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Comparing deliantra/server/server/time.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.9 2006/09/10 15:59:58 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>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30/* 24/*
31 * 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
32 * collected in this file. 26 * collected in this file.
33 */ 27 */
34
35#include <global.h> 28#include <global.h>
36#include <spells.h> 29#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 30#include <sproto.h>
39#endif
40 31
41/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
42 * 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
43 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
44 */ 35 */
45
46void 36void
47remove_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)
48{ 67{
49 int i; 68 int i;
50 object *tmp; 69 object *tmp;
51 70
52 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
53 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]);
54 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
55 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
58 } 78 }
79 }
59 80
60 if (op->other_arch) 81 if (op->other_arch)
61 { 82 {
62 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
63 tmp->x = op->x; 84 tmp->x = op->x;
64 tmp->y = op->y; 85 tmp->y = op->y;
65 tmp->map = op->map; 86 tmp->map = op->map;
66 tmp->level = op->level; 87 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
68 } 89 }
69 remove_ob (op);
70 free_object (op);
71}
72 90
73void 91 op->drop_and_destroy ();
74remove_door2 (object *op)
75{
76 int i;
77 object *tmp;
78
79 for (i = 1; i < 9; i += 2)
80 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
84 tmp->speed = 0.1;
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2;
87 }
88 }
89 if (op->other_arch)
90 {
91 tmp = arch_to_object (op->other_arch);
92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0);
97 }
98 remove_ob (op);
99 free_object (op);
100} 92}
101 93
102/* Will generate a monster according to content
103 * of generator.
104 */
105void 94void
106generate_monster_inv (object *gen) 95generate_monster (object *gen)
107{ 96{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 97 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 98 return;
136 head = object_create_clone (op); 99
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 101 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 102
148void 103 // sleeping generators won't generate, this will make monsters like
149generate_monster_arch (object *gen) 104 // centipedes not generate more centipedes when being asleep.
150{ 105 if (gen->flag [FLAG_SLEEP])
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return; 106 return;
172 while (at != NULL) 107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
173 { 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
174 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
175 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
176 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
177 143
178 if (head != NULL) 144 op->expand_tail ();
179 op->head = head, prev->more = op;
180 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
181 if (rndm (0, 9)) 150 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 152
184 if (QUERY_FLAG (op, FLAG_FREED)) 153 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 155
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 156 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 157 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 158
159 op->destroy ();
206} 160}
207 161
208void 162void
209remove_force (object *op) 163remove_force (object *op)
210{ 164{
211 if (--op->duration > 0) 165 if (--op->duration > 0)
212 return; 166 return;
213 167
168 if (op->env)
214 switch (op->subtype) 169 switch (op->subtype)
215 { 170 {
216 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 174
223 default: 175 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 177 change_abil (op->env, op);
228 fix_player (op->env); 178 op->env->update_stats ();
229 }
230 } 179 }
231 remove_ob (op); 180
232 free_object (op); 181 op->destroy ();
233} 182}
234 183
235void 184void
236remove_blindness (object *op) 185remove_blindness (object *op)
237{ 186{
238 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
239 return; 188 return;
189
240 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
191
241 if (op->env != NULL) 192 if (op->env)
242 { 193 {
243 change_abil (op->env, op); 194 change_abil (op->env, op);
244 fix_player (op->env); 195 op->env->update_stats ();
245 } 196 }
246 remove_ob (op); 197
247 free_object (op); 198 op->destroy ();
248} 199}
249 200
250void 201void
251poison_more (object *op) 202poison_more (object *op)
252{ 203{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 { 205 {
255 remove_ob (op); 206 op->destroy ();
256 free_object (op);
257 return; 207 return;
258 } 208 }
209
259 if (op->stats.food == 1) 210 if (op->stats.food == 1)
260 { 211 {
261 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 213 * will not do anything.
263 */ 214 */
264 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
265 { 216 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env); 218 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 220 }
270 remove_ob (op); 221
271 free_object (op); 222 op->destroy ();
272 return; 223 return;
273 } 224 }
225
274 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
275 { 227 {
276 op->env->stats.food--; 228 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 230 }
231
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 233}
281 234
282 235
283void 236void
284move_gate (object *op) 237move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
286 object *tmp; 239 object *tmp;
287 240
288 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))
289 { 242 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 244 op->stats.wc = 0;
294 } 245 }
295 246
296 /* We're going down */ 247 /* We're going down */
297 if (op->value) 248 if (op->value)
298 { 249 {
299 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 252 op->stats.wc = 0;
302 if (op->arch->clone.speed) 253 if (op->arch->speed)
303 op->value = 0; 254 op->value = 0;
304 else 255 else
305 {
306 op->speed = 0; 256 op->set_speed (0);
307 update_ob_speed (op);
308 } 257 }
309 } 258
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 260 {
312 op->move_block = 0; 261 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
315 } 264 }
265
316 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
318 return; 268 return;
319 } 269 }
320 270
328 * 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,
329 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
330 * the gate slightly. 280 * the gate slightly.
331 */ 281 */
332 282
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
334 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
335 break; 285 break;
336 286
337 if (tmp == NULL) 287 if (!tmp)
338 { 288 {
339 if (op->arch->clone.speed) 289 if (op->arch->speed)
340 op->value = 1; 290 op->value = 1;
341 else 291 else
342 {
343 op->speed = 0; 292 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 293
345 }
346 return; 294 return;
347 } 295 }
348 } 296 }
349 297
350 if (op->stats.food) 298 if (op->stats.food)
357 } 305 }
358 else 306 else
359 { /* The gate is still going up */ 307 { /* The gate is still going up */
360 op->stats.wc++; 308 op->stats.wc++;
361 309
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
364 312
365 /* 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.
366 * 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
367 */ 315 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 317 {
370 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
373 322
374 if (tmp != NULL) 323 if (tmp)
375 { 324 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 { 326 {
378 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
379 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 } 332 }
382 else
383 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
385 * off the gate. 335 * off the gate.
386 */ 336 */
387 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
388 { 338 {
389 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
390 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);
391 341
392 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
393 if (i != -1) 343 if (i > 0)
394 { 344 {
345 mapxy pos (tmp);
395 remove_ob (tmp); 346 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
398 } 349 }
399 } 350 }
400 } 351 }
401 352
402 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
404 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
405 break; 356 break;
406 357
407 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
408 if (tmp) 359 if (tmp)
409 {
410 op->stats.food = 1; 360 op->stats.food = 1;
411 }
412 else 361 else
413 { 362 {
414 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
415 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
418 } 368 }
419 } /* gate is halfway up */ 369 } /* gate is halfway up */
420 370
433 int v = op->value; 383 int v = op->value;
434 384
435 if (op->stats.sp) 385 if (op->stats.sp)
436 { 386 {
437 move_gate (op); 387 move_gate (op);
388
438 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 390 op->stats.sp = 0;
440 return; 391 return;
441 } 392 }
393
442 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 395 { /* keep gate down */
444 move_gate (op); 396 move_gate (op);
397
445 if (op->value != v) 398 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 399 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 400 }
451} 401}
452 402
453/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
464 int last = op->value; 414 int last = op->value;
465 int detected; 415 int detected;
466 416
467 detected = 0; 417 detected = 0;
468 418
469 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)
470 { 420 {
471 object *tmp2; 421 object *tmp2;
472 422
473 if (op->stats.hp) 423 if (op->stats.hp)
474 { 424 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 426 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 428 detected = 1;
429
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 431 detected = 1;
481 } 432 }
482 } 433 }
434
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 436 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 438 detected = 1;
489 } 439 }
490 440
491 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
493 { 443 {
494 if (detected && last == 0) 444 if (detected && last == 0)
495 { 445 {
496 op->value = 1; 446 op->value = 1;
497 push_button (op); 447 push_button (op, tmp);
498 } 448 }
449
499 if (!detected && last == 1) 450 if (!detected && last == 1)
500 { 451 {
501 op->value = 0; 452 op->value = 0;
502 push_button (op); 453 push_button (op, tmp);
503 } 454 }
504 } 455 }
505 else 456 else
506 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
507 if (detected && last == 1) 458 if (detected && last == 1)
508 { 459 {
509 op->value = 0; 460 op->value = 0;
510 push_button (op); 461 push_button (op, tmp);
511 } 462 }
463
512 if (!detected && last == 0) 464 if (!detected && last == 0)
513 { 465 {
514 op->value = 1; 466 op->value = 1;
515 push_button (op); 467 push_button (op, tmp);
516 } 468 }
517 } 469 }
518} 470}
519
520 471
521void 472void
522animate_trigger (object *op) 473animate_trigger (object *op)
523{ 474{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
534} 485}
535 486
536void 487void
537move_hole (object *op) 488move_hole (object *op)
538{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value) 490 if (op->value)
542 { /* We're opening */ 491 { /* We're opening */
543 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
545 op->stats.wc = 0; 494 op->stats.wc = 0;
546 op->speed = 0; 495 op->set_speed (0);
547 update_ob_speed (op);
548 496
549 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
552 { 500 {
553 next = tmp->above; 501 next = tmp->above;
554 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
555 } 503 }
556 } 504 }
505
557 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
559 return; 508 return;
560 } 509 }
510
561 /* We're closing */ 511 /* We're closing */
562 op->move_on = 0; 512 op->move_on = 0;
563 513
564 op->stats.wc++; 514 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
567 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 522}
576 523
577 524
578/* 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
579 * 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
593 if (op->map == NULL) 540 if (op->map == NULL)
594 return op; 541 return op;
595 542
596 switch (op->type) 543 switch (op->type)
597 { 544 {
598 case THROWN_OBJ: 545 case THROWN_OBJ:
599 { 546 {
600 object *payload = op->inv; 547 object *payload = op->inv;
601 548
602 if (payload == NULL) 549 if (payload == NULL)
603 return NULL; 550 return NULL;
604 remove_ob (payload); 551
605 remove_ob (op); 552 payload->remove ();
606 free_object (op); 553 op->destroy ();
607 return payload; 554 return payload;
608 } 555 }
609 556
610 case ARROW: 557 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
613 return op; 560 return op;
614 561
615 default: 562 default:
616 return op; 563 return op;
617 } 564 }
618} 565}
619 566
620/* 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.
621 * 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.
622 * 569 *
623 * '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.
624 */ 571 */
625void 572void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
627{ 574{
628 if (map == NULL) 575 if (map == NULL)
629 return; 576 return;
577
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 580 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
634} 582}
635 583
636
637object * 584object *
638fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
639{ 586{
640 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
641 { 588 {
642 /* Small chance of breaking */ 589 /* Small chance of breaking */
643 remove_ob (op); 590 op->destroy ();
644 free_object (op);
645 return NULL; 591 return NULL;
646 } 592 }
647 593
594 op->set_speed (0);
648 op->direction = 0; 595 op->direction = 0;
649 op->move_on = 0; 596 op->move_on = 0;
650 op->move_type = 0; 597 op->move_type = 0;
651 op->speed = 0; 598 op->skill = 0; // really?
652 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
656 op->slaying = 0;
657 op->skill = 0;
658 604
659 if (op->spellarg != NULL) 605 if (op->spellarg)
660 { 606 {
661 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
662 free (op->spellarg); 608 free (op->spellarg);
663 op->spellarg = NULL; 609 op->spellarg = 0;
664 } 610 }
665 else 611 else
666 op->slaying = NULL; 612 op->slaying = 0;
667 613
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
669 op->spellarg = NULL; 615 op->spellarg = NULL;
670 op->stats.sp = 0; 616 op->stats.sp = 0;
671 op->stats.hp = 0; 617 op->stats.hp = 0;
672 op->stats.grace = 0; 618 op->stats.grace = 0;
673 op->level = 0; 619 op->level = 0;
674 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
676 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
677 return op; 623 return op;
678} 624}
679 625
680/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
681 * 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
682 * here too. -b.t. 628 * here too. -b.t.
683 * 629 *
684 * 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
685 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
686 */ 632 */
687
688static void 633static void
689stop_arrow (object *op) 634stop_arrow (object *op)
690{ 635{
691 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
692 return; 637 return;
693 638
694 if (op->inv) 639 if (op->inv)
695 { 640 {
641 // replace this by straightforward drop to ground?
696 object *payload = op->inv; 642 object *payload = op->inv;
697 643
698 remove_ob (payload); 644 payload->owner = 0;
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 646 op->destroy ();
702 free_object (op);
703 } 647 }
704 else 648 else
705 { 649 {
706 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
707 if (op) 652 if (op)
708 merge_ob (op, NULL); 653 merge_ob (op, 0);
709 } 654 }
710} 655}
711 656
712/* 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.
713 */ 658 */
714
715void 659void
716move_arrow (object *op) 660move_arrow (object *op)
717{ 661{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 662 int was_reflected;
721 mapstruct *m;
722 663
723 if (op->map == NULL) 664 if (!op->map)
724 { 665 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op); 667 op->destroy ();
727 free_object (op);
728 return; 668 return;
729 } 669 }
730 670
731 /* we need to stop thrown objects at some point. Like here. */ 671 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 672 if (op->type == THROWN_OBJ)
737 * 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,
738 * 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
739 * 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,
740 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
741 */ 681 */
742 if (op->inv == NULL) 682 if (!op->inv)
743 { 683 {
744 remove_ob (op); 684 op->destroy ();
745 free_object (op);
746 return; 685 return;
747 } 686 }
687
748 if (op->last_sp-- < 0) 688 if (op->last_sp-- < 0)
749 { 689 {
750 stop_arrow (op); 690 stop_arrow (op);
751 return; 691 return;
752 } 692 }
759 stop_arrow (op); 699 stop_arrow (op);
760 return; 700 return;
761 } 701 }
762 702
763 /* Calculate target map square */ 703 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 704 was_reflected = 0;
767 705
768 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 707
771 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
772 { 709 {
773 stop_arrow (op); 710 stop_arrow (op);
774 return; 711 return;
775 } 712 }
776 713
777 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
779 { 716 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break; 721 break;
783
784 722
785 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
787 * move into it. 725 * move into it.
788 */ 726 */
789
790 if (tmp != NULL && tmp != op->owner) 727 if (tmp && tmp != op->owner)
791 { 728 {
792 /* Found living object, but it is reflecting the missile. Update 729 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
795 */ 732 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
798 { 734 {
799
800 int number = op->face->number; 735 int number = op->face;
801 736
802 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
803 op->state = 0; 738 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
812 } 740 }
813 else 741 else
814 { 742 {
815 /* Attack the object. */ 743 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 744 op = hit_with_arrow (op, tmp);
745
817 if (op == NULL) 746 if (!op)
818 return; 747 return;
819 } 748 }
820 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
822 751
823 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 753 {
826 int retry = 0; 754 int retry = 0;
827 755
828 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
842 if (op->direction & 1) 770 if (op->direction & 1)
843 { 771 {
844 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
845 retry = 1; 773 retry = 1;
846 } 774 }
775
847 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
848 * use this retry here to make this one block 777 * use this retry here to make this one block
849 * that did the same thing. 778 * that did the same thing.
850 */ 779 */
851 while (retry < 2) 780 while (retry < 2)
852 { 781 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 782 retry++;
858 783
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
860 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
863 */ 788 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 791
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 794
872 if (left == right) 795 if (left == right)
873 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
874 else if (left) 797 else if (left)
875 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
876 else if (right) 799 else if (right)
877 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
878 801
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again. 803 * don't need to retry again.
883 */ 804 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
885 break; 807 break;
886
887 } 808 }
809
888 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 811 * stop it from moving.
890 */ 812 */
891 if (retry == 2) 813 if (retry == 2)
892 { 814 {
893 stop_arrow (op); 815 stop_arrow (op);
894 return; 816 return;
895 } 817 }
818
896 /* update object image for new facing */ 819 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
899 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
900 } /* object is reflected */ 823 } /* object is reflected */
901 } /* object ran into a wall */ 824 } /* object ran into a wall */
902 825
903 /* Move the arrow. */
904 remove_ob (op);
905 op->x = new_x;
906 op->y = new_y;
907
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
910 */ 828 */
911 op->speed -= 0.05; 829 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913}
914 830
915/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
916 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
917 * Modified this routine to allow held objects. b.t. */ 833}
918 834
919void 835void
920change_object (object *op) 836change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j; 838 int i, j;
924 839
925 if (op->other_arch == NULL) 840 if (!op->other_arch)
926 { 841 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
928 return; 843 return;
929 } 844 }
930 845
931 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 { 848 {
934 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
935 return; 850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
936 else 866 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 }
961 else
962 { 867 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
965 free_object (tmp); 870 tmp->destroy ();
966 else 871 else
967 { 872 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 874
970 } 875 if (pos.normalise ())
876 pos.insert (tmp, op);
971 } 877 }
878 }
972 } 879 }
973 free_object (op); 880
881 op->destroy ();
974} 882}
975 883
976void 884void
977move_teleporter (object *op) 885move_teleporter (object *op)
978{ 886{
983 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 892 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 894 * N times without the speed check.
987 */ 895 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 897 move_teleporter (op->more);
990 898
991 if (op->head) 899 if (op->head)
992 head = op->head; 900 head = op->head;
993 901
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break; 904 break;
997 905
998 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1004 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
1005 { 913 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 915 return;
1008 916
1009 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1010 } 918 }
1011 else 919 else
1012 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1013 return; 921 return;
1014 } 922 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 923 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 924 {
1017 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)))
1018 { 926 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 928 head->destroy ();
1021 free_object (head);
1022 return; 929 return;
1023 } 930 }
931
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 933 return;
934
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 936 }
1028 else 937 else
1029 { 938 {
1030 /* Random teleporter */ 939 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 941 return;
942
1033 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1034 } 944 }
1035} 945}
1036
1037 946
1038/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 950 can't be generalized.
1042*/ 951*/
1043
1044void 952void
1045move_player_changer (object *op) 953move_player_changer (object *op)
1046{ 954{
1047 object *player; 955 object *player;
1048 object *walk; 956 object *walk;
1049 char c;
1050 957
1051 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1052 return; 959 return;
1053 960
1054 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 962 * needs to be on top.
1056 */ 963 */
1057 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1058 { 965 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 967 return;
968
1061 player = op->above; 969 player = op->above;
1062 970
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1065 973
1066 fix_player (player); 974 player->update_stats ();
1067 975
1068 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1070 978
1071 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 981 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1078 } 985 }
1079 else 986 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 988
1082 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 990 }
1085} 991}
1086 992
1087/* firewalls fire other spells. 993/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1095 1001
1096 if (!op->map) 1002 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1098 1004
1099 spell = op->inv; 1005 spell = op->inv;
1006
1100 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1009
1102 if (!spell) 1010 if (!spell)
1103 { 1011 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 1013 return;
1106 } 1014 }
1107 1015
1108 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);
1109} 1017}
1110
1111 1018
1112/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
1114 * 1021 *
1115 * 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
1119 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1027 */
1121void 1028void
1122move_player_mover (object *op) 1029move_player_mover (object *op)
1123{ 1030{
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1126 sint16 nx, ny; 1032 sint16 nx, ny;
1127 mapstruct *m; 1033 maptile *m;
1128 1034
1129 /* 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 */
1130 if (!dir) 1036 if (!dir)
1131 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1132 1038
1133 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)
1134 { 1040 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1137 { 1043 {
1138 1044
1139 if (victim->head) 1045 if (victim->head)
1140 victim = victim->head; 1046 victim = victim->head;
1141 1047
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 { 1049 {
1144 remove_ob (op); 1050 op->remove ();
1145 free_object (op);
1146 return; 1051 return;
1147 } 1052 }
1053
1148 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1150 m = op->map; 1056 m = op->map;
1151 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)
1152 { 1058 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1154 return; 1060 return;
1155 } 1061 }
1156 1062
1157 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1158 return; 1064 return;
1159 1065
1160 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)
1161 { 1067 {
1162 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 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 */
1167 }
1168 } 1073 }
1169 1074
1170 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1171 { 1076 {
1172 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1176 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1178 * get to this space. 1083 * get to this space.
1179 */ 1084 */
1180 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1087 move_player (victim, dir);
1183 } 1088 }
1184 else 1089 else
1185 return; 1090 return;
1186 } 1091 }
1190 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1192 1097
1193 if (op->attacktype) 1098 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1195
1196 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));
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1101 }
1206 } 1102 }
1207 } 1103 }
1208} 1104}
1209 1105
1219{ 1115{
1220 object *tmp; 1116 object *tmp;
1221 1117
1222 if (!op->other_arch) 1118 if (!op->other_arch)
1223 { 1119 {
1224 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");
1225 return; 1121 return;
1226 } 1122 }
1227 1123
1228 if (op->above == NULL) 1124 if (op->above == NULL)
1229 return; 1125 return;
1126
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1128 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1130 {
1234 if (op->level <= 0) 1131 if (op->level <= 0)
1235 { 1132 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1133 else
1240 { 1134 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1136
1243 if (new_nrof >= 1UL << 31) 1137 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1138 new_nrof = 1UL << 31;
1139
1245 tmp->nrof = new_nrof; 1140 tmp->nrof = new_nrof;
1246 } 1141 }
1142
1247 break; 1143 break;
1248 } 1144 }
1249 } 1145 }
1250} 1146}
1251 1147
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1264*/ 1160*/
1265
1266void 1161void
1267move_creator (object *creator) 1162move_creator (object *creator)
1268{ 1163{
1269 object *new_ob; 1164 object *new_ob;
1270 1165
1272 { 1167 {
1273 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1274 return; 1169 return;
1275 } 1170 }
1276 1171
1277 if (creator->inv != NULL) 1172 if (creator->inv)
1278 { 1173 {
1279 object *ob; 1174 object *ob;
1280 int i; 1175 int i;
1281 object *ob_to_copy; 1176 object *ob_to_copy;
1282 1177
1287 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1288 { 1183 {
1289 ob_to_copy = ob; 1184 ob_to_copy = ob;
1290 } 1185 }
1291 } 1186 }
1292 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1190 }
1296 else 1191 else
1297 { 1192 {
1298 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1299 { 1194 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1197 return;
1303 } 1198 }
1304 1199
1305 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1202 }
1308 1203
1309 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1310 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))
1311 {
1312 free_object (new_ob);
1313 return;
1314 } 1206 {
1207 new_ob->destroy ();
1208 return;
1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1315 1214
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1217 return;
1319 1218
1320 if (creator->slaying) 1219 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1221}
1325 1222
1326/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1231void
1336move_marker (object *op) 1232move_marker (object *op)
1337{ 1233{
1338 object *tmp, *tmp2; 1234 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1235 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1347 { 1241 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1242 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1350 } 1248 {
1249 op->stats.hp--;
1351 1250
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1251 if (op->stats.hp == 0)
1374 { 1252 {
1375 force->speed = 0.01; 1253 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1254 op->destroy ();
1255 return;
1377 } 1256 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1257 }
1400 } /* if tmp2 == NULL */ 1258 }
1401 } /* if tmp->type == PLAYER */ 1259 }
1402 } /* For all objects on this space */
1403} 1260}
1404 1261
1405int 1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1306void
1406process_object (object *op) 1307process_object (object *op)
1407{ 1308{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1409 return 0; 1310 return;
1410 1311
1411 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1313 return;
1413 1314
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1; 1317 return;
1417 1318
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 { 1320 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1424 1322
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op); 1324 make_sure_seen (op);
1427 } 1325 }
1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1428 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1429 { 1334 {
1430 change_object (op); 1335 change_object (op);
1431 return 1; 1336 return;
1432 } 1337 }
1338
1433 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1434 generate_monster (op); 1340 generate_monster (op);
1435 1341
1436 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)
1437 { 1343 {
1438 if (QUERY_FLAG (op, FLAG_APPLIED)) 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
1360 switch (op->type)
1361 {
1362 case SPELL_EFFECT:
1363 move_spell_effect (op);
1364 break;
1365
1366 case ROD:
1367 case HORN:
1368 regenerate_rod (op);
1369 break;
1370
1371 case FORCE:
1372 case POTION_EFFECT:
1439 remove_force (op); 1373 remove_force (op);
1440 else 1374 break;
1441 {
1442 /* IF necessary, delete the item from the players inventory */
1443 object *pl = is_player_inv (op);
1444 1375
1445 if (pl)
1446 esrv_del_item (pl->contr, op->count);
1447 remove_ob (op);
1448 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1449 make_sure_not_seen (op);
1450 free_object (op);
1451 }
1452 return 1;
1453 }
1454 switch (op->type)
1455 {
1456
1457 case SPELL_EFFECT:
1458 move_spell_effect (op);
1459 return 1;
1460
1461 case ROD:
1462 case HORN:
1463 regenerate_rod (op);
1464 return 1;
1465
1466 case FORCE:
1467 case POTION_EFFECT:
1468 remove_force (op);
1469 return 1;
1470
1471 case BLINDNESS: 1376 case BLINDNESS:
1472 remove_blindness (op); 1377 remove_blindness (op);
1473 return 0; 1378 break;
1474 1379
1475 case POISONING: 1380 case POISONING:
1476 poison_more (op); 1381 poison_more (op);
1477 return 0; 1382 break;
1478 1383
1479 case DISEASE: 1384 case DISEASE:
1480 move_disease (op); 1385 move_disease (op);
1481 return 0; 1386 break;
1482 1387
1483 case SYMPTOM: 1388 case SYMPTOM:
1484 move_symptom (op); 1389 move_symptom (op);
1485 return 0; 1390 break;
1486 1391
1487 case THROWN_OBJ: 1392 case THROWN_OBJ:
1488 case ARROW: 1393 case ARROW:
1489 move_arrow (op); 1394 move_arrow (op);
1490 return 0; 1395 break;
1491 1396
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495
1496 case DOOR: 1397 case DOOR:
1497 remove_door (op); 1398 remove_door (op);
1498 return 0; 1399 break;
1499 1400
1500 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1501 remove_door2 (op); 1402 remove_door2 (op);
1502 return 0; 1403 break;
1503 1404
1504 case TELEPORTER: 1405 case TELEPORTER:
1505 move_teleporter (op); 1406 move_teleporter (op);
1506 return 0; 1407 break;
1507 1408
1508 case GOLEM: 1409 case GOLEM:
1509 move_golem (op); 1410 move_golem (op);
1510 return 0; 1411 break;
1511 1412
1512 case EARTHWALL: 1413 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1415 break;
1515 1416
1516 case FIREWALL: 1417 case FIREWALL:
1517 move_firewall (op); 1418 move_firewall (op);
1518 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1519 animate_turning (op); 1420 animate_turning (op);
1520 return 0; 1421 break;
1521 1422
1522 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1523 do_mood_floor (op); 1424 do_mood_floor (op);
1524 return 0; 1425 break;
1525 1426
1526 case GATE: 1427 case GATE:
1527 move_gate (op); 1428 move_gate (op);
1528 return 0; 1429 break;
1529 1430
1530 case TIMED_GATE: 1431 case TIMED_GATE:
1531 move_timed_gate (op); 1432 move_timed_gate (op);
1532 return 0; 1433 break;
1533 1434
1534 case TRIGGER: 1435 case TRIGGER:
1535 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1439 animate_trigger (op);
1539 return 0; 1440 break;
1540 1441
1541 case DETECTOR: 1442 case DETECTOR:
1542 move_detector (op); 1443 move_detector (op);
1543 1444
1544 case DIRECTOR: 1445 case DIRECTOR:
1545 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1546 animate_turning (op); 1447 animate_turning (op);
1547 return 0; 1448 break;
1548 1449
1549 case HOLE: 1450 case HOLE:
1550 move_hole (op); 1451 move_hole (op);
1551 return 0; 1452 break;
1552 1453
1553 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1455 move_deep_swamp (op);
1555 return 0; 1456 break;
1556 1457
1557 case RUNE: 1458 case RUNE:
1558 case TRAP: 1459 case TRAP:
1559 move_rune (op); 1460 move_rune (op);
1560 return 0; 1461 break;
1561 1462
1562 case PLAYERMOVER: 1463 case PLAYERMOVER:
1563 move_player_mover (op); 1464 move_player_mover (op);
1564 return 0; 1465 break;
1565 1466
1566 case CREATOR: 1467 case CREATOR:
1567 move_creator (op); 1468 move_creator (op);
1568 return 0; 1469 break;
1569 1470
1570 case MARKER: 1471 case MARKER:
1571 move_marker (op); 1472 move_marker (op);
1572 return 0; 1473 break;
1573 1474
1574 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1575 move_player_changer (op); 1476 move_player_changer (op);
1576 return 0; 1477 break;
1577 1478
1578 case PEACEMAKER: 1479 case PEACEMAKER:
1579 move_peacemaker (op); 1480 move_peacemaker (op);
1580 return 0; 1481 break;
1581 }
1582 1482
1583 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 }
1584} 1497}
1498

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