151 generate_artifact (op, gen->map->difficulty);
152
153 if (op->has_random_items ())
154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
155
156 return;
157 }
158
159 op->destroy ();
160}
161
162void
163remove_force (object *op)
164{
165 if (--op->duration > 0)
166 return;
167
168 if (op->env)
169 switch (op->subtype)
170 {
171 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
174
175 default:
176 CLEAR_FLAG (op, FLAG_APPLIED);
177 change_abil (op->env, op);
178 op->env->update_stats ();
179 }
180
181 op->destroy ();
182}
183
184void
185remove_blindness (object *op)
186{
187 if (--op->stats.food > 0)
188 return;
189
190 CLEAR_FLAG (op, FLAG_APPLIED);
191
192 if (op->env)
193 {
194 change_abil (op->env, op);
195 op->env->update_stats ();
196 }
197
198 op->destroy ();
199}
200
201void
202poison_more (object *op)
203{
204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
205 {
206 op->destroy ();
207 return;
208 }
209
210 if (op->stats.food == 1)
211 {
212 /* need to unapply the object before update_stats is called, else fix_player
213 * will not do anything.
214 */
215 if (op->env->type == PLAYER)
216 {
217 CLEAR_FLAG (op, FLAG_APPLIED);
218 op->env->update_stats ();
219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
220 }
221
222 op->destroy ();
223 return;
224 }
225
226 if (op->env->type == PLAYER)
227 {
228 op->env->stats.food--;
229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
230 }
231
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233}
234
235
236void
237move_gate (object *op)
238{ /* 1 = going down, 0 = going up */
67 object *tmp; 239 object *tmp;
68 for(i=1;i<9;i+=2) {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 240
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 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))
242 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0; 244 op->stats.wc = 0;
249 } 245 }
250 246
251 /* We're going down */ 247 /* We're going down */
252 if(op->value) { 248 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 249 {
250 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 252 op->stats.wc = 0;
255 if(op->arch->clone.speed) 253 if (op->arch->speed)
256 op->value=0; 254 op->value = 0;
257 else { 255 else
258 op->speed = 0; 256 op->set_speed (0);
259 update_ob_speed(op); 257 }
260 } 258
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 {
263 op->move_block = 0; 261 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
266 } 264 }
265
267 SET_ANIMATION(op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
269 return; 268 return;
270 } 269 }
271 270
272 /* We're going up */ 271 /* We're going up */
273 272
274 /* First, lets see if we are already at the top */ 273 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 {
276 276
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * 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,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 285 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 286
289 if (tmp==NULL) { 287 if (!tmp)
288 {
290 if(op->arch->clone.speed) 289 if (op->arch->speed)
291 op->value=1; 290 op->value = 1;
292 else { 291 else
293 op->speed = 0; 292 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 293
294 return;
295 }
295 } 296 }
296 return;
297 }
298 }
299 297
300 if(op->stats.food) { /* The gate is going temporarily down */ 298 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 303 op->stats.wc = 0;
304 } 304 }
305 }
306 else
305 } else { /* The gate is still going up */ 307 { /* The gate is still going up */
306 op->stats.wc++; 308 op->stats.wc++;
307 309
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 312
311 /* 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.
312 * 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
313 */ 315 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
315 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
318 322
319 if(tmp!=NULL) { 323 if (tmp)
324 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
326 {
321 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);
322 if(tmp->type==PLAYER) 328 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 329
324 "You are crushed by the %s!",op->name); 330 if (tmp->type == PLAYER)
325 } else 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
332 }
326 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
328 * off the gate. 335 * off the gate.
329 */ 336 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 338 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
334 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);
335 341
336 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 343 if (i > 0)
338 remove_ob(tmp); 344 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 345 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 346 pos.move (i);
341 } 347 if (pos.normalise ())
342 } 348 tmp->move_to (pos);
343 } 349 }
350 }
351 }
344 352
345 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 356 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 357
352 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
353 if(tmp) { 359 if (tmp)
354 op->stats.food=1; 360 op->stats.food = 1;
355 } else { 361 else
362 {
356 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 364
365 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
360 } 368 }
361 } /* gate is halfway up */ 369 } /* gate is halfway up */
362 370
363 SET_ANIMATION(op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 372 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 373 } /* gate is going up */
366} 374}
367 375
368/* hp : how long door is open/closed 376/* hp : how long door is open/closed
369 * maxhp : initial value for hp 377 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
371 */ 379 */
380void
372void move_timed_gate(object *op) 381move_timed_gate (object *op)
373{ 382{
374 int v = op->value; 383 int v = op->value;
375 384
376 if (op->stats.sp) { 385 if (op->stats.sp)
386 {
377 move_gate(op); 387 move_gate (op);
388
378 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 390 op->stats.sp = 0;
380 return; 391 return;
381 } 392 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
383 move_gate(op); 396 move_gate (op);
384 if (op->value != v) { /* ready ? */ 397
385 op->speed = 0; 398 if (op->value != v)
386 update_ob_speed(op); 399 op->set_speed (0);
387 }
388 } 400 }
389} 401}
390 402
391/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
393 * connected: connected value of detector 405 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
396 */ 408 */
397 409
410void
398void move_detector(object *op) 411move_detector (object *op)
399{ 412{
400 object *tmp; 413 object *tmp;
401 int last = op->value; 414 int last = op->value;
402 int detected; 415 int detected;
416
403 detected = 0; 417 detected = 0;
404 418
405 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)
420 {
406 object *tmp2; 421 object *tmp2;
407 if(op->stats.hp) { 422
423 if (op->stats.hp)
424 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 426 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 427 if (op->slaying && op->slaying == tmp->name)
411 } 428 detected = 1;
412 } 429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 435 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 436 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 438 detected = 1;
418 } 439 }
419 440
420 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 442 if (op->stats.sp == 1)
443 {
422 if(detected && last == 0) { 444 if (detected && last == 0)
445 {
423 op->value = 1; 446 op->value = 1;
424 push_button(op); 447 push_button (op, tmp);
425 } 448 }
449
426 if(!detected && last == 1) { 450 if (!detected && last == 1)
451 {
427 op->value = 0; 452 op->value = 0;
428 push_button(op); 453 push_button (op, tmp);
429 } 454 }
430 } 455 }
431 else { /* in this case, we unset buttons */ 456 else
457 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 458 if (detected && last == 1)
459 {
433 op->value = 0; 460 op->value = 0;
434 push_button(op); 461 push_button (op, tmp);
435 } 462 }
463
436 if(!detected && last == 0) { 464 if (!detected && last == 0)
465 {
437 op->value = 1; 466 op->value = 1;
438 push_button(op); 467 push_button (op, tmp);
439 } 468 }
440 } 469 }
441} 470}
442 471
443 472void
444void animate_trigger (object *op) 473animate_trigger (object *op)
445{ 474{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
447 op->stats.wc = 0; 477 op->stats.wc = 0;
448 check_trigger(op,NULL); 478 check_trigger (op, NULL);
479 }
449 } else { 480 else
481 {
450 SET_ANIMATION(op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
452 } 484 }
453} 485}
454 486
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 487void
456 object *next,*tmp; 488move_hole (object *op)
457 489{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 490 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
460 op->stats.wc=0; 494 op->stats.wc = 0;
461 op->speed = 0; 495 op->set_speed (0);
462 update_ob_speed(op);
463 496
464 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 499 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 500 {
468 move_apply(op,tmp,tmp); 501 next = tmp->above;
469 } 502 move_apply (op, tmp, tmp);
470 } 503 }
471 SET_ANIMATION(op, op->stats.wc); 504 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 505
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 521 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 522}
489 523
490 524
491/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
492 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 532 * it, NULL is returned.
499 * 533 *
500 * fix_stopped_item() should be used if the stopped item should be put on 534 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 535 * the map.
502 */ 536 */
537object *
503object *stop_item (object *op) 538stop_item (object *op)
504{ 539{
505 if (op->map == NULL) 540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
506 return op; 560 return op;
507 561
508 switch (op->type)
509 {
510 case THROWN_OBJ:
511 {
512 object *payload = op->inv;
513 if (payload == NULL)
514 return NULL;
515 remove_ob (payload);
516 remove_ob (op);
517 free_object (op);
518 return payload;
519 }
520
521 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op);
524 return op;
525
526 default: 562 default:
527 return op; 563 return op;
528 } 564 }
529} 565}
530 566
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 567/* fix_stopped_item() - put stopped item where stop_item() had found it.
532 * Inserts item into the old map, or merges it if it already is on the map. 568 * Inserts item into the old map, or merges it if it already is on the map.
533 * 569 *
534 * 'map' must be the value of op->map before stop_item() was called. 570 * 'map' must be the value of op->map before stop_item() was called.
535 */ 571 */
572void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
537{ 574{
538 if (map == NULL) 575 if (map == NULL)
539 return; 576 return;
577
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 579 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 580 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
544} 582}
545 583
546 584object *
547object *fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
548{ 586{
549 if(rndm(0, 99) < op->stats.food) { 587 if (rndm (0, 99) < op->stats.food)
588 {
550 /* Small chance of breaking */ 589 /* Small chance of breaking */
551 remove_ob (op); 590 op->destroy ();
552 free_object(op);
553 return NULL; 591 return NULL;
554 } 592 }
555 593
594 op->set_speed (0);
556 op->direction=0; 595 op->direction = 0;
557 op->move_on=0; 596 op->move_on = 0;
558 op->move_type=0; 597 op->move_type = 0;
559 op->speed = 0; 598 op->skill = 0; // really?
560 update_ob_speed(op); 599
600 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 602 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 604
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 605 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 606 {
607 op->slaying = op->spellarg;
572 free(op->spellarg); 608 free (op->spellarg);
573 op->spellarg = NULL; 609 op->spellarg = 0;
610 }
574 } else 611 else
575 op->slaying = NULL; 612 op->slaying = 0;
576 613
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 615 op->spellarg = NULL;
579 op->stats.sp = 0; 616 op->stats.sp = 0;
580 op->stats.hp = 0; 617 op->stats.hp = 0;
581 op->stats.grace = 0; 618 op->stats.grace = 0;
582 op->level = 0; 619 op->level = 0;
583 op->face=op->arch->clone.face; 620 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
586 return op; 623 return op;
587} 624}
588 625
589/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
590 * 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
591 * here too. -b.t. 628 * here too. -b.t.
592 * 629 *
593 * Returns a pointer to the stopped object (which will have been removed 630 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
595 */ 632 */
596 633static void
597static void stop_arrow (object *op) 634stop_arrow (object *op)
598{ 635{
599 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
600 return; 637 return;
601 638
602 if (op->inv) { 639 if (op->inv)
640 {
641 // replace this by straightforward drop to ground?
603 object *payload = op->inv; 642 object *payload = op->inv;
604 remove_ob (payload); 643
605 clear_owner(payload); 644 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 645 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 646 op->destroy ();
608 free_object (op); 647 }
609 } else { 648 else
649 {
610 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
611 if (op) 652 if (op)
612 merge_ob (op, NULL); 653 merge_ob (op, 0);
613 } 654 }
614} 655}
615 656
616/* 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.
617 */ 658 */
618 659void
619void move_arrow(object *op) { 660move_arrow (object *op)
620 object *tmp; 661{
621 sint16 new_x, new_y;
622 int was_reflected, mflags; 662 int was_reflected;
623 mapstruct *m;
624 663
625 if(op->map==NULL) { 664 if (!op->map)
665 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 667 op->destroy ();
628 free_object(op); 668 return;
629 return;
630 } 669 }
631 670
632 /* we need to stop thrown objects at some point. Like here. */ 671 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 672 if (op->type == THROWN_OBJ)
673 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 674 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get 675 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens 676 * left over remnants on the map. Where this currently happens
637 * 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,
638 * 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
639 * 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,
640 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
641 */ 681 */
642 if (op->inv == NULL) { 682 if (!op->inv)
643 remove_ob(op); 683 {
644 free_object(op); 684 op->destroy ();
685 return;
686 }
687
688 if (op->last_sp-- < 0)
689 {
690 stop_arrow (op);
691 return;
692 }
693 }
694
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW)
698 {
699 stop_arrow (op);
700 return;
701 }
702
703 /* Calculate target map square */
704 was_reflected = 0;
705
706 mapxy pos (op); pos.move (op->direction);
707
708 if (!pos.normalise ())
709 {
710 stop_arrow (op);
711 return;
712 }
713
714 /* only need to look for living creatures if this flag is set */
715 if (pos->flags () & P_IS_ALIVE)
716 {
717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
721 break;
722
723 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then
725 * move into it.
726 */
727 if (tmp && tmp != op->owner)
728 {
729 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.)
732 */
733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
734 {
735 int number = op->face;
736
737 op->direction = absdir (op->direction + 4);
738 update_turn_face (op);
739 was_reflected = 1; /* skip normal movement calculations */
740 }
741 else
742 {
743 /* Attack the object. */
744 op = hit_with_arrow (op, tmp);
745
746 if (!op)
747 return;
748 }
749 } /* if this is not hitting its owner */
750 } /* if there is something alive on this space */
751
752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
753 {
754 int retry = 0;
755
756 /* if the object doesn't reflect, stop the arrow from moving
757 * note that this code will now catch cases where a monster is
758 * on a wall but has reflecting - the arrow won't reflect.
759 * Mapmakers shouldn't put monsters on top of wall in the first
760 * place, so I don't consider that a problem.
761 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
763 {
764 stop_arrow (op);
765 return;
766 }
767 else
768 {
769 /* If one of the major directions (n,s,e,w), just reverse it */
770 if (op->direction & 1)
771 {
772 op->direction = absdir (op->direction + 4);
773 retry = 1;
774 }
775
776 /* There were two blocks with identical code -
777 * use this retry here to make this one block
778 * that did the same thing.
779 */
780 while (retry < 2)
781 {
782 retry++;
783
784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
785 * over a corner in a tiled map, it is possible that
786 * op->direction is within an adjacent map but either
787 * op->direction-1 or op->direction+1 does not exist.
788 */
789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
791
792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794
795 if (left == right)
796 op->direction = absdir (op->direction + 4);
797 else if (left)
798 op->direction = absdir (op->direction + 2);
799 else if (right)
800 op->direction = absdir (op->direction - 2);
801
802 /* If this space is not out of the map and not blocked, valid space -
803 * don't need to retry again.
804 */
805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
807 break;
808 }
809
810 /* Couldn't find a direction to move the arrow to - just
811 * stop it from moving.
812 */
813 if (retry == 2)
814 {
815 stop_arrow (op);
816 return;
817 }
818
819 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op))
822 SET_ANIMATION (op, op->direction);
823 } /* object is reflected */
824 } /* object ran into a wall */
825
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830
831 /* Move the arrow. */
832 op->move_to (pos);
833}
834
835void
836change_object (object *op)
837{ /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch)
841 {
842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
843 return;
844 }
845
846 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE))
848 {
849 if (op->stats.food-- > 0)
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);
866 else
867 {
868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
869 if (j < 0) /* No free spot */
870 tmp->destroy ();
871 else
872 {
873 mapxy pos (op); pos.move (j);
874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
877 }
878 }
879 }
880
881 op->destroy ();
882}
883
884void
885move_teleporter (object *op)
886{
887 object *tmp, *head = op;
888
889 /* if this is a multipart teleporter, handle the other parts
890 * The check for speed isn't strictly needed - basically, if
891 * there is an old multipart teleporter in which the other parts
892 * have speed, we don't really want to call it twice for the same
893 * function - in fact, as written below, part N would get called
894 * N times without the speed check.
895 */
896 if (op->more && !op->more->has_active_speed ())
897 move_teleporter (op->more);
898
899 if (op->head)
900 head = op->head;
901
902 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
904 break;
905
906 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
908 return;
909
910 if (EXIT_PATH (head))
911 {
912 if (tmp->type == PLAYER)
913 {
914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
645 return; 915 return;
646 }
647 if(op->last_sp-- < 0) {
648 stop_arrow (op);
649 return;
650 }
651 }
652 916
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 917 tmp->enter_exit (head);
654 values look rediculous. */ 918 }
655 if (op->speed < 0.5 && op->type==ARROW) {
656 stop_arrow(op);
657 return;
658 }
659
660 /* Calculate target map square */
661 new_x = op->x + DIRX(op);
662 new_y = op->y + DIRY(op);
663 was_reflected = 0;
664
665 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
667
668 if (mflags & P_OUT_OF_MAP) {
669 stop_arrow(op);
670 return;
671 }
672
673 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) {
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678
679 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then
681 * move into it.
682 */
683
684 if (tmp != NULL && tmp != op->owner) {
685 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.)
688 */
689
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else { 919 else
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left)
760 op->direction=absdir(op->direction+2);
761 else if(right)
762 op->direction=absdir(op->direction-2);
763
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
765
766 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again.
768 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
771
772 }
773 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving.
775 */
776 if (retry==2) {
777 stop_arrow (op);
778 return;
779 }
780 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op))
783 SET_ANIMATION(op, op->direction);
784 } /* object is reflected */
785 } /* object ran into a wall */
786
787 /* Move the arrow. */
788 remove_ob (op);
789 op->x = new_x;
790 op->y = new_y;
791
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed.
794 */
795 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0);
797}
798
799/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */
802
803void change_object(object *op) { /* Doesn`t handle linked objs yet */
804 object *tmp,*env,*pl;
805 int i,j;
806
807 if(op->other_arch==NULL) {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
809 return;
810 }
811
812 /* In non-living items only change when food value is 0 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 }
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
877 return; 921 return;
878 } 922 }
879 else if(EXIT_X(head)||EXIT_Y(head)) { 923 else if (EXIT_X (head) || EXIT_Y (head))
924 {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
926 {
881 LOG(llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
882 remove_ob(head); 928 head->destroy ();
883 free_object(head);
884 return; 929 return;
885 } 930 }
931
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 933 return;
934
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
936 }
937 else
889 } 938 {
890 else {
891 /* Random teleporter */ 939 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 941 return;
942
894 teleport(head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
895 } 944 }
896} 945}
897
898 946
899/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
901 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
902 can't be generalized. 950 can't be generalized.
903*/ 951*/
904 952void
905void move_player_changer(object *op) { 953move_player_changer (object *op)
954{
906 object *player; 955 object *player;
907 object *walk; 956 object *walk;
908 char c;
909 957
910 if (!op->above || !EXIT_PATH(op)) return; 958 if (!op->above || !EXIT_PATH (op))
959 return;
911 960
912 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 962 * needs to be on top.
914 */ 963 */
915 if(op->above->type==PLAYER) { 964 if (op->above->type == PLAYER)
965 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 967 return;
968
918 player=op->above; 969 player = op->above;
970
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 972 apply_changes_to_player (player, walk);
921 973
922 fix_player(player); 974 player->update_stats ();
975
923 esrv_send_inventory(op->above,op->above); 976 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
925 978
926 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
928 if (c == '/') { 981 {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 982 player->contr->savebed_map = EXIT_PATH (op);
930 player->contr->bed_x = EXIT_X(op); 983 player->contr->bed_x = EXIT_X (op);
931 player->contr->bed_y = EXIT_Y(op); 984 player->contr->bed_y = EXIT_Y (op);
932 } 985 }
933 else 986 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
936 EXIT_PATH(op)); 988
937 989 op->above->enter_exit (op);
938 enter_exit(op->above,op);
939 save_player(player, 1);
940 } 990 }
941} 991}
942 992
943/* firewalls fire other spells. 993/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 995 * walls can have hp, so they can be torn down.
946 */ 996 */
997void
947void move_firewall(object *op) { 998move_firewall (object *op)
999{
948 object *spell; 1000 object *spell;
949 1001
950 if ( ! op->map) 1002 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
952 1004
953 spell = op->inv; 1005 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1006
1007 if (!spell || spell->type != SPELL)
1008 spell = op->other_arch;
1009
955 if (!spell) { 1010 if (!spell)
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
957 op->name, op->map->name, op->x, op->y);
958 return;
959 } 1011 {
1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1013 return;
1014 }
960 1015
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1017}
963
964 1018
965/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
967 * 1021 *
968 * a player mover finds any players that are sitting on it. It 1022 * a player mover finds any players that are sitting on it. It
969 * moves them in the op->stats.sp direction. speed is how often it'll move. 1023 * moves them in the op->stats.sp direction. speed is how often it'll move.
970 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1024 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
971 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1025 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
972 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1027 */
1028void
974void move_player_mover(object *op) { 1029move_player_mover (object *op)
975 object *victim, *nextmover; 1030{
976 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
977 sint16 nx, ny; 1032 sint16 nx, ny;
978 mapstruct *m; 1033 maptile *m;
979 1034
980 /* 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 */
981 if (!dir) dir=rndm(1, 8); 1036 if (!dir)
1037 dir = rndm (1, 8);
982 1038
983 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)
1040 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1042 (victim->move_type & op->move_type || !victim->move_type))
1043 {
986 1044
987 if (victim->head) victim = victim->head; 1045 if (victim->head)
1046 victim = victim->head;
988 1047
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
990 remove_ob(op); 1049 {
991 free_object(op); 1050 op->remove ();
992 return; 1051 return;
993 } 1052 }
1053
994 nx = op->x+freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
995 ny = op->y+freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
996 m = op->map; 1056 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
999 m->path, op->x, op->y); 1060 return;
1000 return ; 1061 }
1001 } 1062
1002
1003 if (should_director_abort(op, victim)) return ; 1063 if (should_director_abort (op, victim))
1064 return;
1004 1065
1005 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)
1067 {
1006 if(nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99; 1069 nextmover->speed_left = -.99f;
1070
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1009 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 */
1010 } 1073 }
1011 }
1012 1074
1013 if(victim->type==PLAYER) { 1075 if (victim->type == PLAYER)
1076 {
1014 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1015 if(op->level) { 1078 if (op->level)
1079 {
1016 /* Following is a bit of hack. We need to make sure it 1080 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1019 * get to this space. 1083 * get to this space.
1020 */ 1084 */
1021 victim->contr->fire_on=0; 1085 victim->contr->fire_on = 0;
1022 victim->speed_left=-FABS(victim->speed); 1086 victim->speed_left = 1.f;
1023 move_player(victim, dir); 1087 move_player (victim, dir);
1024 } 1088 }
1025 else return; 1089 else
1026 } 1090 return;
1027 else move_object(victim,dir); 1091 }
1092 else
1093 move_object (victim, dir);
1028 1094
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1095 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2;
1030 1097
1031 if(op->attacktype) { /* flag to paralyze the player */ 1098 if (op->attacktype)
1032 1099 { /* flag to paralyze the player */
1033 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));
1034 /* Not sure why, but for some chars on metalforge, they 1101 }
1035 * would sometimes get -inf speed_left, and from the 1102 }
1036 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed.
1039 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1041 }
1042 }
1043 } 1103 }
1044} 1104}
1045 1105
1046/* 1106/*
1047 * Will duplicate a specified object placed on top of it. 1107 * Will duplicate a specified object placed on top of it.
1048 * connected: what will trigger it. 1108 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1109 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1110 * other_arch: the object to look for and duplicate.
1051 */ 1111 */
1052 1112
1113void
1053void move_duplicator(object *op) { 1114move_duplicator (object *op)
1115{
1054 object *tmp; 1116 object *tmp;
1055 1117
1056 if ( !op->other_arch ) { 1118 if (!op->other_arch)
1119 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1121 return;
1059 } 1122 }
1060 1123
1061 if (op->above == NULL) 1124 if (op->above == NULL)
1062 return; 1125 return;
1126
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1128 {
1129 if (op->other_arch->archname == tmp->arch->archname)
1130 {
1065 if (op->level <= 0) { 1131 if (op->level <= 0)
1066 remove_ob(tmp); 1132 tmp->destroy ();
1067 free_object(tmp); 1133 else
1068 } else { 1134 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1070 if (new_nrof >= 1UL<<31) 1136
1071 new_nrof = 1UL<<31; 1137 if (new_nrof >= 1UL << 31)
1072 tmp->nrof = new_nrof; 1138 new_nrof = 1UL << 31;
1073 } 1139
1074 break; 1140 tmp->nrof = new_nrof;
1075 } 1141 }
1142
1143 break;
1144 }
1076 } 1145 }
1077} 1146}
1078 1147
1079/* move_creator (by peterm) 1148/* move_creator (by peterm)
1080 * it has the creator object create it's other_arch right on top of it. 1149 * it has the creator object create it's other_arch right on top of it.
1087 * 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.
1088 * 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
1089 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1091*/ 1160*/
1092 1161void
1093void move_creator(object *creator) { 1162move_creator (object *creator)
1163{
1094 object *new_ob; 1164 object *new_ob;
1095 1165
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1167 {
1097 creator->stats.hp=-1; 1168 creator->stats.hp = -1;
1098 return; 1169 return;
1170 }
1171
1172 if (creator->inv)
1099 } 1173 {
1100
1101 if (creator->inv != NULL) {
1102 object *ob; 1174 object *ob;
1103 int i; 1175 int i;
1104 object *ob_to_copy; 1176 object *ob_to_copy;
1105 1177
1106 /* select random object from inventory to copy */ 1178 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1179 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1180 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1181 {
1109 if (rndm(0, i) == 0) { 1182 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 1183 {
1184 ob_to_copy = ob;
1185 }
1186 }
1187 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1111 } 1190 }
1112 } 1191 else
1113 new_ob = object_create_clone(ob_to_copy); 1192 {
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1193 if (!creator->other_arch)
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1194 {
1116 } else { 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (creator->other_arch == NULL) { 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1118 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y);
1119 return; 1197 return;
1120 } 1198 }
1121 1199
1122 new_ob = object_create_arch(creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1202 }
1125 1203
1126 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1127 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))
1128 free_object(new_ob);
1129 return;
1130 } 1206 {
1207 new_ob->destroy ();
1208 return;
1209 }
1131 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);
1214
1132 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);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1217 return;
1135 1218
1136 if (creator->slaying) { 1219 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1220 new_ob->name = new_ob->title = creator->slaying;
1138 FREE_AND_COPY(new_ob->title, creator->slaying);
1139 }
1140} 1221}
1141 1222
1142/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1144 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1145 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1149 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.*/
1150 1231void
1151void move_marker(object *op) { 1232move_marker (object *op)
1152 object *tmp,*tmp2; 1233{
1153 1234 if (object *tmp = op->ms ().player ())
1154 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1235 {
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1156
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1237 if (object *force = tmp->force_find (op->name))
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1241 {
1242 tmp->force_add (op->slaying, op->stats.food);
1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1248 {
1249 op->stats.hp--;
1250
1251 if (op->stats.hp == 0)
1252 {
1253 /* marker expires--granted mark number limit */
1254 op->destroy ();
1255 return;
1256 }
1257 }
1258 }
1163 } 1259 }
1164
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to
1171 * place
1172 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1175 }
1176
1177 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) {
1179 object *force = get_archetype(FORCE_NAME);
1180
1181 force->speed = 0;
1182 if(op->stats.food) {
1183 force->speed = 0.01;
1184 force->speed_left = -op->stats.food;
1185 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 }
1206 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */
1209} 1260}
1210
1211int process_object(object *op) {
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1213 return 0;
1214 1261
1215 if (INVOKE_OBJECT (TICK, op)) 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);
1216 return 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 }
1217 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
1307process_object (object *op)
1308{
1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1310 return;
1311
1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1313 return;
1314
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1317 return;
1221 1318
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1223 if (op->type == PLAYER)
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op);
1230 } 1320 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1321 animate_object (op, op->contr ? op->facing : op->direction);
1232 change_object(op);
1233 return 1;
1234 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1236 generate_monster(op);
1237 1322
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1239 if(QUERY_FLAG(op, FLAG_APPLIED))
1240 remove_force(op);
1241 else {
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl)
1245 esrv_del_item(pl->contr, op->count);
1246 remove_ob(op);
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op); 1324 make_sure_seen (op);
1249 free_object(op); 1325 }
1250 } 1326
1251 return 1; 1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1252 } 1332 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 {
1335 change_object (op);
1336 return;
1337 }
1338
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op);
1341
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op);
1346 else
1347 {
1348 op->remove (); // TODO: really necessary?
1349
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op);
1352
1353 op->drop_and_destroy ();
1354 }
1355
1356 return;
1357 }
1358 }
1359
1253 switch(op->type) { 1360 switch (op->type)
1254 1361 {
1255 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1256 move_spell_effect(op); 1363 move_spell_effect (op);
1257 return 1; 1364 break;
1258 1365
1259 case ROD: 1366 case ROD:
1260 case HORN: 1367 case HORN:
1261 regenerate_rod(op); 1368 regenerate_rod (op);
1262 return 1; 1369 break;
1263 1370
1264 case FORCE: 1371 case FORCE:
1265 case POTION_EFFECT: 1372 case POTION_EFFECT:
1266 remove_force(op); 1373 remove_force (op);
1267 return 1; 1374 break;
1268 1375
1269 case BLINDNESS: 1376 case BLINDNESS:
1270 remove_blindness(op); 1377 remove_blindness (op);
1271 return 0; 1378 break;
1272 1379
1273 case POISONING: 1380 case POISONING:
1274 poison_more(op); 1381 poison_more (op);
1275 return 0; 1382 break;
1276 1383
1277 case DISEASE: 1384 case DISEASE:
1278 move_disease(op); 1385 move_disease (op);
1279 return 0; 1386 break;
1280 1387
1281 case SYMPTOM: 1388 case SYMPTOM:
1282 move_symptom(op); 1389 move_symptom (op);
1283 return 0; 1390 break;
1284 1391
1285 case THROWN_OBJ: 1392 case THROWN_OBJ:
1286 case ARROW: 1393 case ARROW:
1287 move_arrow(op); 1394 move_arrow (op);
1288 return 0; 1395 break;
1289 1396
1290 case LIGHTNING: /* It now moves twice as fast */ 1397 case DOOR:
1291 move_bolt(op);
1292 return 0;
1293
1294 case DOOR:
1295 remove_door(op); 1398 remove_door (op);
1296 return 0; 1399 break;
1297 1400
1298 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1299 remove_door2(op); 1402 remove_door2 (op);
1300 return 0; 1403 break;
1301 1404
1302 case TELEPORTER: 1405 case TELEPORTER:
1303 move_teleporter(op); 1406 move_teleporter (op);
1304 return 0; 1407 break;
1305 1408
1306 case GOLEM: 1409 case GOLEM:
1307 move_golem(op); 1410 move_golem (op);
1308 return 0; 1411 break;
1309 1412
1310 case EARTHWALL: 1413 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1312 return 0; 1415 break;
1313 1416
1314 case FIREWALL: 1417 case FIREWALL:
1315 move_firewall(op); 1418 move_firewall (op);
1316 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1317 animate_turning(op); 1420 animate_turning (op);
1318 return 0; 1421 break;
1319 1422
1320 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1321 do_mood_floor(op, op); 1424 do_mood_floor (op);
1322 return 0; 1425 break;
1323 1426
1324 case GATE: 1427 case GATE:
1325 move_gate(op); 1428 move_gate (op);
1326 return 0; 1429 break;
1327 1430
1328 case TIMED_GATE: 1431 case TIMED_GATE:
1329 move_timed_gate(op); 1432 move_timed_gate (op);
1330 return 0; 1433 break;
1331 1434
1332 case TRIGGER: 1435 case TRIGGER:
1333 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1336 animate_trigger(op); 1439 animate_trigger (op);
1337 return 0; 1440 break;
1338 1441
1339 case DETECTOR: 1442 case DETECTOR:
1340 move_detector(op); 1443 move_detector (op);
1341 1444
1342 case DIRECTOR: 1445 case DIRECTOR:
1343 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1344 animate_turning(op); 1447 animate_turning (op);
1345 return 0; 1448 break;
1346 1449
1347 case HOLE: 1450 case HOLE:
1348 move_hole(op); 1451 move_hole (op);
1349 return 0; 1452 break;
1350 1453
1351 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1352 move_deep_swamp(op); 1455 move_deep_swamp (op);
1353 return 0; 1456 break;
1354 1457
1355 case RUNE: 1458 case RUNE:
1356 case TRAP: 1459 case TRAP:
1357 move_rune(op); 1460 move_rune (op);
1358 return 0; 1461 break;
1359 1462
1360 case PLAYERMOVER: 1463 case PLAYERMOVER:
1361 move_player_mover(op); 1464 move_player_mover (op);
1362 return 0; 1465 break;
1363 1466
1364 case CREATOR: 1467 case CREATOR:
1365 move_creator(op); 1468 move_creator (op);
1366 return 0; 1469 break;
1367 1470
1368 case MARKER: 1471 case MARKER:
1369 move_marker(op); 1472 move_marker (op);
1370 return 0; 1473 break;
1371 1474
1372 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1373 move_player_changer(op); 1476 move_player_changer (op);
1374 return 0; 1477 break;
1375 1478
1376 case PEACEMAKER: 1479 case PEACEMAKER:
1377 move_peacemaker(op); 1480 move_peacemaker (op);
1378 return 0; 1481 break;
1379 }
1380 1482
1381 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 }
1382} 1497}
1498

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines