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 1.8 by root, Sun Sep 3 00:18:42 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 1.8 2006/09/03 00:18:42 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);
260 } 257 }
261 } 258
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)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 285 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
295 }
296 return; 294 return;
297 } 295 }
298 } 296 }
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);
328 op->play_sound (sound_find ("blocked_gate"));
329
322 if(tmp->type==PLAYER) 330 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 "You are crushed by the %s!", &op->name);
325 } else 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)
344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
338 remove_ob(tmp); 348 tmp->move_to (pos);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0);
341 } 349 }
342 } 350 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 356 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;
364
357 if(!op->arch->clone.stats.ac) 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
398 if (op->value != v)
385 op->speed = 0; 399 op->set_speed (0);
386 update_ob_speed(op);
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;
422
407 if(op->stats.hp) { 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 {
427 if (op->slaying && op->slaying == tmp->name)
428 detected = 1;
429
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 431 detected = 1;
412 } 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)
500 {
467 next=tmp->above; 501 next = tmp->above;
468 move_apply(op,tmp,tmp); 502 move_apply (op, tmp, tmp);
469 }
470 } 503 }
504 }
505
471 SET_ANIMATION(op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
473 return; 508 return;
474 } 509 }
510
475 /* We're closing */ 511 /* We're closing */
476 op->move_on = 0; 512 op->move_on = 0;
477 513
478 op->stats.wc++; 514 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
481 SET_ANIMATION(op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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;
485 update_ob_speed(op); /* closed, let's stop */ 521 op->set_speed (0); /* 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;
604
605 if (op->spellarg)
606 {
607 op->slaying = op->spellarg;
608 free (op->spellarg);
609 op->spellarg = 0;
610 }
611 else
564 op->slaying = 0; 612 op->slaying = 0;
565 op->skill = 0;
566 613
567 if (op->spellarg != NULL) {
568 op->slaying = op->spellarg;
569 free(op->spellarg);
570 op->spellarg = NULL;
571 } else
572 op->slaying = NULL;
573
574 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
575 op->spellarg = NULL; 615 op->spellarg = NULL;
576 op->stats.sp = 0; 616 op->stats.sp = 0;
577 op->stats.hp = 0; 617 op->stats.hp = 0;
578 op->stats.grace = 0; 618 op->stats.grace = 0;
579 op->level = 0; 619 op->level = 0;
580 op->face=op->arch->clone.face; 620 op->face = op->arch->face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
583 return op; 623 return op;
584} 624}
585 625
586/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
587 * 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
588 * here too. -b.t. 628 * here too. -b.t.
589 * 629 *
590 * 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
591 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
592 */ 632 */
593 633static void
594static void stop_arrow (object *op) 634stop_arrow (object *op)
595{ 635{
596 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
597 return; 637 return;
598 638
599 if (op->inv) { 639 if (op->inv)
640 {
641 // replace this by straightforward drop to ground?
600 object *payload = op->inv; 642 object *payload = op->inv;
601 remove_ob (payload); 643
602 clear_owner(payload); 644 payload->owner = 0;
603 insert_ob_in_map (payload, op->map, payload,0); 645 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 646 op->destroy ();
605 free_object (op); 647 }
606 } else { 648 else
649 {
607 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
608 if (op) 652 if (op)
609 merge_ob (op, NULL); 653 merge_ob (op, 0);
610 } 654 }
611} 655}
612 656
613/* 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.
614 */ 658 */
615 659void
616void move_arrow(object *op) { 660move_arrow (object *op)
617 object *tmp; 661{
618 sint16 new_x, new_y;
619 int was_reflected, mflags; 662 int was_reflected;
620 mapstruct *m;
621 663
622 if(op->map==NULL) { 664 if (!op->map)
665 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 667 op->destroy ();
625 free_object(op); 668 return;
669 }
670
671 /* we need to stop thrown objects at some point. Like here. */
672 if (op->type == THROWN_OBJ)
673 {
674 /* If the object that the THROWN_OBJ encapsulates disappears,
675 * we need to have this object go away also - otherwise, you get
676 * left over remnants on the map. Where this currently happens
677 * is if the player throws a bomb - the bomb explodes on its own,
678 * but this object sticks around. We could handle the cleanup in the
679 * bomb code, but there are potential other cases where that could happen,
680 * and it is easy enough to clean it up here.
681 */
682 if (!op->inv)
683 {
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)
626 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++)
627 } 859 {
860 object *tmp = arch_to_object (op->other_arch);
628 861
629 /* we need to stop thrown objects at some point. Like here. */ 862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
630 if(op->type==THROWN_OBJ) { 863
631 /* If the object that the THROWN_OBJ encapsulates disappears, 864 if (env)
632 * we need to have this object go away also - otherwise, you get 865 env->insert (tmp);
633 * left over remnants on the map. Where this currently happens 866 else
634 * is if the player throws a bomb - the bomb explodes on its own,
635 * but this object sticks around. We could handle the cleanup in the
636 * bomb code, but there are potential other cases where that could happen,
637 * and it is easy enough to clean it up here.
638 */ 867 {
639 if (op->inv == NULL) { 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
640 remove_ob(op); 869 if (j < 0) /* No free spot */
641 free_object(op); 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)))
642 return; 915 return;
643 }
644 if(op->last_sp-- < 0) {
645 stop_arrow (op);
646 return;
647 }
648 }
649 916
650 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 917 tmp->enter_exit (head);
651 values look rediculous. */ 918 }
652 if (op->speed < 0.5 && op->type==ARROW) { 919 else
653 stop_arrow(op); 920 /* Currently only players can transfer maps */
654 return; 921 return;
655 } 922 }
923 else if (EXIT_X (head) || EXIT_Y (head))
924 {
925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
926 {
927 LOG (llevError, "Removed illegal teleporter.\n");
928 head->destroy ();
929 return;
930 }
656 931
657 /* Calculate target map square */ 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
658 new_x = op->x + DIRX(op);
659 new_y = op->y + DIRY(op);
660 was_reflected = 0;
661
662 m = op->map;
663 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
664
665 if (mflags & P_OUT_OF_MAP) {
666 stop_arrow(op);
667 return; 933 return;
668 }
669 934
670 /* only need to look for living creatures if this flag is set */ 935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
671 if (mflags & P_IS_ALIVE) {
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
674
675 936 }
676 /* Not really fair, but don't let monsters hit themselves with 937 else
677 * their own arrow - this can be because they fire it then
678 * move into it.
679 */
680
681 if (tmp != NULL && tmp != op->owner) {
682 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.)
685 */
686
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691
692 op->direction = absdir (op->direction + 4);
693 op->state = 0;
694 if (GET_ANIM_ID (op)) {
695 number += 4;
696 if (number > GET_ANIMATION (op, 8))
697 number -= 8;
698 op->face = &new_faces[number];
699 }
700 was_reflected = 1; /* skip normal movement calculations */
701 }
702 else {
703 /* Attack the object. */
704 op = hit_with_arrow (op, tmp);
705 if (op == NULL)
706 return;
707 }
708 } /* if this is not hitting its owner */
709 } /* if there is something alive on this space */
710
711
712 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
713 int retry=0;
714
715 /* if the object doesn't reflect, stop the arrow from moving
716 * note that this code will now catch cases where a monster is
717 * on a wall but has reflecting - the arrow won't reflect.
718 * Mapmakers shouldn't put monsters on top of wall in the first
719 * place, so I don't consider that a problem.
720 */
721 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
722 stop_arrow (op);
723 return;
724 } else {
725 /* If one of the major directions (n,s,e,w), just reverse it */
726 if(op->direction&1) {
727 op->direction=absdir(op->direction+4);
728 retry=1;
729 }
730 /* There were two blocks with identical code -
731 * use this retry here to make this one block
732 * that did the same thing.
733 */
734 while (retry<2) {
735 int left, right, mflags;
736 mapstruct *m1;
737 sint16 x1, y1;
738
739 retry++;
740
741 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
742 * over a corner in a tiled map, it is possible that
743 * op->direction is within an adjacent map but either
744 * op->direction-1 or op->direction+1 does not exist.
745 */
746 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
747 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
748 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
749
750 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
751 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
752 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
753
754 if(left==right)
755 op->direction=absdir(op->direction+4);
756 else if(left)
757 op->direction=absdir(op->direction+2);
758 else if(right)
759 op->direction=absdir(op->direction-2);
760
761 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
762
763 /* If this space is not out of the map and not blocked, valid space -
764 * don't need to retry again.
765 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
768
769 }
770 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving.
772 */
773 if (retry==2) {
774 stop_arrow (op);
775 return;
776 }
777 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op))
780 SET_ANIMATION(op, op->direction);
781 } /* object is reflected */
782 } /* object ran into a wall */
783
784 /* Move the arrow. */
785 remove_ob (op);
786 op->x = new_x;
787 op->y = new_y;
788
789 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
790 * about 17 squares. Tune as needed.
791 */
792 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0);
794}
795
796/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */
799
800void change_object(object *op) { /* Doesn`t handle linked objs yet */
801 object *tmp,*env,*pl;
802 int i,j;
803
804 if(op->other_arch==NULL) {
805 LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name);
806 return;
807 }
808
809 /* In non-living items only change when food value is 0 */
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
811 if(op->stats.food-- > 0) return;
812 else op->stats.food=1; /* so 1 other_arch is made */
813 }
814 env=op->env;
815 remove_ob(op);
816 for(i=0;i<NROFNEWOBJS(op);i++) {
817 tmp=arch_to_object(op->other_arch);
818 if (op->type == LAMP)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 }
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 } 938 {
841 } 939 /* Random teleporter */
842 free_object(op);
843}
844
845void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return;
875 }
876 else if(EXIT_X(head)||EXIT_Y(head)) {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
878 LOG(llevError, "Removed illegal teleporter.\n");
879 remove_ob(head);
880 free_object(head);
881 return;
882 }
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 941 return;
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 942
886 }
887 else {
888 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return;
891 teleport(head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
892 } 944 }
893} 945}
894
895 946
896/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
898 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
899 can't be generalized. 950 can't be generalized.
900*/ 951*/
901 952void
902void move_player_changer(object *op) { 953move_player_changer (object *op)
954{
903 object *player; 955 object *player;
904 object *walk; 956 object *walk;
905 char c;
906 957
907 if (!op->above || !EXIT_PATH(op)) return; 958 if (!op->above || !EXIT_PATH (op))
959 return;
908 960
909 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 962 * needs to be on top.
911 */ 963 */
912 if(op->above->type==PLAYER) { 964 if (op->above->type == PLAYER)
965 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 967 return;
968
915 player=op->above; 969 player = op->above;
970
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
917 apply_changes_to_player(player,walk); 972 apply_changes_to_player (player, walk);
918 973
919 fix_player(player); 974 player->update_stats ();
975
920 esrv_send_inventory(op->above,op->above); 976 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
922 978
923 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
925 if (c == '/') {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op));
927 player->contr->bed_x = EXIT_X(op);
928 player->contr->bed_y = EXIT_Y(op);
929 }
930 else
931 LOG(llevDebug,
932 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
933 &EXIT_PATH(op));
934 981 {
935 enter_exit(op->above,op); 982 player->contr->savebed_map = EXIT_PATH (op);
936 save_player(player, 1); 983 player->contr->bed_x = EXIT_X (op);
984 player->contr->bed_y = EXIT_Y (op);
985 }
986 else
987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
988
989 op->above->enter_exit (op);
937 } 990 }
938} 991}
939 992
940/* firewalls fire other spells. 993/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 995 * walls can have hp, so they can be torn down.
943 */ 996 */
997void
944void move_firewall(object *op) { 998move_firewall (object *op)
999{
945 object *spell; 1000 object *spell;
946 1001
947 if ( ! op->map) 1002 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
949 1004
950 spell = op->inv; 1005 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1006
1007 if (!spell || spell->type != SPELL)
1008 spell = op->other_arch;
1009
952 if (!spell) { 1010 if (!spell)
1011 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
954 &op->name, op->map->name, op->x, op->y);
955 return; 1013 return;
956 } 1014 }
957 1015
958 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);
959} 1017}
960
961 1018
962/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
964 * 1021 *
965 * 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
966 * 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.
967 * 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,
968 * 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,
969 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1027 */
1028void
971void move_player_mover(object *op) { 1029move_player_mover (object *op)
972 object *victim, *nextmover; 1030{
973 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
974 sint16 nx, ny; 1032 sint16 nx, ny;
975 mapstruct *m; 1033 maptile *m;
976 1034
977 /* 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 */
978 if (!dir) dir=rndm(1, 8); 1036 if (!dir)
1037 dir = rndm (1, 8);
979 1038
980 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 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1042 (victim->move_type & op->move_type || !victim->move_type))
1043 {
983 1044
1045 if (victim->head)
984 if (victim->head) victim = victim->head; 1046 victim = victim->head;
985 1047
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1049 {
987 remove_ob(op); 1050 op->remove ();
988 free_object(op); 1051 return;
1052 }
1053
1054 nx = op->x + freearr_x[dir];
1055 ny = op->y + freearr_y[dir];
1056 m = op->map;
1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1060 return;
1061 }
1062
1063 if (should_director_abort (op, victim))
1064 return;
1065
1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1067 {
1068 if (nextmover->type == PLAYERMOVER)
1069 nextmover->speed_left = -.99f;
1070
1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1073 }
1074
1075 if (victim->type == PLAYER)
1076 {
1077 /* only level >=1 movers move people */
1078 if (op->level)
1079 {
1080 /* Following is a bit of hack. We need to make sure it
1081 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to
1083 * get to this space.
1084 */
1085 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f;
1087 move_player (victim, dir);
1088 }
1089 else
989 return; 1090 return;
990 } 1091 }
991 nx = op->x+freearr_x[dir];
992 ny = op->y+freearr_y[dir];
993 m = op->map;
994 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
995 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
996 m->path, op->x, op->y);
997 return ;
998 }
999 1092 else
1000 if (should_director_abort(op, victim)) return ;
1001
1002 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1003 if(nextmover->type == PLAYERMOVER)
1004 nextmover->speed_left=-.99;
1005 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1006 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1007 }
1008 }
1009
1010 if(victim->type==PLAYER) {
1011 /* only level >=1 movers move people */
1012 if(op->level) {
1013 /* Following is a bit of hack. We need to make sure it
1014 * is cleared, otherwise the player will get stuck in
1015 * place. This can happen if the player used a spell to
1016 * get to this space.
1017 */
1018 victim->contr->fire_on=0;
1019 victim->speed_left=-FABS(victim->speed);
1020 move_player(victim, dir);
1021 }
1022 else return;
1023 }
1024 else move_object(victim,dir); 1093 move_object (victim, dir);
1025 1094
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1095 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2;
1027 1097
1028 if(op->attacktype) { /* flag to paralyze the player */ 1098 if (op->attacktype)
1029 1099 { /* flag to paralyze the player */
1030 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));
1031 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed.
1036 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1038 } 1101 }
1039 } 1102 }
1040 } 1103 }
1041} 1104}
1042 1105
1045 * connected: what will trigger it. 1108 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1109 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1110 * other_arch: the object to look for and duplicate.
1048 */ 1111 */
1049 1112
1113void
1050void move_duplicator(object *op) { 1114move_duplicator (object *op)
1115{
1051 object *tmp; 1116 object *tmp;
1052 1117
1053 if ( !op->other_arch ) { 1118 if (!op->other_arch)
1119 {
1054 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");
1055 return; 1121 return;
1056 } 1122 }
1057 1123
1058 if (op->above == NULL) 1124 if (op->above == NULL)
1059 return; 1125 return;
1126
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1128 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1129 if (op->other_arch->archname == tmp->arch->archname)
1130 {
1062 if (op->level <= 0) { 1131 if (op->level <= 0)
1063 remove_ob(tmp); 1132 tmp->destroy ();
1064 free_object(tmp);
1065 } else { 1133 else
1134 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1136
1067 if (new_nrof >= 1UL<<31) 1137 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1138 new_nrof = 1UL << 31;
1139
1069 tmp->nrof = new_nrof; 1140 tmp->nrof = new_nrof;
1070 } 1141 }
1142
1071 break; 1143 break;
1072 } 1144 }
1073 } 1145 }
1074} 1146}
1075 1147
1076/* move_creator (by peterm) 1148/* move_creator (by peterm)
1084 * 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.
1085 * 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
1086 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1088*/ 1160*/
1089 1161void
1090void move_creator(object *creator) { 1162move_creator (object *creator)
1163{
1091 object *new_ob; 1164 object *new_ob;
1092 1165
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1167 {
1094 creator->stats.hp=-1; 1168 creator->stats.hp = -1;
1095 return; 1169 return;
1170 }
1171
1172 if (creator->inv)
1096 } 1173 {
1097
1098 if (creator->inv != NULL) {
1099 object *ob; 1174 object *ob;
1100 int i; 1175 int i;
1101 object *ob_to_copy; 1176 object *ob_to_copy;
1102 1177
1103 /* select random object from inventory to copy */ 1178 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1179 ob_to_copy = creator->inv;
1105 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 {
1106 if (rndm(0, i) == 0) { 1182 if (rndm (0, i) == 0)
1183 {
1107 ob_to_copy = ob; 1184 ob_to_copy = ob;
1108 }
1109 } 1185 }
1110 new_ob = object_create_clone(ob_to_copy); 1186 }
1187 new_ob = ob_to_copy->deep_clone ();
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1190 }
1191 else
1192 {
1114 if (creator->other_arch == NULL) { 1193 if (!creator->other_arch)
1115 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, creator->x, creator->y); 1194 {
1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1196 &creator->name, &creator->map->path, creator->x, creator->y);
1116 return; 1197 return;
1117 } 1198 }
1118 1199
1119 new_ob = object_create_arch(creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1202 }
1122 1203
1123 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1124 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))
1125 free_object(new_ob); 1206 {
1207 new_ob->destroy ();
1126 return; 1208 return;
1127 } 1209 }
1128 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
1129 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);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1131 return; 1217 return;
1132 1218
1133 if (creator->slaying) { 1219 if (creator->slaying)
1134 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1135 }
1136} 1221}
1137 1222
1138/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1140 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1141 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1142 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1145 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.*/
1146 1231void
1147void move_marker(object *op) { 1232move_marker (object *op)
1148 object *tmp,*tmp2; 1233{
1149 1234 if (object *tmp = op->ms ().player ())
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1235 {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152
1153 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1237 if (object *force = tmp->force_find (op->name))
1155 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)
1156 } 1248 {
1249 op->stats.hp--;
1157 1250
1158 if(tmp2) { 1251 if (op->stats.hp == 0)
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* cycle through his inventory to look for the MARK we want to
1164 * place
1165 */ 1252 {
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1253 /* marker expires--granted mark number limit */
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1254 op->destroy ();
1168 } 1255 return;
1169
1170 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) {
1172 object *force = get_archetype(FORCE_NAME);
1173
1174 force->speed = 0;
1175 if(op->stats.food) {
1176 force->speed = 0.01;
1177 force->speed_left = -op->stats.food;
1178 } 1256 }
1179 update_ob_speed (force);
1180 /* put in the lock code */
1181 force->slaying = op->slaying;
1182
1183 if (op->lore)
1184 force->lore = op->lore;
1185
1186 insert_ob_in_ob(force,tmp);
1187 if(op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1189
1190 if(op->stats.hp > 0) {
1191 op->stats.hp--;
1192 if(op->stats.hp==0) {
1193 /* marker expires--granted mark number limit */
1194 remove_ob(op);
1195 free_object(op);
1196 return;
1197 }
1198 } 1257 }
1199 } /* if tmp2 == NULL */ 1258 }
1200 } /* if tmp->type == PLAYER */ 1259 }
1201 } /* For all objects on this space */
1202} 1260}
1203
1204int process_object(object *op) {
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1206 return 0;
1207 1261
1208 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);
1209 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 }
1210 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
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1317 return;
1214 1318
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1216 if (op->type == PLAYER) 1320 {
1217 animate_object(op, op->facing); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1218 else
1219 animate_object(op, op->direction);
1220 1322
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1324 make_sure_seen (op);
1325 }
1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1223 } 1332 {
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 {
1225 change_object(op); 1335 change_object (op);
1226 return 1; 1336 return;
1227 } 1337 }
1338
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1229 generate_monster(op); 1340 generate_monster (op);
1230 1341
1231 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)
1343 {
1232 if(QUERY_FLAG(op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1233 remove_force(op); 1345 remove_force (op);
1234 else { 1346 else
1235 /* IF necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op);
1237 if (pl) 1347 {
1238 esrv_del_item(pl->contr, op->count); 1348 op->remove (); // TODO: really necessary?
1239 remove_ob(op); 1349
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op); 1351 make_sure_not_seen (op);
1242 free_object(op); 1352
1353 op->drop_and_destroy ();
1243 } 1354 }
1355
1244 return 1; 1356 return;
1357 }
1245 } 1358 }
1359
1246 switch(op->type) { 1360 switch (op->type)
1247 1361 {
1248 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1249 move_spell_effect(op); 1363 move_spell_effect (op);
1250 return 1; 1364 break;
1251 1365
1252 case ROD: 1366 case ROD:
1253 case HORN: 1367 case HORN:
1254 regenerate_rod(op); 1368 regenerate_rod (op);
1255 return 1; 1369 break;
1256 1370
1257 case FORCE: 1371 case FORCE:
1258 case POTION_EFFECT: 1372 case POTION_EFFECT:
1259 remove_force(op); 1373 remove_force (op);
1260 return 1; 1374 break;
1261 1375
1262 case BLINDNESS: 1376 case BLINDNESS:
1263 remove_blindness(op); 1377 remove_blindness (op);
1264 return 0; 1378 break;
1265 1379
1266 case POISONING: 1380 case POISONING:
1267 poison_more(op); 1381 poison_more (op);
1268 return 0; 1382 break;
1269 1383
1270 case DISEASE: 1384 case DISEASE:
1271 move_disease(op); 1385 move_disease (op);
1272 return 0; 1386 break;
1273 1387
1274 case SYMPTOM: 1388 case SYMPTOM:
1275 move_symptom(op); 1389 move_symptom (op);
1276 return 0; 1390 break;
1277 1391
1278 case THROWN_OBJ: 1392 case THROWN_OBJ:
1279 case ARROW: 1393 case ARROW:
1280 move_arrow(op); 1394 move_arrow (op);
1281 return 0; 1395 break;
1282 1396
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR: 1397 case DOOR:
1288 remove_door(op); 1398 remove_door (op);
1289 return 0; 1399 break;
1290 1400
1291 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1292 remove_door2(op); 1402 remove_door2 (op);
1293 return 0; 1403 break;
1294 1404
1295 case TELEPORTER: 1405 case TELEPORTER:
1296 move_teleporter(op); 1406 move_teleporter (op);
1297 return 0; 1407 break;
1298 1408
1299 case GOLEM: 1409 case GOLEM:
1300 move_golem(op); 1410 move_golem (op);
1301 return 0; 1411 break;
1302 1412
1303 case EARTHWALL: 1413 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1415 break;
1306 1416
1307 case FIREWALL: 1417 case FIREWALL:
1308 move_firewall(op); 1418 move_firewall (op);
1309 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1310 animate_turning(op); 1420 animate_turning (op);
1311 return 0; 1421 break;
1312 1422
1313 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1314 do_mood_floor(op); 1424 do_mood_floor (op);
1315 return 0; 1425 break;
1316 1426
1317 case GATE: 1427 case GATE:
1318 move_gate(op); 1428 move_gate (op);
1319 return 0; 1429 break;
1320 1430
1321 case TIMED_GATE: 1431 case TIMED_GATE:
1322 move_timed_gate(op); 1432 move_timed_gate (op);
1323 return 0; 1433 break;
1324 1434
1325 case TRIGGER: 1435 case TRIGGER:
1326 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1439 animate_trigger (op);
1330 return 0; 1440 break;
1331 1441
1332 case DETECTOR: 1442 case DETECTOR:
1333 move_detector(op); 1443 move_detector (op);
1334 1444
1335 case DIRECTOR: 1445 case DIRECTOR:
1336 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1337 animate_turning(op); 1447 animate_turning (op);
1338 return 0; 1448 break;
1339 1449
1340 case HOLE: 1450 case HOLE:
1341 move_hole(op); 1451 move_hole (op);
1342 return 0; 1452 break;
1343 1453
1344 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1455 move_deep_swamp (op);
1346 return 0; 1456 break;
1347 1457
1348 case RUNE: 1458 case RUNE:
1349 case TRAP: 1459 case TRAP:
1350 move_rune(op); 1460 move_rune (op);
1351 return 0; 1461 break;
1352 1462
1353 case PLAYERMOVER: 1463 case PLAYERMOVER:
1354 move_player_mover(op); 1464 move_player_mover (op);
1355 return 0; 1465 break;
1356 1466
1357 case CREATOR: 1467 case CREATOR:
1358 move_creator(op); 1468 move_creator (op);
1359 return 0; 1469 break;
1360 1470
1361 case MARKER: 1471 case MARKER:
1362 move_marker(op); 1472 move_marker (op);
1363 return 0; 1473 break;
1364 1474
1365 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1366 move_player_changer(op); 1476 move_player_changer (op);
1367 return 0; 1477 break;
1368 1478
1369 case PEACEMAKER: 1479 case PEACEMAKER:
1370 move_peacemaker(op); 1480 move_peacemaker (op);
1371 return 0; 1481 break;
1372 }
1373 1482
1374 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 }
1375} 1497}
1498

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines